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notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 23-08-2005 09:28
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Turn 22, 2950BC Support Apolyton or Terrorists Win

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Status (from last turn)
Government currently in: Despotism
Current research: Iron Working; 119 beakers towards IW; 61 of 180 left to research; turn 21 of 31[?], estimated ToC turn 32 (2510BC).
Treasury: 4 gold
Cashflow: -2 gpt

Pre-Turn Actions
None

Military Orders
Military Units:

Enkidu Warriors
Enk#1 Dumuzi the Shepard - move 6
Enk#2 Geshtinanna - move 4
Enk#3 Ziusudra - move 2, unless barb shows up N of Apolyton. Then move 8
Enk#4 Kur - Fortified in Apolyton

Domestic Orders

Workers:
Mr. Rush Job - Mine at Apo WF #17 built, worker frozen.
Million Dollar Worker - Roading Apo WF #2 (2 turns to complete).

Settlers:
T-6

Cities:
Apolyton - Grows. Starting WF 4-5-6-11-??17??. Change WF to 2-4-5-6-11


Builds:
Apolyton - building Granary (turn 6 of 8 scheduled).

Other Domestic
Slider - 0/80/20. Change slider to 20/50/30

Diplomacy to be done
Waiting for proposal from CBR


Any other things to be done


Last edited by notyoueither on 26-08-2005 at 08:23

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 23-08-2005 10:57
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quote:

Enk#3 Ziusudra - move 2, unless barb shows up N of Apolyton. Then move 8


for this turn, and the 2 turns afterwards, we will have 4 trade going into Lux (at the 30% slider, the 12 trade will give 4 for lux). At size 5, for those 3 turns, we can actually have the garrison away without any effects But he will have to return on turn 25 or we will need to change the lux slider more.

E_T

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:37
  Old Post 24-08-2005 03:45
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Are we doing a worker or settler post grainary?

Krill is offline Krill
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Dec 2003
time: 05:37
  Old Post 24-08-2005 04:11
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Settler. We have too many units to support as it is, and we would fall behind other civs expansion if we went with a worker.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 24-08-2005 06:56
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GK, current Queue is the following:

Granary (working on it), Settler, Settler, EW, Settler, EW. Settler.

We might set things up for a barracks built, but I wouldn't recommend it until after the 3rd settler.

E_T

Krill is offline Krill
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Dec 2003
time: 05:37
  Old Post 24-08-2005 13:57
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I suggest we change the workforce to 4-5-10-11-17, to reach 9 spt. We would complete the granary in 2 turns.

Krill is offline Krill
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Dec 2003
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  Old Post 24-08-2005 14:06
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Turn 22: Grow to Size 5, 42 shields stored for the granary. WF 4-5-10-11-17, 9 spt, 6bpt, -1 gpt, slider 20/60/30.
Turn 23: 51 shields stored, 6 bpt, -1gpt, Slider NC.
Turn 24: Granary complete, build Settler. Slider 30/40/30, 0 gold stored, +0 gpt, 4 bpt.

Turn 27 Settler 1 Complete. Turn 28 Enk 5 Complete. Turn 31 Settler 2 Complete. Turn 32 Enk 6 Complete.

(Costs a couple of worker turns though, as both W1 and W2 have to move to the bonus grassland 99 of Apolyton and both mine it. We lose two worker turns in total)
And we still get IW on turn 32

Last edited by Krill on 24-08-2005 at 14:21

E_T is offline E_T
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Mar 2001
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  Old Post 24-08-2005 18:53
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quote:
Originally posted by Krill
I suggest we change the workforce to 4-5-10-11-17, to reach 9 spt. We would complete the granary in 2 turns.


Yes it would, and then it will still take 4 turns for settler to be built. This way, same time frame, settler still out door same time, more trade, 1 turn less maintainance cost.

Plus, not having that extra trade would mean that IW would slip by one turn.

E_T

Krill is offline Krill
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time: 05:37
  Old Post 24-08-2005 18:59
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No, we can get the settler in three turns. Atleast that is what the sim is showing me.

And have you taken into account the trade accumulated by having the town settled one turn earlier?

E_T is offline E_T
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Mar 2001
time: 00:37
  Old Post 24-08-2005 19:05
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quote:
Originally posted by Krill
Turn 22: Grow to Size 5, 42 shields stored for the granary. WF 4-5-10-11-17, 9 spt, 6bpt, -1 gpt, slider 20/60/30.
Turn 23: 51 shields stored, 6 bpt, -1gpt, Slider NC.
Turn 24: Granary complete, build Settler. Slider 30/40/30, 0 gold stored, +0 gpt, 4 bpt.

Turn 27 Settler 1 Complete. Turn 28 Enk 5 Complete. Turn 31 Settler 2 Complete. Turn 32 Enk 6 Complete.

(Costs a couple of worker turns though, as both W1 and W2 have to move to the bonus grassland 99 of Apolyton and both mine it. We lose two worker turns in total)
And we still get IW on turn 32


Worker 1 Mr. Rush Job needs to mine WF #6, because we need the shields for the Pump to work. And for the pump to work, that mine needs to come next.

E_T

Krill is offline Krill
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  Old Post 24-08-2005 19:07
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The trick is to move both workers to the bonus grassland tile 99 of Poly, and mine. The mine completes on turn 26, and it gives us the extra shield needed to complete the settler in three turns.

Krill is offline Krill
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  Old Post 24-08-2005 19:08
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Lose 30 kilos (of popups)

ET, if we leave the game tile alone (apart from a road), which I think is the wisest thing to do as we have he wheat to the north to use instead, we only need the game tile, the three mined bonus grasslands and the cow to get to 10 spt on the first turns of the cycle.

E_T is offline E_T
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Mar 2001
time: 00:37
  Old Post 24-08-2005 19:19
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I am leaving game tile alone, in the pump configuration, as we don't know where we will be settling in the north (fairly sure, but not entirely).

Plus, we don't need to be flailing the workers around. We have plans for getting things done in west and losing 2 worker turns (crossing river twice) will put things behind there, some.

I have to get ready for work now. Back around 10PM EDT.

E_T

Krill is offline Krill
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Dec 2003
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  Old Post 24-08-2005 21:29
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Just wondering, but could you enlighten me on any plans to the west?

I have run a sim of what happens if we do mine the bonus grassland, though to make it absolutely concrete, I would need to know where the first towns are to be founded.

I founded towns at Poly 89 and Poly 22 in that order, and got IW on turn 32 and the Wheel on turn 40.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:37
  Old Post 24-08-2005 22:39
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There are no set plans yet, Krill.

That is what we are in the process of figuring out, and I am very happy to see you back and looking at the possibilities.

It is just about time to have a 'Sim-off' to see which plans and what order get the best results. I'd like two more turns to get the rest of the area N of the wheat exposed.

re timing for granery and settlers... ET has it timed so that the second settler finishes the turn we discover IW. That settler would then make a leaping dive to the site of Iron City (unless we get really lucky and we're sitting on it).

Then 4 turn Enk-Settlers to get us filled out with worker and warrior cities.

Krill is offline Krill
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Dec 2003
time: 05:37
  Old Post 24-08-2005 22:44
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The problem withe the land to the west is that the only really productive city site is a fair way away (cow river site), and while I would like to run some sims comparing staying tight packed and spreading out a bit, we need to know what the land is like not only to our north, but to our west as well.

Krill is offline Krill
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Dec 2003
time: 05:37
  Old Post 25-08-2005 02:39
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Just re-simmed it (I think this is the fifth time I have done this today). I have found an easier way to get that Settler five turns from now, (2 turns on granary, 3 turns on settler), and I should have thought of it sooner.

We need to get W1 to mine Poly WF 2, and then get W2 to help him. When they finish (one finishes the turn that the mine is complete i.e. one is not frozen) they have to both mine Poly WF 6


Granary Turn 24. First Settler Turn 27. Worker 3 turn 28. Settler 2 and IW, (and Enk 6, because I built it in the city 89 of Apolyton) Turn 32. Barracks Turn 36 (With Forest Chop from Worker 2 on the tile Poly WF 4). Then Enk 7 from Apolyton Turn 37. Worker 4 Turn 38. Worker 5 Turn 39. Settler 3 Turn 42.



Then the Four Turn Enk/Settler pump starts in Poly. After Enk 6 the second city can start on a granary.

This gives a settler on the turn IW is discovered, and gives the first settler one turn earlier and an extra worker. Although Poly is one pop lower than normal, we can lever this into a four turn barracks.

Last edited by Krill on 25-08-2005 at 03:52

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 25-08-2005 08:32
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You want to chop that other forest, it gives us 2 shields, every time we grow, great for making the builds more effecient.

I liked your other plan, for the Barracks build and I want to get the spices connected up soon, too. with the city at 2-2, building another one at 1-1-1-4-4 (on hill, next to wheat, next to river) will get that Lux into our culteral border) that will save from going to 30% lux (which will be 4 TPT, instead of 2 TPT ast 20%) when at size 6.

I'll look it over soon.

E_T

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 25-08-2005 10:37
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Do I have this right?

code:
Krill's plan 24-25-26-27-28-29-30-31-32-33-34-35-36-37-38-39-40-41-42 Gr-------Se-Wr----------Se----------Ba-En-Wr-Wr-------Se ------------------------En ET's plan 24-25-26-27-28-29-30-31-32-33-34-35-36-37-38-39-40-41-42 ---Gr-------Se----------Se-En-------Se-En-------Se-En---


IW on turn 32 for both.

E_T is offline E_T
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Orlando, Florida
Mar 2001
time: 00:37
  Old Post 25-08-2005 11:35
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I was thinking about inserting this:

quote:

I can easily answer the question about putting a Barracks into Apolyton.

What we have to do is alter the cycle in Poly just slightly. When Poly has just finished a settler or worker, and is at Size 5, with 10 food in the box (due to the granary), We have to pop out another worker (Turn 1), to drop Poly to Size 4 with 15 food in the box. We then build a barracks at 10 spt for 4 turns (Turns 2 through 5), and build a worker on the the turn so that Poly does not grow to Size 7, and another worker after that and another after that or a settler.

The Turn Order is something like this:

Turn 1: Size 5, 10f, build worker
Turn 2: Worker built, size 4, 15f, build barracks
Turn 3: Size 5 10f 10 shields stored
Turn 4: Size 5 15f, 20 shields stored
Turn 5: Size 6 10f, 30 shields stored
Turn 6: Size 6, 15f, barracks complete, build Worker
Turn 7: Worker complete, Size 6 10f, build worker
Turn 8: Worker complete, Size 5 15f, build (either) worker or settler. Now contine with Apolytons' normal cycle from turn 2 onwards.

After 3rd settler. I haven't examined in detail (tweeking & possible other units), but this seems good, from intial look.

And on the plan that I have, based on Krill's origial one, would be to have settler #1 in north, (and as we discussed in chat, for other two) Settler #2 head to Hills, next to wheat, in west & Settler #3 would be 2-2. Both 2nd and 3rd cities would be built very close to each other (1 turn apart).

We would then have spices in culture border, Spices would be connected around the same time and we would have less trade needed for Lux and more for research/cash. Wheel and/or WC would come faster.

We really should have our 3rd settler out before working on the barracks, especially with CBR already ahead of us by several turns on their first one.

E_T

Krill is offline Krill
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Dec 2003
time: 05:37
  Old Post 25-08-2005 17:39
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This is an Enkidu variant of my plan. Also, this is the one that I prefer. Build queue in Apoyton is Granary > Settler > Enk > Settler > Settler > Worker > Barracks > (and you can choose from among another load of variants here)

Edit: Here is the corrected version for Apolyton:

Turn 24 Granary, Turn 27 Settler 1, Turn 28 Enk 5, Turn 32 Settler 2 and IW, Turn 35 Settler 3, Turn 36 Worker 3, Turn 40 Barracks, Turn 41 Wheel.

City @ Apolyton 89, Turn 32 Enk 6, Turn 36 Enk 7

---

Still get IW on turn 32, but with 12 gold in the bank (ooh, look at us, we're rich, we are...). When the settler is built on turn 32, we have 3 Enks per city, so we can leave two Enks in Apolyton for happiness and let the 3rd protect the settler.

When the third settler is done though, we don't have an extra Enk until the turn after, so we either have to risk moving the settler 22 without an escort, or we send an Enk, and up the lux slider (and this increase would not affect the outcome of the Wheel), so this is probably the best thing to do.

The Worker produced right before the barracks build is used to road to the iron city (that is, it will if we have iron...)

I get the Wheel on turn 41 (this is probably because I did not settle the 2nd city next to a river). 9 turns on the wheel, and still have 13 gold in the bank.

Last edited by Krill on 26-08-2005 at 02:00

Poly-Akryll is offline Poly-Akryll
Warlord
Braunschweig, NDS
May 2005
time: 05:37
  Old Post 25-08-2005 18:03
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i favor E_Ts plan as we get the settlers earlier and we will have to expand as all the others are building their cities and we still haven't our granary finished!
just take into account that the new cities will also get us trade and shields!!!

Krill is offline Krill
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  Old Post 25-08-2005 18:18
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Sorry, PA, I made a mistake in showing my results. Using my plan we get the settlers earlier that in ETs' Plan.

We also get an extra worker to raod to the iron city, which Et does not have (I mean, what is the point on even settling an iron city if we aren't going to road to it?)

Krill is offline Krill
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  Old Post 25-08-2005 18:33
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Oh, and we don't chop a forest in this either, and we don't waste worker turns. We have an extra Enk over ETs' plan, and the first and third settlers are one turn earlier.

The only delay is that the pop pump spends it first 20 shields on Enks, and I personally don't think that it is a bad idea. After that build the granary, or maybe pop out a worker first.

notyoueither is offline notyoueither
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Aug 2001
time: 22:37
  Old Post 26-08-2005 01:38
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Updated.

code:
Krill's plan 24-25-26-27-28-29-30-31-32-33-34-35-36-37-38-39-40-41-42 Gr-------Se-Wr----------Se----------Ba-En-Wr-Wr-------Se ------------------------En v2 Gr-------Se-En----------Se-------Se-Wr----------Ba ------------------------En----------En ET's plan 24-25-26-27-28-29-30-31-32-33-34-35-36-37-38-39-40-41-42 ---Gr-------Se----------Se-En-------Se-En-------Se-En---

I'm not really convinced we want a barracks in Poly too soon. We are behind in settlement as is. We need to get on top of that and leverage the granery to the fullest assuming the others continue to crank pop out of the cap.

Last edited by Krill on 26-08-2005 at 02:01

notyoueither is offline notyoueither
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  Old Post 26-08-2005 01:47
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quote:
Originally posted by Krill
Oh, and we don't chop a forest in this either, and we don't waste worker turns. We have an extra Enk over ETs' plan, and the first and third settlers are one turn earlier.

The only delay is that the pop pump spends it first 20 shields on Enks, and I personally don't think that it is a bad idea. After that build the granary, or maybe pop out a worker first.


ET hasn't specified what city 2 does. It could just as easily build that missing enk.

I need to know what worker actions and WF are required for your first plan and v2 over the course of the next 4 or 5 turns. CBR is on the save. If ET agrees, we would need to know what needs doing to get the turn done.

Also, what effect would building city 2 at 9-9-9 have on your plans. That be on a river, and get a spice. It is also a port which could come in handy later.

Krill is offline Krill
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  Old Post 26-08-2005 01:50
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A city at Apolyton 999 won't get any spice...

Krill is offline Krill
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  Old Post 26-08-2005 01:51
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You mean 888, I take it...

notyoueither is offline notyoueither
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  Old Post 26-08-2005 01:51
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Sorry. 8-8-8.

I'm sick today, which is why I am at home, and posting here.

Krill is offline Krill
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  Old Post 26-08-2005 01:53
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Beat ya

Personally I prefer a port at Apolyton 88899 which would use the wheat to generate enough food to use the hill and a load of forest taundra. But building City 2 there means we don't have a settler to settle the iron, which is why I popped out the second settler so early in v2.

 
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