 |
|
pikesfan
|
|
I just hope the road to the Wheatfields gets built quickly. Maybe we can get more wheat over the hill and the price of the bread that the Winter family sells will go down.
María Pikesfan
who does the shopping for
The Esmeralda Pikesfan School of Etiquette
|
|
|  |
 |
|
dejon
|
|
quote: Originally posted by E_T
What's slated to be built after the Settler? If possible, we need to have another Warrior, just to stay at home. Currently, it would take 6 turns for the SW Warrior to get home, 4 turns for the NE one and 8 turns for the NW one.
We need to start looking at the Mil Advisor screen every turn, to see if there are any reports of Barbarians.
E_T |
I believe the intention is for the NE one (Madrid Expedition) to return home after a small loop to expose the area north of Madrid. Not sure how many turns that will be though. Togas came up with the idea, and Crousto leads the expedition - we should ask them what the plan is.
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:24
|
|
Finish the setter and work on the Warrior. Let the Pop Grow, but you might be able to get that extra turn by switching to the higher production tile after only a couple of turns with the wheat. Without the game in front of me, I can't say for sure.
Micromanaging: THere have often been times that I have been faced with a complex build situation that appeared to yeild 2 solutions. Get the Item a bit quicker or have faster growth but the item takes longet to build. Often times, through micromanagement, there is a third solution that will present it's self and sometimes there isn't. THe variables are way different but lets try this. Dusting off my trusty WorkForce Grid....
Case #1 (Grows in 4 turns, builds in 6) - WF Combo #A for turn 0 (WF#A @ T0), WF#A @ T1, WF#A @ T2, WF#A @ T3, (grows, WF combo B) - WF#B @ T4, WF#B @ T5, Item built.on T6.
Case #2 (Builds in 5 turns, grows in 6 ) - WF#C @ T0, WF#C @ T1, WF#C @ T2, WF#C @ T3, WF#C @ T4, Item built on turn 5, city grows next turn.
Sometimes there is a solution that has the city grow not quite as fast, but you can still minimize the build time, using the above combos
Case #3 (grows in 5 turns, builds in 5) - WF#A @ T0, WF#A @ T1, WF#A @ T2, WF#C @ T3, WF#C @ T4, Item built & the City Grows on turn 5.
How you go and Micromanage your build also depends on several factors:
1) what you plan to built next and not only next but what ever right after that. I.E., the next two items.
2) how fast you want the city to grow and if you have a granery present. See partly #4 on this one...
3) what your plans for the city will be, not just for this build, but further down the road, i.e. Mil Units, worker/settler farm, etc.
4) if you plan to do any pop rushing.
5) timeing of PW infrastucture Improvements during a build, that will effect the food production or build times (or even trade output).
6) changing build to something else.
and a few other things, too. Micromanaging can be a tedious job, but if you are trying to squeeze a turn or 2 out of your builds now, you can be ahead of the game 20 to 30 turns down the road. Trust me, I know.
Now, it comes dow to do we want to do that? Do we want to deal with the gawd off full detail and headache of Micromanaging the Cities?
First things, your not sitting at the computer playing the game like normally in the past (or even in the SPDG), this is a situation where you have days between turns to mess with the details of Micromanagement. Nor is it like the SPDG, where you have to give the orders for 5 or more turns and have to figure all of this stuff out several days ahead of time. And then pick up where it was left off after the turnchat is done.
Playing this in the PBEM fashion leaves a more relaxed atmosphere to take the time to do any micromanaging that is needed.
Anyway, I say that we need to have a 2 deep Queue (and yes, they can be changed), but try to keep whatever the current build is that is being built, the same but still be flexable about it.
And we should build the warrior next and keep up the exporation. We just need to keep aware of the Barbarian possibility. Have the new Warrior be 1/2 between the 2 cities until we have built more defenses.
E_T
|
|
|  |
 |
|
ruby_maser
|
 |
Fear sunshine!
Sep 2002 time: 23:24
|
|
quote: Originally posted by E_T
Case #1 (Grows in 4 turns, builds in 6) - WF Combo #A for turn 0 (WF#A @ T0), WF#A @ T1, WF#A @ T2, WF#A @ T3, (grows, WF combo B) - WF#B @ T4, WF#B @ T5, Item built.on T6.
Case #2 (Builds in 5 turns, grows in 6 ) - WF#C @ T0, WF#C @ T1, WF#C @ T2, WF#C @ T3, WF#C @ T4, Item built on turn 5, city grows next turn.
Sometimes there is a solution that has the city grow not quite as fast, but you can still minimize the build time, using the above combos
Case #3 (grows in 5 turns, builds in 5) - WF#A @ T0, WF#A @ T1, WF#A @ T2, WF#C @ T3, WF#C @ T4, Item built & the City Grows on turn 5. |
I am for micromanaging (and I am even for limited pop-rushing and/or short-rushing) even if I don't have a clue what you mean by the above.
Whose job does this become, though? The Governor's? And could there be some sort of team oversight of the decisions made?
|
|
|  |
 |
|
Nuclear Winter
|
|
Roberto Ninot is the second oldest spaniard. The first is the High priest Tacticus
|
|
|  |
 |
|
OliverFA
|
|
Leeds, UK
Sep 2002 time: 06:24
|
|
quote: Originally posted by E_T
Oh, but we will need to protect the New City also. Build 2 warriors for the price of one of these promaced Spearmen. That way, both cites are defended.
Senor Iwana Eta Tamali |
If we build a road between Madrid and Pamplona one of this spearmans conveniently placed inthe middle could protect both cities. It is very unlikely that both cities would be in danger at the same time.
|
|
|  |
All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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
|
|
|
|
|
|