 |
|  |
 |
|
notyoueither
|
 |
of naught
Aug 2001 time: 22:37
|
|
Plan krill, with a barracks variant (his original suggestion of worker, then 3 enks, granery, settler).
T01, 4000: Start worker
T02, 3950: Irr, then road cow. Slider 0/100/0
T03, 3900:
T04, 3850:
T05, 3800:
T06, 3750: Worker cmplt > Enk. Wrkr1 Irr & rd complt > to bonus WF4 (mine & rd). Wrkr2 to WF1 (rd) then WF10 (mine & rd)
T07, 3700:
T08, 3650:
T09, 3600:
T10, 3550: Enk > Enk
T11, 3500
T12, 3450: Wrkr1 Mine & rd complt WF 4 > WF6 (rd) then WF17 (mine & rd)
T13, 3400: Enk > Enk
T14, 3350: Pop is 3, slider to 0/90/10 (1 Enk is guarding/garrison)
T15, 3300: Enk > Granery. Wrkr2 WF10 mine & rd complt > either of the forest & chop. Cashflow is -1gpt, IW in 9
T16, 3250:
T17, 3200:
T18, 3150: Pop is 4, slider to 0/80/20. Wrkr2 chop complet. Rd same tile
T19, 3100:
T20, 3050: Wrkr2 complt rd > begin roads on hills or towards city site
T21, 3000: Wrkr1 WF17 mine & rd complt > begin roads on hills or towards city site
T22, 2950: Granery complt > Enk. Pop is 5 (10spt) Slider to 70/0/30
T23, 2900: Enk > Settler
T24, 2850: Iron Working > ?. Treasury 2g. Slider to 30/30/40
T25, 2800:
T26, 2750: Settler > Barracks
T27, 2710:
T28, 2670: Pop is 5
T29, 2630:
T30, 2590: Barracks > Enk. Pop is 6.
T31, 2550: Enk > Settler. Stall growth so that Settler complts same turn as pop grows to 7
T32, 2510:
T33, 2470:
T34, 2430: Settler > Enk. Pop is 7 > 5
T35, 2390: Enk > Settler
T36, 2350: Pop is 6
T37, 2310:
T38, 2270: Settler > Enk. Pop is 7 > 5
Tz1: Vet Enk > Settler
Tz2, Pop is 6
Tz3,
Tz4, Settler > Enk. Pop is 7 > 5
Tz1: Vet Enk > Settler
Tz2, Pop is 6
Tz3,
Tz4, Settler > Enk. Pop is 7 > 5
Tz1: Vet Enk > Settler
Tz2, Pop is 6
Tz3,
Tz4, Settler > Enk. Pop is 7 > 5
Tz1: Vet Enk > Settler
Tz2, Pop is 6
Tz3,
Tz4, Settler > Enk. Pop is 7 > 5
Tz1: Vet Enk > Settler
Tz2, Pop is 6
Tz3,
Tz4, Settler > Enk. Pop is 7 > 5
etc...
Last edited by notyoueither on 15-07-2005 at 09:33
|
|
|  |
 |
|
ormuzd
|
|
it seems fine
with 3 warriors when we start building granary we should be well defended
Granary completed on turn 21, 4th warrior on the next turn
|
|
|  |
 |
|
sirleif
|
|
Berlin
Jun 2005 time: 05:37
|
|
now i ask here..sorry for asking in 2 threads ...
wf = ?
need a instruction how here the discription work to discripe moving worker....
and 3 enkidu than granary = we should have then well explored the terrain around our capitol.
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:37
|
|
quote: Originally posted by BigFree
Looks like a very good plan nye. I'll have to see what E_T's plans are though to compare.
I like that we have a Barracks pretty soon to pump out Vets. |
I'm working on presenting it, but RL intruedes somewhat...
My current plans (and looking at Krills for comparison), only were concerned with getting the Pump up and primed, in which I had only improved 2 tiles (the Cows at WF #5 and the Bonus Grass at WF #4). I wanted to just see about getting that part of it going, not with any major changes, like nye's. nye's has gone further than that, with the barracks & EW/Settler pump.
Also, I was not certain as to where we would be placing 2nd city, so I was holding the workers in reserve, so to speak, to work towards those cities and get them ready for them to be built. As I stated, I was only looking at getting the pump up, with budgettary concernces, too.
But I'm looking over nye's stuff some now.
E_T
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:37
|
|
nye, I'm having problems with your Sim. Did you play it in PBEM,. but continued game instead of saving and reloading every turn?? Because, if so, that screws up the worker times.
quote: Originally posted by notyoueither
Plan krill, with a barracks variant (his original suggestion of worker, then 3 enks, granery, settler).
T01, 4000: Start worker
T02, 3950: Irr, then road cow. Slider 0/100/0
T03, 3900:
T04, 3850:
T05, 3800:
T06, 3750: Worker cmplt > Enk. Wrkr1 Irr & rd complt > to bonus WF4 (mine & rd). Wrkr2 to WF1 (rd) then WF10 (mine & rd)
|
Worker #1 finished Irr on T05 (was frozen - 4 turns to complete from start of Irr 1st - T02, 2nd - T03, 3rd - T04, 4th - Finish/frozen - T05). Starts Roading this turn, 3 turns to complete, Road finished/Frozen on T08, can move on T09. Still evaluating, sending Worker #2 to same as you.
[EDIT]
Even Industral Workers wouldn't be able to move: 3 turns Irr, 2 turns road; from start of Irr 1st - T02, 2nd - T03, 3rd - Finish/frozen - T04, start if road 1st - T05, 2nd - Finished/frozen - T06. Can move on T07. So, your Model is very, very off.
Please redo and represent. Good effort none the less...
[/edit]
Here is the save for turn before this turn, from my sim. [2nd Edit] This is a PBEM save, the second civ is AI, on a desert island. No Password, so as soon as save, reload it you come back to us. Fastest way to do this. DO NOT Continue game, MUST save and reload. Only way to make sure we have an accurate Simulation.[/edit]
E_T
Attachment: poly_sim_#1 of the sumerians, 3750 bc.sav
This has been downloaded 3 time(s).
Last edited by E_T on 15-07-2005 at 21:59
|
|
|  |
 |
|  |
 |
|
Krill
|
 |
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
|
|
Sod it, I hate typing...
Basically, Build queue is Worker, Enk, Enk, Enk, Granary, Settler. I completely ignored commerce, except when MMing.
Basically, Worker 1, moved 2, Irrigate, roaded, moved 7, roaded, moved 4, mined, roaded, moved 6, mined.
Worker 2 (built turn 5) moved 3, mined, roaded, moved 8, chopped, roaded, moved 7.
Worker 2 was built on turn 5, Enk1 on T9, E2 T12, E3 T14, Granary, T21, E4 T22, Settler T 26.
7 turns until we finish IW
---
Something that NYE forgot to check, was that when Poly grows to size 4, we can use a forest to slow growth, so that the granary completes before growth takes place, so we have a net sddition of 5 food (in other words, we save a turn.)
What we would lose (and this is probably due to NYEs' mistakes) is the Enkidu on built on turn 23. We get it a turn earlier.
The attached .rar file contains every single turn from the one that ET posted above, therefore if anyone thinks that a settler prior to the granary should be the way to go, can show us the way.
Attachment: c3c isdg start sim.rar
This has been downloaded 3 time(s).
|
|
|  |
 |
|  |
 |
|  |
 |
|
Krill
|
 |
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
|
|
So that people understand this, at Turn 26, Apolyton is not capable of the reg Enk/Settler cycle.
I moved W2 onto the game tile to chop it, and Irrigate it so that City2 could grow quickly, but if it is deemed that we need more military, W2 can move onto the bonus grassland tile 99 of Apolyton, and mine it. Apolyton would have to build either settler3, or two workers, before it could start the Enk/settler cycle. (Hence the Enk/settler cycle would start on turn 30).
Personally, I think that building a barracks in Apolyton is a waste of time. Just go with the Reg Enks, and we can send them out ot fight barbs if we need to, but we will require MPs for a while, and Reg units are just as good at this as vet units. We also gain more pop if we don't build a barracks (more workers to get the other pump and other cities up and running, cities that will build barracks and units.)
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|