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E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:28
  Old Post 31-05-2003 05:31
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Discussions on the MoI turn 60 Plan Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I know that it's now turn 62, but I have started to publish my spreadsheets for several of our cities in the MoI Thread.

This thread is for discussion on that. Please note that there are a few unknowns at this time
1) If a cleared Jungle/Forrest Tile has a bonus sheild or not.
2) as time progressess (down on the chart), things start to be come slightly uncertain, but mostly are true to what will happen.

I'll edit links to the pages as I get them up.
Apolyton Build Sheet
Mingapulco Build Sheet
Bananatopia Build Sheet
Incensity Build Sheet
Tripoli Build Sheet - Unfinished
Horse City - Needs worker tasking to be integrated

MoI E_T

Last edited by E_T on 31-05-2003 at 07:15

E_T is offline E_T
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Mar 2001
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  Old Post 31-05-2003 06:01
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Lose 30 kilos (of popups)

Please Note that I am still working on some things, like the change in Tripoli from the current Walls build to the Voted on NM.


I'm also still working on the integrated Worker plan, as I have atleast 11 new workers, from various cities to integrate into the total whole plan. This will ultimately effect the cities WF assignments and other things, like pop growth.

E_T

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 31-05-2003 10:00
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Put an end to popups!

Thank you E_T. Now everyone will know what we are talking about.

I will take a closer look this weekend.

E_T is offline E_T
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Mar 2001
time: 00:28
  Old Post 31-05-2003 23:23
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Changes to the plan Support Apolyton buy from Amazon

With Bananatopia having a bonus Grassland at #8 (poly #14), some things will be faster. I can tell you that we will get an extra worker much sooner and the settler will be 1 turn sooner.

As for settlers, we will have 4 coming relatively soon. HorseCity and then 3 others for different sites. DarkCloud, we need to get names set up for them...

Oh, I've noticed that there have been a number of views on this thread, but no real comments. Please post something, even if its to say or , I would like some form of feedback here. This let's me know that I'm keeping your (the general populus') interests and general National direction to what is required and envisioned.

E_T

panag is offline panag
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Oct 2000
time: 07:28
  Old Post 01-06-2003 00:59 Visit panag's homepage!
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Re: Discussions on the MoI turn 60 Plan Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by E_T
I know that it's now turn 62, but I have started to publish my spreadsheets for several of our cities in the MoI Thread.

This thread is for discussion on that. Please note that there are a few unknowns at this time
1) If a cleared Jungle/Forrest Tile has a bonus sheild or not.
2) as time progressess (down on the chart), things start to be come slightly uncertain, but mostly are true to what will happen.

I'll edit links to the pages as I get them up.
Apolyton Build Sheet
Mingapulco Build Sheet
Bananatopia Build Sheet
Incensity Build Sheet
Tripoli Build Sheet - Unfinished
Horse City - Needs worker tasking to be integrated

MoI E_T


hi ,

what do you mean with the worker for horse city , ....

have a nice day

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:28
  Old Post 01-06-2003 01:41
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Good job ET.

I have a feeling that everytime a bonus grassland gets uncovered, you'll have to rework your number's. Bad for you. Good for the team.

MrWhereItsAt is offline MrWhereItsAt
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Nov 2001
time: 17:28
  Old Post 01-06-2003 07:41
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So E_T - you have made those plans with the assumption that no grassland recovered from Forests or Jungles will have a bonus shield?

If so we can expect to do better than your plans, overall.

Here's a rough guess, from E_T's plans and using BFM's Information posts, of what our immediate future will bring:
Just roughly guessing that we will have The Republic in 30 turns and have become a stable Republic at about 35 turns (revolution time), then we will have, in addition to what we currently do,

13 NMs
4 Settlers
6 Workers
5 Warriors
2 Galley

Plus whatever the other three cities build in that time.

This will bring our units available for assaulting CDG to

15 NMs
13 Warriors
1 Galley...?

where of course at least most of 9 units will stay behind to protect our 9 cities (we will have 9 unless some of the settlers haven't settled yet), and one or two units will go with at least one Galley, and we will have something Barb-farming too, I guess.

Upgrading these warriors would amount to 520 gold, but some we will not upgrade as they are/will be Elites, or will stay in cities as martial law enforcers until they are needed.

I'm not certain of the MoW's requests for units for the attack, but to me this certainly looks good.

I would be grateful if, using this sort of information, someone who can look at the save would probe a bit further - with tax on 100%, how long would it take to garner this amount of cash for upgrades? There will of course be a few unknowns in that equation - where new cities go and exactly when they get there, worker improvements that result in more cashflow... but even just looking at our current cashflow, how many turns will it take? We can of course take this time and know that we will do slightly better than that realistically, much as we know this of E_T's plans.

Overall, the way these plans are set out is really good, E_T. It gives us a kind of lower limit to our production capacity (due to those unknowns), and so we can aim for a minimum amount of development and know that we will in fact improve on that.

These have a great potential for allowing us to plan in more detail further towards our attack on CDG than we could before, and I think that everyone should have at least a cursory look at the plans in conjunction with the save.

panag is offline panag
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Oct 2000
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  Old Post 01-06-2003 07:47 Visit panag's homepage!
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hi ,

if we are only going to go after them with warriors and nm's , ........

we should have more offensive units , about 50% more

have a nice day

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:28
  Old Post 01-06-2003 07:56
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panag - we will be upgrading the Warriors to Swords. That has been the whole plan.

Or do you think that we will need more than about 8 NMs and 10 Swords to begin the war? We will of course be producing more during the war, and if we have our GA then we will be producing a LOT more.

panag is offline panag
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quote:
Originally posted by MrWhereItsAt
panag - we will be upgrading the Warriors to Swords. That has been the whole plan.

Or do you think that we will need more than about 8 NMs and 10 Swords to begin the war? We will of course be producing more during the war, and if we have our GA then we will be producing a LOT more.


hi ,

we should get about 6-8 swords extra , .....

a sea assault and ferry to the back shall be very intresting , ......

we can also start to move towards the front with everything we have in our cities the turn or a couple turns before they build a unit , this would leave our cities only one or max three turns alone and we would have a large amount near the front , ....

have a nice day

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:28
  Old Post 01-06-2003 08:08 Visit Trip's homepage!
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I strongly disagree with the notion of upgrading all of our Swords. Almost every game I build up an overwhelming army by building most of my Swordsmen. NMs are great, but I'd rather have twice as many Swords than NMs, personally. Swords are what will win us the war. As so eloquently explained elsewhere, NMs are for making sure we don't lose it.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:28
  Old Post 01-06-2003 11:39
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Reading MWIA's post, I think a clarification is needed. IIRC, in the sims nye, Trip, and BigFree ran, the ETA on Republic was not 30, but 50-55 turns from now (E_T's plans do not go that far, which is very understandable). That also dramatically increases the number of troops actually available for the eventual invasion of Persia, that is planned about 60-65 turns from now.

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:28
  Old Post 01-06-2003 12:30
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Oh Whoops.

I was going by an estimate of Togas' from a week or three ago that, if all the trading went to plan we could have Republic in 30-odd turns.

Things have moved on since then, and I have not of course done a simulation. However, for those who know how those sims went, is it at all possible that Republic will be gained much earlier than 50-55 turns?

If we DID somehow get to a Republic earlier, then perhaps it would be best to wait until that 50-55 turn mark before attacking - we would have used the Republic to stash a lot more cash and build plenty more Warriors ready for upgrade.

Trip - we will of course build Swords when Iron is hooked up, but especially when we are in Republic, the cash bonus should be higher than our production bonus, so upgrading Warriors may be more cost-effective than just building them, as we use our money to speed completion, rather than just expending the shields.

E_T is offline E_T
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Mar 2001
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  Old Post 02-06-2003 02:24
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quote:
Originally posted by MrWhereItsAt
So E_T - you have made those plans with the assumption that no grassland recovered from Forests or Jungles will have a bonus shield?

If so we can expect to do better than your plans, overall.



Yes. I plan for the worst (no bonus) and hope for the best (bonus sheild). That way, I only have to rework things if it's better for us.

Also, this is one thing that you can't accurately simulate, because you DON'T know where those bonus tiles will be at. You can only assume that a certain % of tiles will be bonus, but until they show themselves, we can't say if it's bonus or not.

quote:

Here's a rough guess, from E_T's plans and using BFM's Information posts, of what our immediate future will bring:
Just roughly guessing that we will have The Republic in 30 turns and have become a stable Republic at about 35 turns (revolution time), then we will have, in addition to what we currently do,

13 NMs
4 Settlers
6 Workers
5 Warriors
2 Galley

Plus whatever the other three cities build in that time.

This will bring our units available for assaulting CDG to

15 NMs
13 Warriors
1 Galley...?

where of course at least most of 9 units will stay behind to protect our 9 cities (we will have 9 unless some of the settlers haven't settled yet), and one or two units will go with at least one Galley, and we will have something Barb-farming too, I guess.

Upgrading these warriors would amount to 520 gold, but some we will not upgrade as they are/will be Elites, or will stay in cities as martial law enforcers until they are needed.

I'm not certain of the MoW's requests for units for the attack, but to me this certainly looks good.

I would be grateful if, using this sort of information, someone who can look at the save would probe a bit further - with tax on 100%, how long would it take to garner this amount of cash for upgrades? There will of course be a few unknowns in that equation - where new cities go and exactly when they get there, worker improvements that result in more cashflow... but even just looking at our current cashflow, how many turns will it take? We can of course take this time and know that we will do slightly better than that realistically, much as we know this of E_T's plans.


Remember, the NM sheild cost is equil to the Swordsman and the Horseman (and Galley for coastal cities), i.e. 30 sheilds each. I have NM everywere as it's easier for me to cut and paste. I could just as easily say "30SheildUnit" and have the same effect.

It's up to the MoW and the Consuls to say exactly what will be built in those spots. I just give you the production plan.....

quote:

Overall, the way these plans are set out is really good, E_T. It gives us a kind of lower limit to our production capacity (due to those unknowns), and so we can aim for a minimum amount of development and know that we will in fact improve on that.

These have a great potential for allowing us to plan in more detail further towards our attack on CDG than we could before, and I think that everyone should have at least a cursory look at the plans in conjunction with the save.


Thanks, I hope everyone else agrees and takes a close look at them. I'll try to have the new Bananatopia sheet up soon and then I'll work on the other 3 cities and the jungle clearing.

MoI E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:28
  Old Post 02-06-2003 06:06
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Bananatopia sheet has been updated Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Bananatopia sheet has been updated, take a gander at it....

Bananatopia Build Sheet

MoI E_T

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:28
  Old Post 02-06-2003 07:37
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E_T I may be missing something obvious, but for Bananatopia between turns 64 and 65, there is a tiny discrepancy (doesn't muck up your build estimates at all).

On turn 64, there are 3 shields in the box, and there is a surplus of +3spt. On turn 65, the SPT is up to +5, but the shields in the box are up to 9, not 8 which they should be with the +5spt from the one turn. Is there something I am missing here or is it just a tiny error?

iI am asking this for completion's sake - that one shield makes no difference anywhere I can see.

Could you possibly list the things built and which turn hey would have been built at for the previous (non bonus grassland) sheet? It would just be nice to see whether it makes any improvement over before or not.
Don't worry if you junked that one.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 02-06-2003 09:41
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quote:
Originally posted by MrWhereItsAt
E_T I may be missing something obvious, but for Bananatopia between turns 64 and 65, there is a tiny discrepancy (doesn't muck up your build estimates at all).

On turn 64, there are 3 shields in the box, and there is a surplus of +3spt. On turn 65, the SPT is up to +5, but the shields in the box are up to 9, not 8 which they should be with the +5spt from the one turn. Is there something I am missing here or is it just a tiny error?

It is correct. Bananatopia grows by 1 pop on that turn and the new labourer is adding that extra shield that looks like an error to you. It is difficult to decribe this in a table, as the new labourer is "not there" on turn 64 yet, but his shields ARE added to turn 64 total output (but NOT the commerce, which is weird... but it is so).

Note: E_T, if you want to have your tables sharper (and hopefully even taking less space in your upload storage area), use GIF instead of JPEG. The JPEG compression is not suitable for this kind of images. See my summary tables in the turn report thread - those are saved as GIFs...

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:28
  Old Post 02-06-2003 11:32
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Sorry to push the issue, but I want to make sure I fully understand.

On turn 64, the pop is 2, the shields accumulated are 3 and the spt are +3. End turn, and the population grows, where the third citizen will work a tile with 2 food and 2 shields (forget trade for the moment), so the spt will be +5, and that +5 will go into the accumulated shields box for turn 65. BUT how does the 3 shields already accumulated at turn 64 +5spt from the end of turn 64/start of turn 65 = 9 accumulated shields during turn 65?

In every other case where the pop grows that I can see, the shields accumulated in the turn before the pop growth + the shields per turn for the turn after the growth = the shields accumulated in the box for the turn after growth.

For example, look at Turns 77/78 for Bananatopia.

At turn 77 there are 5 shields accumulated and there is +5spt. End turn, then Bananatopia grows to a population of 4, and the new labourer is assigned to a tile with 3 food and 1 shield (food surplus goes from +2 to +3, and spt goes from +5 to +6). The new value +6spt is added to the previously accumulated shields and then, at turn 78, the shields accumulated are 11, exactly what I expected. This is different to turns 64/65.

E_T is offline E_T
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Mar 2001
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  Old Post 02-06-2003 16:17
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Because the worker tasks are done at the end of the turn, I can't "program" them into the tables that are used to formulate the outputs. I have to manually enter it in the next turn (you see a colored box). the color is partly to distingish that it is a manual correction, but also to help denote the amount or type of manual addition (+1, +2, +10. The thing is, my coloring hasn't been consistant except for purplem, that is a worker table/task change effect).

I'll try ti post more about this later, have to get ready for work.

to answer you question on turn 64, had 3 in sheild box, normal turn WITHOUT growth + 3 sheilds = 6. Difference (AFTER WASTE) in sheild output for growth +2 = 8. Mine at tile #8 finished at the end of turn 63 (just before) +1 = 9.
It's unfortunate that I couldn't sweeze one more sheild from somewhere, as the warrior would be completed that turn and not the next. Sometimes you can't help it...

E_T

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:28
  Old Post 02-06-2003 17:25
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Understood. So we will be losing one shield to waste at turn 64.

Sequence of events:

Turn 63 - 3 shields in box, +3spt
End turn - worker finishes mine, up to +4spt
Growth - new tile worked, up to +6spt
Production is counted - 9 shields in box
Start of Turn 64 - waste is calculated and +6spt goes down to +5spt

All correct now?

This is something else I have just learnt about the events sequence for the game. Cheers!

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:28
  Old Post 03-06-2003 09:13 Visit Trip's homepage!
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Lose 30 kilos (of popups)

MOW's preference regarding units:

Unit totals:

60% Swordsmen
30% NMs
10% Horsemen

Percentage of Vets:

65% Swords
30% NMs
100% Horsemen

This meaning I would like to see 30% or more of all NMs produced to be vets, 65% or more of all Swords produced to be vets and ALL of Horsemen produced to be vets. You'll have to fiddle with the numbers quite a bit to see this I'm sure, but you can do it.

Throw Galleys in there at your whim. Until we can get a big navy going, it won't be all that useful to us due to the distances involved between us and any potential target.

E_T is offline E_T
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Mar 2001
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  Old Post 17-06-2003 05:38
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Bump,

I'm going to be posting the turn 70 thread soon, hopefully before it's played, but not too likely...

MoI E_T

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