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Master Zen
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of naughty
Jan 2003 time: 23:34
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Taking a breather from the whole UN debate and since we have the chance to think a bit of our building strategy in the near future, I would like to bring out the issue of short-rushing so that we all can discuss it.
First of all, I will post the chat log where E_T and us three consuls discussed the short-rush plans:
quote:
[19:08] [E_T] While the consuls are here, and before my dinnertime, have you
looked at the Shortrushes that I currently have planned?
[19:09] [Trip[dinner]] E_T: I already told mongoose about GWT's WW
[19:09] [Trip[dinner]] apparently you don't read the FAM correspondance
thread either 
[19:09] * Trip[dinner] is now known as Trip
[19:10] [Arnelos] E_T - no... lemme do that
[19:10] [Trip] I saw the Galley in Hisp
[19:10] * Trip changes topic to 'Apolyton ISDG: Nothing Like Seeing a Good
German Squirm'
[19:11] [WhiteBandit] we have the turn?
[19:11] [E_T] I'm still relooking at HoD, but as of this moment, this looks
like the best I can currently get it
[19:11] [Arnelos] wow... that's a lot of money on shortrushing
[19:11] [Arnelos] WB - no
[19:11] [E_T] Hey, it could have been more
[19:11] [Arnelos] E_T - do we really have to spend that much money for the
shortrush so that Hisp's population gets down for the palacejump?
[19:12] [E_T] and the thing that is the priority, is to get all of the core
cities at size 5 or below, and this is the only route to that I can figure
out
[19:12] [Arnelos] ok
[19:12] [Trip] can't we just add another pop to AP?
[19:12] [Arnelos] if it's necessary for the palacejump, we do it
[19:13] [Arnelos] but 64 gold is nothing to sneeze at
[19:13] [Arnelos] Trip has a point
[19:13] [E_T] well, all of the testing that I've currently done, shows that
the jump goes to the size 6 cities, except when AP is very large
[19:13] [Trip] how large?
[19:14] [Trip] we can afford to burn some Workers
[19:14] [Arnelos] Trip's on the right track... I'd rather burn some workers
than burn 64 gold
[19:14] [Trip] especially right now
[19:14] [Trip] with CGN, saltpeter, and our possible future ambitions with GWT
[19:14] [E_T] If I can save a worker from having to be added AND have a
little better contral over the move, i.e. through pop control, then it
think a little gold now is worth it...
[19:15] [Trip] E_T: normally I'd agree with you, but right now gold is very
very important
[19:15] [Arnelos] I think we differ on what constitutes a "little" gold 
[19:15] [Trip] research, CGN loan, Knight/Musket upgrades, future boat and
Cav upgrades
[19:15] [Trip] there's a long list of things we need gold for right now
[19:15] [E_T] look. we talked about shortrushing, in the forums
[19:16] [E_T] Yes, and the palace move has priority, IMHO, when it comes to
rushing things
[19:16] [E_T] and besides, this isn't hundreds of gold
[19:16] [Trip] we discussed it
[19:16] [Trip] no one rubber-stamped it
[19:16] [E_T] and IIRC, we have upgraded all of our horses to knights
[19:17] [E_T] and wasn't it a certain consul who what wanting to use all of
that gold to speed through the techs?
[19:18] [Trip] only for the purpose of being able to chain Caravels to CGN
[19:18] [Trip] between HoD and Hisp, it's over 100
[19:18] [Trip] what about future short rushes?
[19:18] [Trip] we're talking a sizable part of our treasury already
[19:18] [E_T] be thankful it's not more
[19:19] [E_T] AND, I'm efforting to make it even cheaper
[19:19] [E_T] BUT, the thing is, it WILL need to be spent
[19:19] [Arnelos] E_T - we're talking optimization here
[19:19] [Arnelos] sure, we could spend it now
[19:19] [Arnelos] so?
[19:20] [Trip] I was of the opinion the Palace Jump depended on the size of AP
[19:20] [Arnelos] If there's a better way to do it, why not go that way
instead?
[19:20] [E_T] whereas, on other rushes, in the future, they aren't needs,
like now
[19:20] [Trip] that does not directly involve any gold
[19:20] [Trip] or rather, the size of AP relative to the sizes of other cities
[19:20] [Trip] which also does not directly involve gold
[19:21] * WhiteBandit has quit IRC (Quit: )
[19:21] [Arnelos] E_T - how many workers do we have to join into AP to get
the palacejump to work versus rushing things for money?
[19:21] [E_T] The Palace move depends on several factors, surrounding pop is
also a factor, so, if our current core had cities that have size 6, then we
have to use more workers to overcome this
[19:21] [MasterZen] back
[19:21] [MasterZen] hmmm
[19:22] [E_T] Target pop for AP is 8, WITH the current core at 5 or less
[19:22] [TogasAFK] amusing sidenote: I'm watching Bravo's West Wing marathon
right now ... it's a commercial. I drop in here to review the chats and
find the EXACT SAME SORTS of conversations happening. How funny.
[19:22] [E_T] will likely be 9 or 10 if current core is more
[19:22] [MasterZen] have we actually used the palace jump formula in the
strat forum to know exactly what size we need to get AP to?
[19:23] * Sharpe is now known as Sharpe-gaming
[19:23] [MasterZen] because it seems to me 100g is just gross overspending of
what potentially is just a few workers
[19:24] [Arnelos] E_T 9 or 10 over 8... not bad
[19:24] [Arnelos] that's 2 workers
[19:24] [E_T] We have done some simming, and I've played with some past sim
saves to look further at the move, just to get an idea of what is a better
mothod, to help "even the odds"
[19:24] [MasterZen] well, assume for a moment that gold is a much more
precious commodity ATM than building workers from scratch...
[19:25] [E_T] thing is, there is a lot of things still to be done with those
workers, and I would rather not have to add them if I can help it
[19:25] [Trip] there is still a lot of things to do with that gold too
[19:25] [MasterZen] but that's the problem. The same can be said about the
gold
[19:25] [MasterZen] xpost :P
[19:26] [Trip] gold has the potential to save CGN and thusly US from a lot of
headaches
[19:26] [Trip] 100 gold is almost 2 Muskets
[19:26] [E_T] remember, in about 12 turns, not only will the palace be
moving, but all of the settlers for the rest of the sites will have been
built and either on their way or founding thir repective cities
[19:26] [E_T] and they also need to have worker actions done for them
[19:26] [E_T] i.e. saving the workers is good
[19:26] [MasterZen] look
[19:27] [MasterZen] I'll say this in an economist's terms:
[19:27] [MasterZen] everything we build or not build carries a cost. It's an
opportunity cost
[19:27] [E_T] agreed
[19:27] [MasterZen] basically it means what you would have rather done with
that gold
[19:27] [MasterZen] now, we have an opportunity cost for workers
[19:28] [MasterZen] which is using them for whatever you want to use them
for, which is perfectly fine
[19:28] [MasterZen] however, the potential opportunity cost of those 100g
being used by CGN just tremendously overshadows our own use for the workers
[19:28] [E_T] and the opertunity cost for them is higher right now, compaired
to the gold....
[19:28] [MasterZen] 2 muskets for CGN are worth much more than 2 workers for
us right now
[19:28] [MasterZen] opportunity cost-wise
[19:29] [E_T] especially, with respect to the goal that is involed, which is
the palace move
[19:29] [MasterZen] because after all, you weren't planning on those workers
in the first place :P
[19:29] [E_T] No, that isn't true
[19:29] [Arnelos] E_T - I think what we need is for you to lay out for us how
you see those workers being worth 100 gold over the period they would be
working compared to when new workers can be pumped out of another city to
replace them?
[19:29] [Arnelos] 100 gold is a lot...
[19:30] [Arnelos] (though that is admittedly a rough estimate)
[19:30] [E_T] I know that things need to be done, I stare at the save and
figure what and where and how, then try to accomplish it
[19:30] [MasterZen] and you do an excellent job at that, but I think we have
different ideas of what is our current priority
[19:30] [MasterZen] and making CGN not lose is, IMO, number one right now
[19:31] [E_T] well, also consider this, the results of this one Opertunity
cost, of the short rush in HoD, is 1) sooner Library & 2) a worker after
it, right before the palace move
[19:32] [Arnelos] I'm not even fully convinced that 2-3 workers are worth 100
gold period, nevermind the inflated value of the gold... I mean... we could
calculate the actual shield, food, and commerce value lost because those
workers were not improving tiles over X period and it would take a while to
match the gold lost for shortrushing
[19:33] [Arnelos] especially considering that the workers will be replaced in
relatively short order
[19:33] [Arnelos] though not necessarily in the same location
[19:33] [Arnelos] and the population is not lost... it will join AP
[19:33] * E_T[dinnertime] has joined #ApolytonISDG
[19:33] [Arnelos] what do you last have?
[19:33] [E_T[dinnertime]] me chaning my nick
[19:34] [Arnelos] err... we missed that happening
[19:34] [E_T[dinnertime]] but it didn't go thought
[19:34] * E_T has quit IRC (Read error: Connection reset by peer)
[19:34] [MasterZen] the HoD rush is only 24. You're asking for a total
shortrush of 88g this turn plus an additional 24g for a grand total of 112
[19:34] * E_T[dinnertime] is going to dinner...
[19:34] [Arnelos] E_T - what was the last line you got
[19:34] [Arnelos] ?
[19:34] * Trip has quit IRC (Read error: Connection reset by peer)
[19:35] * Trip has joined #apolytonisdg
[19:35] * ChanServ sets mode: +o Trip
[19:37] [Arnelos] Trip - did you get everything?
[19:37] [Trip] uhhh
[19:37] [Trip] mostly
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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First off, I thank the consuls for starting this thread, as it's been a busy last few days, with all else that has been going on.
As for the current short rush needs, there is a main reason for them. The Palace move is coming several turns sooner than I had originally anticipated!! And because of this fact, I'm facing a task of get the last things that are needed either before the move (or right at the same time as the move) completed. Specifically:
#1) pop reduction in the core, to size 5 or less. This will help facilitate the move, making it more predictable for the move with AP at size X (or X+1). This X value is still to be fully determined. The workers that will need to be added will be available, that is a current fact in my planning.
#2) having courthouses built in the following Cities:
BigFurryCity
Hispanica
Incensity
Bananatopia
#3) an arbitrary quantity of settlers for the remainder of the new city sites built or almost completed. Also, part of the pop reduction plan (see #1)
Settlers still needed: 13
Turns of anticipated settler builds and cities that they are built in. Cities with ?? (except for Hisp, see city detail below) are still to have exact time determined, but they will be finished before the target turn.
code:
turn 161 (next turn to be played) - BB
turn 162 - Poly - Lux
turn 163
turn 164
turn 165
turn 166 - Poly - Ming
turn 167 - BB - ??Dominus??
turn 168 - Chiquita
turn 169 - EN
turn 170 - ??Hisp?? - ??Lux??
All core 5 or less this turn (and not growing to 6 the next turn), add workers to AP
turn 171 - Poly - Palace move!!
turn 172 - Equil abandoned
#4) sell off of Apolyton Improvements not needed further at the times that they are no longer needed, pending build schedual, i.e. Barracks and Granary.
Of these 4 Items that were needed for the Palace move, numbers 3 and 4 are (or will be in the next 11 turns) in the completed catagories. We will have 1 settler (maybe 2) still being built when the palace is moved, but those cities will be within the Item #1 target.
Item #2, the courthouses, are mostly taken care of BFC will haveit's built in a few turns. Bananatopia will have it's completed before the move. Incensity will also have it's completed by the move. The only one of this list is Hispancia. More on it shortly.
Item #1 is mostly following projections, but because of fact that the move is sooner than I had originally expected, a few changed had to be made.
Over the next 11 turns and beyond:
BFC will have a worker pulled from it's pop, after the courthouse is done. Then it will start on an Aquaduct. The city will also get Irrigation to help facilite it's regrowth to size 6 and onwards to 7, but this will be after the move. Looking at timing for food box & Aqua TOC so we don;t waste food (topping out the food box). Will also be a possible War material source.
Incensity was originally going to built a galley (while growing to 6) after the Library, then Settler and Courthouse. That plan is currently scrapped. It will remain at size 5 until after the move and it will start on it's galley (and further growth) after the court is finished. The courthouse will be complete right before the move.
Bananatopia - it was planned to have another NM after it's current settler build, while it's pop was recovering for the next round of settlers. This is being changed to courthouse, after the settler and it;s pop will be limited to below size 5, It will then grow as fast as possible after the move. The courthouse will be completed before the move and it will then start on Coluseum/Cathedral/Uni/Wonder prebuild.
Tripoli - is building a Market and we will allow food to be stored towards size 6 (while the WF configuation allows it), but it will still be within target pop when the move occures. Afterwards, it will be working either on a Lib or Aqua, depending on factors of timing: growth, irrigation of tiles to support further growth. If it can get both the Lib and Aqua before the size 6 food box top off point, then we will go that route, if not, then the aqua before the lib and maybe a temple before the lib. Again, timing will point the way. If we expect Tripoli to be a good wonder builder, we need it to be able to support those builds. Also, we may need it to instead build Knights/Num Merc for a coming war.
Big Bend - building a settler and starting on another one. That other one , it will be finished before the move (exactly when is still to be determined). Afterwards, Market and other builds to let it get to larger sizes. Possible canidate for Lighthouse (more on that in another thread and later date).
Karina - working on a Market, will be size 5 during the move. I'll try to time the growth to 6 with it's market build. Afterwards, an Aquaduct and Lib.
Mingapulco - will be size 5 when palace moves, working on building an Aquaduct. I'll try to time the growth to size 6 for right after the move and the food surpluss to have the aqua built before the food box tops out. Afterwards, Temple and other builds. Also, possible war materials.
Chiquita - building settler after the granary is finished. Will be at size 5 for the move. Afterwards, it's going to need to use specialist while it is allowed to grow rapidly. They will go back to work, as the various happiness improvements are completed (Market/temple/etc). If anything, a source for more cats for the looming war, atleast until a barracks is built.
Dominus - building settler after it's granary is finished. All else is same as Chiquita for now.
Eluclidium Novem - settler and then workers, size 4 for the move. I have to fully examine it's growth VS production capacities and time it for an aqua build, but it still needs other things, too. But for right now, it;s a good source for more workers. If anything, the workers that are built can be added to the other cities, as they are ready to expand.
LuxInvicta - it's at that akward point where it grows too rapidly for worker builds, without being at a low pop, too much trade realized to keep it at too low a pop, not enough sheilds for settlers (for possible large city pop expansions) except at higher pops and competeing for WF tiles with other cities. For the move, it will be building settlers and it will be at size 5 or under for the move. After the move, as tile pressure builds from the other cities (especially Ming and Karina), it will be phased out of existance. It has served it's job as a temporary city, for worker and settler production. It will be missed, but only in passing, as the other cities grow to use what it had.
Equil - will be abandoned the turn after the move, but it's been well under all of the above criteria.
the short rushes
Hispanca - this city was originally going to be building a Harbor, Galley & courthouse. Because of the palace move being much sooner that anticipated, that has also been scrapped. At the time of this post, I'm efforting getting this city ready for the move. It's currently at size 6 and needs the courthouse built before the move. This city produces a maximum of 9 SPT.
Short rush choices are: Cat (20), NM/Galley (30), Longbow/MI (40), Granary (60).
I have 2 choices, of which, one I favor more than the other, they are: Courthouse/Settler OR Courthouse/worker. If we go the worker route, then we will have to take a settler from one of the other cities, after the palace moves. This will further delay whatever development of that particular city, which I would rather get started working on other things. This will also further delay that last city founding and it's builds. I'm wanting to get the REX done and over with at this point in time. We need to look at the next things for the AltSPII....
Of the Court/Settler route, it will need to have short rushes for both the courthouse and the settler OR just the court and normal build the settler. I'm efforting the exact details as I post this. I'll make a follow up soon. And with the Court/Worker route, I'll still need to short rush the courthouse, but with not as much gold. More details in a further post.
After the move, this city still needs a harbor and to build galleys and work on further growth This city is also a possiblility for the Lighthouse.
Heart of Darkness - Because of this city's current Irrigation configuration (was to help with the REX effort), it will be at size 6 before the palace moves. So, the best thing is to get a worker out of it. The problem with that, is that the current Library build will be completed at the same time of the move. So, I need the worker before then (or to lower the pop then) and it's too late to change at this time.
Options include: Lib/worker; Settler/lib. If we go with the settler first, we delay this library in our secondary core by a significant time, hurting our research efforts. This would also possibly hurt out effort to build the Lighthouse, as this city is also a canidate for it.
My current plan is the Lib/worker option, with a 24 gold cash short rush (bringing the 24 to 30 sheilds accumulated) this next turn (161). Then the next short rush on turn 165, again for 24 gold (bringing the accumulated 54 up to 60 sheilds). The Lib would be completed on turn 168, with only 1 sheild wasted (or 4 gold). I'm efforting at reducing this, but it's hard with 5 to 7 SPT and not having a 50 sheild item to shortrush to. Then the city would build the worker normally and it would be at size 5 on the target turn.
So, to expidite things, even though we have the situation across the big pond, we need to still look at our own, if we are to succeed at this whole thing. If I can spend a bit of cash now, and reduce the need to add too many workers to AP, and get the REX phase finished, so that we can continue to work at being the dominant nation, economically. Not making this investment now, could also hurt our chances at getting our GA (with the Lighthouse). Not only could that happen, but if we do get it, some of our cities might not be fully up to speed to take full advantage of it when we do get it. And in the grand scheem of things, this is a relatively small investment to make, to help increase our chances with getting ahead and surpassing the others.
MoI E_T
Last edited by E_T on 18-02-2004 at 15:34
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:34
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Shortrushing is all about shaving turns off builds without spending outrageous amounts of money. A bit here, a bit there... and it adds up (the benifits, I mean. The costs we know about - they are up-front. The difficult part is quantifying the payoff down the road). To me, turn advantage is everything. The faster we can get the essentials built, the better (courthouses, markets, libraries). I think this may be especially worthwhile in our new southern core. We want to get that up to speed quickly, so that when we trigger our GA, it's loaded with improvements, and we get as much out of that GA as possible.
As I tried to illustrate in the other thread about rushing that E_T started, shortrushing is typically pretty cheap.
I understand the desire to help CGN hold off GWT, believe me. Given that, I'd say we should restrict our shortrushing to particularly small ones... situations where a shortrush of 16g or less (4 shields) can reduce a turn off a build. In fact, that's a pretty common cost for a shortrush.
Hispanica (just taking one city from E_T's post above) is the shortrush posterchild: 9spt. However, that's actually very efficient for a courthouse - 9spt*9turns = 81s, where a CH is 80s. The issue for Hispanica, as I understand it, is to get that CH built in time for the palace jump. So it's not exactly a "normal" shortrush situation.
E_T:
Something I've done a little bit of in another demogame that shall remain nameless: selective disbanding of obselete units to act like shortrushing. I don't know if any of our units fall under the heading of "obselete and expendable" but if they do, we should consider their use for this purpose. A regular warrior can get you 2 shields (and save you 1gpt in upkeep).
-Arrian
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Arnelos
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of the Free World
Sep 2002 time: 00:34
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If we're going to make the loan because we think it would help, we can afford to expend the workers on the palace jump. That's MORE than worth the trouble. It's not like the population is disapearing... it'll be part of AP and the city can always just build workers to send them back out again if need be.
If we do NOT send the loan, however, short rushing is more feasible. We've already discussed slowing down the tech rate (as E_T counseled), so we should have enough money to help with short rushing under that case.
What E_T needs to recognize is that if we DO send a loan to CGN, we will simply not have the available funds for short rushing projects that he wants. We will simply have to use workers joined to AP to finish the palace jump.
Keeping CGN from being overrun by GWT, if this is possible, is simply too important. A turn delay on the palace jump would even be worth it if we could save CGN from defeat.
This is about priorities.
Furthermore, we've already polled this issue, as I recall, and the team was in favor of the loans if it could help.
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Dominae
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Why is short-rushing necessary for the Palace-jump?
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Dominae
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quote: Originally posted by Trip
However, the consuls have decided that this would be a poor use of our funds at the moment... |
I thought we were still discussing it...
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