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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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First off, I had originally looked at different versions of the basic Plan, which was
-Get Scouts out as soon as possible
-Get the Settler Pump up and running
-Provide a Minimum (at start) Garrison to help with City happiness
-Maximize trade to get IW and later techs as soon as possible
-Try not to Chop a forest too early, saving them for later Marketplace builds. Also, to be able to use them to slow down the growth, when needed.
This originally, lead to a EW-EW-EW (3EW)-Gran-Pump plan. Two of the EW’s would be scouts, other would be garrison. But I then had a problem with the growth being a bit too rapid and (at the time - not having an actual save) the uncertainties of the full tile complement (or even if we would be moving the city). But, there was a lot of talk of the 4 turn pump, due to the food surplus, but (at the time) not enough Sheilds to get it to work well. See my post in 4000BC thread dealing with Requirements for 4 turn settler pump - and other considerations .
So, I had first Modified my plan, to get another worker out (3EW-Wrk-Gran-Pump). As, at size 3, the city was producing 5 SPT(Shields Per Turn), the worker would be built very quickly. I set this to be built after the 3 EW’s.
But the growth was still a little too rapid and it was not certain if we had a Lux close by. Also, with the 5 th Unit, we were above our free unit cost and once the Granary and the first settler was built (and before the 2 nd city was settled), our cash flow was not so good, and more was being taken away from the research effort. That, coupled with the Lux slider was sapping our early research effort.
So, I decided to take the Unit cost part out of the equation and get the first settler out before the Granary was built, as we had adequate Food Surpluses to get out Population back up very rapidly for the Granary build and later pump. And as that Settler was also best to build when we had a higher SPT, it was inserted after the Worker (3EW-Wrk-Settler-Gran-Pump). I didn’t really get into the full details of worker actions, as we still hadn’t had a save as of yet, so there was no point in having them do more than just the Irrigation/Road of the Cows (WF #5) and the Mining/Road of the Bonus Grassland (WF #4). But this plan was looking much better, from initial Impressions because we were getting IW much sooner (at turn 30). Then we finally got the save.
With Krill & nye both coming up with different plans, I needed to look into this much more. I compaired my plan with theirs. After simulations and spreadsheet work, I was able to get IW on turn 28 (with 3 beakers from the turn before). I still haven’t been able to get those last 3 beakers to get it 1 turn sooner, so when IW is finished, we have 17 gold in Treasury.
Because I had the first city built much sooner, the Unit cost factor was at a minimum and with both the settler and worker being built, the Lux slider amount was reduced, so I was actually able to put the full amount of research into IW and later, The Wheel
So, the details:
Note: turns 1 to 3 have been played, so I’ll will put in what was done in game for those turns
T01 - Apolyton Built, Wrk moved to Cows, Build set to Worker, Researching IW (180 beakers), Sliders 10/0/0. WF set to #5. Food Box 0 w/ 4 FPT (Food Per Turn surplus), 2 SPT output, 4 TPT (Trade per Turn)->+4GPT. Treasury 10 Gold.
T02 - Worker start Irrigating (4 turns to complete). Treasury 14, Sliders set to 0/10/0, 2 SPT w/ 2 shields towards worker build. Food box 4 w/ 4 FPT; 4 TPT=> 4 BPT (Beakers Per Turn) for IW (180 beakers left). +0 GPT.
T03 - 2 SPT w/ 4 shields towards worker build. Food box 8 w/ 4 FPT; 4 TPT=> 4 BPT (Beakers Per Turn) for IW (176 beakers left). +0 GPT.
Simulation/Spreadsheet stuff from here on
T04 -Change build to Enkidu Warrior (EW), 2 SPT w/ 6 shields towards EW build. Food box 12 w/ 4 FPT; 4 TPT=> 4 BPT (Beakers Per Turn) for IW (172 beakers left). +0 GPT.Set Governor to Emphasize Production.
T05 -Worker finishes Irrigation/frozen, +1 to Food box total. 2 SPT w/ 8 shields towards EW build. Food box 17 w/ 5 FPT; 4 TPT=> 4 BPT (Beakers Per Turn) for IW (168 beakers left). +0 GPT
T06 - City grows to size 2, with New WF on Forest (+2 Shields to build). EW built, with 2 shields over (lost), start Building second EW. This EW starts scouting, so sliders set to 0/8/2 (20% Lux). WF set to 4-5. 3 SPT w/ 0 shields towards EW build. Food box 0 w/5 FPT; 5 TPT=> 4 BPT for IW (164 beakers left) & 1 Lux. +0 GPT. Worker named Mr. Rush Job, start Roading (3 turns to complete).
Note: Lux slider set at 20% due to low trade balance, 10% is too little with only 5 TPT.
T07 -3 SPT w/ 3 shields towards EW build. Food box 5 w/ 5 FPT; 5 TPT=> 4 BPT for IW (160 beakers left) & 1 Lux. +0 GPT.
T08 -Mr. Rush Job finished Roading/frozen (+1 to TPT=>+1 BPT). 3 SPT w/ 6 shields towards EW build. Food box 10 w/ 5 FPT; Sliders set to 0/9/1 (10% Lux). 6 TPT=> 5 BPT for IW (155 beakers left) & 1 Lux. +0 GPT.
T09 -Mr. Rush Job moves to Bonus Grass (WF #4). 3 SPT w/ 9 shields towards EW build. Food box 15 w/ 5 FPT; 6 TPT=> 5 BPT for IW (150 beakers left) & 1 Lux. +0 GPT.
T10 - City grows to size 3, with New WF on Forest (+2 Shields to build). Second EW built, with 4 shields over (lost), start Building third EW. This EW Stays for Garrison Duty, keeping sliders at 0/9/1 (10% Lux). Mr. Rush Job starts Mining WF #4 (6 turns to complete). WF set to 3-4-5. 5 SPT w/ 0 shields towards EW build. Food box 0 w/ 4 FPT; 7 TPT=> 6 BPT for IW (145 beakers left) & 1 Lux. +0 GPT.
T11 - Borders Expand. WF set to 4-5-11. 5 SPT w/ 5 shields towards EW build. Food box 4 w/ 5 FPT; 7 TPT=> 6 BPT for IW (139 beakers left) & 1 Lux. +0 GPT.
T12 - Third EW built, with 0 shields over, start Building Worker #2. This EW starts scouting our surrounding area, for City sites, Luxuries and Huts, keeping sliders at 0/9/1 (10% Lux). 5 SPT w/ 0 shields towards Worker #2 build. Food box 9 w/ 5 FPT; 7 TPT=> 6 BPT for IW (133 beakers left) & 1 Lux. +0 GPT.
T13 - 5 SPT w/ 5 shields towards Worker #2 build. Food box 14 w/ 5 FPT; 7 TPT=> 6 BPT for IW (127 beakers left) & 1 Lux. +0 GPT.
T14 - Worker #2 built with 0 shields over, moves to WF #4, start building Settler. City size now 2, no Lux Needed, set Sliders to 0/10/0. Now over Free Unit amount. WF set to 4-5. 3 SPT w/ 0 shields towards Settler build. Food box 19 w/ 5 FPT; 6 TPT=> 6 BPT for IW (121 beakers left). Treasury 14 Gold, -1 GPT.
T15 - City grows to size 3, with New WF on Forest (+2 Shields to build). Mr. Rush Job finished Mining WF #4/frozen (+1 Shield to build => total of +3 Shields to the build). Worker #2 Starts Roading WF #4 (3 turns to complete). WF set to 4-5-11. Sliders set to 0/9/1 (10 % Lux). 6 SPT w/ 6 shields towards Settler build. Food box 0 w/ 5 FPT; 7 TPT=> 6 BPT for IW (115 beakers left) & 1 Lux. Treasury 13 Gold, -1 GPT.
T16 - Mr. Rush Job moves towards Game (WF #11). 6 SPT w/ 12 shields towards Settler build. Food box 5 w/ 5 FPT; 7 TPT=> 6 BPT for IW (109 beakers left) & 1 Lux. Treasury 12 Gold, -1 GPT
T17 - Worker #2 finishes Road/Frozen (+1 TPT=> +1 BPT). Mr. Rush Job moves onto Game (WF #11). 6 SPT w/ 18 shields towards Settler build. Food box 10 w/ 5 FPT; 8 TPT=> 7 BPT for IW (102 beakers left) & 1 Lux. Treasury 11 Gold, -1 GPT.
T18 -Worker #2 moves 2 (to WF #14). Mr. Rush Job starts roading Game/WF #11 (6 turns to complete). 6 SPT w/ 24 shields towards Settler build. Food box 15 w/ 5 FPT; 8 TPT=> 7 BPT for IW (95 beakers left) & 1 Lux. Treasury 10 Gold, -1 GPT.
T19 - City grows to size 4 with new WF on Forest (+2 shields to build). Settler built with 2 shields over. City Shrinks to size 2. WF set to 4-5, start building Granary. Worker #2 Starts Irrigating WF #14. Settler moves 2-2. Now 2 Units over free amount. Slider set to 0/10/0. 4 SPT w/ 0 shields towards Granary build. Food box 0 w/ 5 FPT; 7 TPT=> 7 BPT for IW (88 beakers left). Treasury 9 Gold, -2 GPT.
T20 - Settler builds City #2. Free Unit amount now 8 with 5 Units for free. WF set to 2 (same tile as Apolyton WF #14 - Wrk #2 is currently Irrigating it), start building EW #4. 2 SPT w/ 0 shields towards EW #4 build. Food box 0 w/ 2 FPT; 3 TPT=> 3 BPT
Apolyton - 4 SPT w/ 4 shields towards Granary build. Food box 5 w/ 5 FPT; 7 TPT=> 7 BPT
Total of 3 + 7 = 10 BPT for IW (81 beakers left). Treasury 7 Gold, +0 GPT.
At this point, we have less than 1 /2 of IW left to research with approx. 9 turns left (will be less). The site of the second city was chosen because of uncertainties in unexplored areas. The first scout will have passed through this area and the actual tiles will be know far in advance.
The first scout will have, by this time, traveled 15 tiles. Scout #2 will have traveled 9 tiles. Both would have revealed, approximately 48 tiles from FoW. It’s possible, that our first scout will have encountered someone else.
I’ll post the rest as I get it written up but this gets things started.
E_T
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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Build Queue: Worker > Enk > Enk > Enk > Granary > Enk > settler >>>>
T01, 4000: WF 5. Build > Wrkr. W1 to WF5. Slider to 100/0/0, Treas 10g, CashFlow +4, IW in ~
T02, 3950: W1 irrigate, slider 0.10.0
T03, 3900:
T04, 3850:
T05, 3800: W1 Frozen, Irrigation complete
T06, 3750: W2 built, build Enk, W2 moves 3. W1 roads
T07, 3700: W2 mines
T08, 3650: W1 frozen, road complete
T09, 3600: W1 moves 7
T10, 3550: Apolyton grows to Pop 2. Enk1 complete, Build Enk2. W1 roads. WF 4,4 Enk1 buggers off exploring. Slider 0.9.1, 5 bpt
T11, 3500: Borders expand.
T12, 3450: W1 frozen, road complete, W2 frozen, mine complete
T13, 3400: Enk2 complete, build Enk 3, W1 moves 4, W2 roads. Enk2 explores as well.
T14, 3350: Apolyton grows to Pop 3. W1 mines. WF 4,5,6, sider 0.8.2
T15, 3300: Enk3 complete, build Granary, fort Enk3 in Apolyton. W2 frozen, road finished. WF 4,5,11 slider 0.9.1
T16, 3250: W2 moves 8.
T17, 3200: W2 chops forest
T18, 3150: Poly Pop4, WF 3,4,5,11 Slider [edit by E_T]??0.8.2??[/edit]
T19, 3100: W1 frozen, mine finished
T20, 3050: W1 roads, W2 frozen, chop complete
T21, 3000: W2 roads
T22, 2950: Granary complete, build Enk4, W1 frozen
T23, 2900: Pop5, Enk4 complete, build settler, WF W1 moves 6, mines. W2 frozen, road complete, Enk4 forts, Slider 1.7.2 WF 2,4,5,6,11
T24, 2850: W2 moves 9
T25, 2800: W2 mines, WF 2,4,5,6,11,17, slider 2.6.2
T26, 2750: slider 3.5.2
T27, 2710: Settler built, WF 2,4,5,6,11 slider 4.3.3 Enk4 and settler move 99
T28, 2670: Enk4 and settler move 9, W1 frozen mine complete
T29, 2630: Poly size6, settle Mingapulco, slider 1.6.3, Ming WF 6, builds Enk6 W1 ,moves 33
T30, 2590: W1 irrigate, W2 frozen mine complete
T31, 2550: Settler complete, poly builds Enk, settler moves 22, W2 roads, Poly WF 4,5,10,11,17 Ming WF 16 Slider 6.1.3 (need to find 1 beaker to get IW one turn earlier)
T32, 2510: IW complete, Build Enk5, moves 22, Settler "Need Another Name" WF 20, Poly WF 2,4,5,11,17 build worker (or settler), Ming WF 6, build Enk6 in 1 turn. Slider 0.7.3, The Wheel in 10 @ 12 bpt, -1gpt, 7 gold in the bank.
Attachment: turn 32,.jpg
This has been downloaded 115 time(s).
Last edited by E_T on 23-07-2005 at 08:33
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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