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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:19
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why would you have to use two different punctuation marks?
1,2,2,1-1,7-7,8-9
-> 1,2,3,11,77,89
I find that using only one set of punctuation marks works better than using two...although adding spaces may help readability:
WF 1, 2, 3, 11, 77, 89 etc...
Last edited by Krill on 07-07-2005 at 01:48
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E_T
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Orlando, Florida
Mar 2001 time: 00:19
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quote: Originally posted by BigFree
The system we use now is not hard for me to use. I guess it takes some getting used to. Plus, it's the system that the MoI prefers and that's the biggest reason to use it. |
and it's they system that I use in my spreadsheets. It does allow for quick coping ad pasting from that to orders, so it can be a great time saver (and we want to keep from having the MoI run out of time for things, like RL, etc...).
It's a simple system, as long as you denote WF in front of it ("like change WF to 1-2-11" or "Worker somebody - Mining Apolyton WF #11"). Whereas, movement is basic number pad and is normally worded as "move settler 2".
So, there is no real way to get confused. Also, all of the charachters that are used in the number system (1 to 20 and -) are all on the number pad, so it's also a time saver when dealing with Multiple cities with multiple WF changes on any given turn.
Again, saving time.
* E_T has taken an Engineering Management course and one of the first things learned was "economy of motion in relationship to productivity"
MoI E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:19
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quote: Originally posted by Krill
No, what matters the most is whatever the turnplayers find easist to use as the turnplayer has to read the WF numbers, and the MOI is not a turnplayer.
The Consuls are. So I suggest that we go an elect some consuls, and they can chose. |
Well, I HAVE been a turn player, just not in this particular Demogame. NYE is very familiar with this system (as for anyone who has been in the SPDG 1 and the PTWISDG).
Give it a try, just don't put it down because you don't think that it's as efficient or could cause confusion. It DOES work and it works well.
Here is an example of what I'm talking about, from the old PTWISDG game
quote:
Lakeview - starting WF 1. NC.
Mingapulco - starting WF 2-3-6-7-8-9-10-15. NC.
Chiquita - starting WF 1-2-4-5-6-8-13. Change WF to 1-2-4-5-6-13-14.
Bananatopia - starting WF 1-2-3-4-8-9-14-16-19 (working Game). Change WF to 1-2-3-4-8-12-14-16-19 (working Game).
Incensity - starting WF 5-6-7-14-16-17. NC.
Dominus - starting WF 1-4-6-7-8-19 & 1 Scientist. Change WF to 1-2-4-6-7-8 & 1 Taxman.
Tripoli - starting WF 1-2-4-17-18-19. Change WF to 2-4-6-17-18-19.
Mu - starting WF 7-15. Change WF to 15-17.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Power of Victory - starting WF 2-3-4-5-13-14. NC.
Eisten Boulen - (grows this turn) starting WF 4-5-??6??. Change WF to 4-5-6.
Karina - starting WF 3-4-11-13-15-16-18. NC.
LuxInvicta - starting WF 1-2-11. NC.
Big Bend - starting WF 1-3-4-6-8-10-13. NC.
BigFurryCity - starting WF 5-6-7-8-18-19-20. NC.
Apolyton Prime - starting WF 1-2-4-6-9-15-16-17-20 & 1 Entertainer.
Del Monte - starting WF 1-3-5-6-10-11. NC.
Heart of Darkness - starting WF 3-4-10-13-17-18. NC.
Elucidium Novem - (grows this turn, Worker built) starting WF ??2-3-6-8-12??. Change WF to 2-3-4-6-8.
Silk Road - starting WF 1-2-5-8-19. NC.
Arcadia - starting WF 1-2-6-8-19-20. Change WF to 1-2-6-7-8-19.
Zenophobia - (Worker built) starting WF ??2-3-4-9-10??. Change WF to 2-3-4-10-13.
Solace - starting WF 1-2-7-8-16. NC.
Down Under - (grows this turn) starting WF 2-??3??-4-10-12. Change WF to 2-3-4-10-12.
Lumentis Bananis - starting WF 3-6-7-13. NC.
Antlergrad - starting WF 2-3-4-10-11. NC.
Area X - starting WF 3-5-6-17. Change WF to 3-5-16-17.
Hero's Summit - starting WF 5-6-15. NC.
Mongoose Abyss - starting WF 3-5. NC.
Lumen Musae - starting WF 1-6-8. NC.
Protuberance - Starting WF 1-20. NC.
Kanaola - starting WF 7-8. NC.
Cyrene - starting WF 6. NC.
Eye - starting WF 1-2-4. NC.
Vox Publica - starting WF 19-20.
Freedom City - starting WF 6-7. NC.
Mauretania - starting WF 6. NC.
Thunder Bay - starting WF 1-20. NC.
Memoria Fraxia - starting WF 6-8. Change WF to 6-15.
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As you can see, a lot of typing, but that is reduced somewhat with copy and paste, esp from the spreadsheets (and yes, I had sheets for every one of those cities).
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:19
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There are 2 requirements for a 4-turn Settler pump.
They are:
Food Surplus Balance - You need your city to grow in Population every 2 turns. A Granary with 5 Food per turn surplus. Relatively easy with what we see in our screenshot. This requirement is 'relatively' easy.
and
Shield Production - over the 4 turn Build of the Settler, you need to produce 30 shields or 7.5 shields per turn (on average). Now, with a 4-turn pump, you're Pop is going to Grow twice over the build time. So, with Governer Set to Emphasize Production Only, the new Pop will show up on the Forest tiles and that will give us 2 extra shields ever pop increase or 4 extra shields over the time frame.
So, that's 30 - 4 = 26 or 6.5 SPT average or 2 turns at 6 SPT and 2 turns at 7 SPT. City Center is 1, Irrigated Cows is 1, Mined Bonus Grassland is 2. So, at pop 2 AND constantly working those tiles gives 4 SPT. So, we need to have a starting OR Base Settler pump pop of greater than 2.
So, for if we want our Base Settler Pump Pop at 3, we need to have one more Mined Bonus Grassland, that is constantly worked. But, we CURRENTLY CANNOT see any more Bonus grassland tiles, We WILL be able to know if and where there is another Bonus when we DO settle.
Assuming that we do have another Bonus Grass AND we get it mined, that gives us our Base 6 SPT for the start of our Pump. Then, we will need just 1 more Sheild when we get to pop 4, which could come from either a Mined Grassland or Irrigated Plains (Irrigation takes 2 turns less worker turns, so that is more favorable). This tile will have to be used by Apolyton with a 2 turn on and 2 turn off cycle, so another city that is close can use it ONLY on the turns the Pump dosen't need them.
So, for a 3 to 5 pop Settler Pump (grows to 5, settler built on same turn), we will need excluseive use of a Bonus grassland tile that we don't even know about. I'm sure that we likey will have one, but then we might also want it to use for our second city or some other city for Mil Unit builds. But we will need it for the Pump.
We will also need a Minimum of 1 Lux (either through Lux slider or a regular Lux being connected) and 2 Garrison, for the size 4 part of the build. The size 3 part can be just the 2 garrison with no slider/Lux or 1 garrison with slider/Lux.
Also of consideration, while we are pumping our Settlers every 4 turns, we aren't producing anything else. No Mil Units to escort those Settlers to their city sites. No Mil Units to scout terrain, No Mil Units to go Barb Hunting. No Mil Units to Watch for any possible attacks. These will have to come from our other cities, which will take time to get setup.
Also of consideration is the time it will take to set up the pump. Move/Irrigate/Road a tile takes 8 turns and Move/Mine/Road a tile takes 10 turn. So, with 1 worker at the start, we need to irrigate/road 2 tiles and mine/road 2 tiles, which will take 36 turns, assuming that the tiles are all next to each other. Another Worker, will help speed this part of it up.
E_T
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RegentMan
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Posted by emperor:
***IMPORTANT***
Elucidus has once again been delayed from starting the game, and Micaelis Rex is completely unavailable to do so. Both admins have previously given me permission to, if absolutely necessary, start the game myself, if an exceptional circumstance (such as we are in now) arises. Therefore, I have made the decision to make this post informing of my starting of the ISDG, in the interests of getting this game started NOW and not another week down the track.
The only problem is that I do not yet have passwords from all the teams; only some. (PAL and BAT, to be clear and precise. ) If all remaining teams can send their passwords to me ASAP, I can start the game AS SOON AS I have recieved them all. No delays; I guarantee that this game will begin in under 24 hours as long as I have recieved all the team passwords.
It is still possible, though highly unlikely, that Elucidus will be able to start the game himself. If that happens, please disregard this post. But otherwise, please take note of (and take action on too, if necessary) this important announcement.
Sincerely,
emperor
[P.S. @Luc if you are reading this - please check your PM. ]
He also posted the turn order (finally!):
CDZ
BAT
CGN
CBR
ACS
PAL
If I see that smilie with the parted hair and goatee one more time...
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