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Kloreep

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of the pillow
Jun 2002 time: 00:29
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I set up a small scenario with all the land we've uncovered so far and used C3MT to bring the stats in line with what they will be next turn (3500 BC). Here are the details of three basic sims I ran:
Granary: 13 turns to complete, wasting one shield. In 2850 BC, Buffet is at pop 4 with 8 food stored, so growth in 3 turns. Note that the worker has already fallen behind, having only just finished improving the third bonus grass (and now needing 2 turns just to move to the next river bonus grass).
Warrior-Granary: Warrior completes in 4 turns (in 3300 BC), wasting two shields. Granary complete in another 11 turns (15 turns total, in 2750 BC), wasting three shields. In 2750 BC, Buffet is at pop 4 with 16 food stored, so growth in one turn (granary completes just in time to save food on the pop 5 growth). Worker is already far behind, having only moved to the tile the 5th pop will work next turn.
Worker-Granary: Worker complete in 4 turns (in 3300 BC), wasting two shields. Granary complete in another 14 turns (18 turns total, in 2630 BC), wasting two shields. In 2630 BC, Buffet is at pop 4 with 8 food stored (so growth in 3, just when the first settler will be finished - 3 turns to get 21 shields, and 10 shields come from a chop of the fur forest that the second worker allows).
Once I figure out how to stop C3MT to stop removing all my techs when editing the sim, I'll run more detailed sims to determine how much commerce (all that doesn't go to luxuries) is produced. I'll also run the three scenarios to the same year (2480 BC at the least, to see if the two-worker scenario catches up with the others) once I get this problem sorted out.
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Aeson
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orangesoda
Nov 2001 time: 22:29
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If we organize the entrees properly, then loading your plate will be much more efficient.
- All foods requiring gravy should be located directly to the left of the gravy itself, so that they can all be properly loaded and ready once the gravy ladel has been obtained. This minimizes recursion in the line and keeps non-gravy requiring food from interfering in the process.
- The heirarchy of the 'gravied' should proceed right to left as follows:
Baked Grains (ie. Breads, Rolls, Tortillas, Pitas, ect.)
Large cuts of Meats
Leafy Vegetables
Diced/Sliced Meats
Large Whole Vegetables
Mashed Vegetables
Small Whole Vegetables
Fruits (Placeholder in case any fruits are ever deemed worthy of gravy :P )
This will allow the construction of a well balanced foundation onto which to apply the gravy. Deviation from these guidelines could produce top-heavy distribution of foods and subsequent food lossage due to poor structural integrity combined with gravitational pull or inertia. Other risks would be food cavities, areas where 'hard' foods block off portions of the plate and cause them to be inexcessable to the 'soft' or 'malleable' foods that would normally fill such gaps later in the plate loading process.
In some instances, food cavities can be constructed towards desireable effects such as gravy pools, but these should be planned well in advance. Created not by food loading order, but by reserving spaces normally filled by 'soft' foods for the gravy itself.
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If we move the Worker to B21 and road, then Irrigate/Road the Cow, things would be set up for a Settler just about perfectly. City 2 could be founded the same turn the Settler was produced, and have an irrigated Cow to use.
Our W Warrior would want to move E so it could protect the Worker if Barbs show up from the hut, freeing up the other Warrior to protect Buffet. It isn't a big deal as far as scouting is concerned, as it looks like that Warrior has to move E sooner or later due to the coast showing S of the Hill.
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