Aabra01: Training for Mid-level Micromanagers

lurker's comment: Aabra, could I be the official "Roster person"? I'm somewhat organized and will be able to keep track of it.
 
lurker's comment: Aabra, could I be the official "Roster person"? I'm somewhat organized and will be able to keep track of it.

Well, I've never seen an SG with an official roster person, but I think that'd be fine.

Team, please welcome Choxorn, who shall be Clerk of the Roster. It will be his job to keep track of turns, trades and skips, and to ensure that a current roster is regularly posted for reference. :clap::clap: :clap:

Chox, expect a PM from me in the near future as regards your newly-assigned duties. Welcome aboard.
 
Aabra01: Training for Mid-Level Micromanagers

Step 1: Re-read all the prior post.
Step 2:Try to digest all the analysis so far.
Step 3: Sit amazed at how much information there is. Wow. It's a lot.
Step 4: Fire up all relevant programs.

And away we go:

Turn 0: 4000 BC
Reassess to be sure I didn't miss anything in the map. Nope, our start is still the Boring Byzantine start.
Turn on Grid.
Move worker to BG.
Settle in place -- CONSTANTINOPLE is founded.
Compare working the BG with working the pond.
Spot some tobacco to the west.

01_Constantinople.JPG

02_Constantinople.JPG


Work the pond.
Writing in 40 at 100%
Go back to Constantinople and set "emphasize production" to the exclusion of other settings.

IBT: z z z . . .
(not a huge surprise here)

Turn 1: 3950 BC
Start road.
Growth in 9, dinghy in 14, writing in 39.

IBT: zzz. . .

Turn 2: 3900 BC
zzz. . .

IBT:zzz. . .

Turn 3: 3850
zzz........


IBT:
Road completed. Begin mine, 6 turns.

Turn 4: 3800 BC
Zoom to Constantinople to compare working pond w/ working roaded BG.
Working pond is $0, 6 beakers, and 0 smilies at 100% research:

03_Constantinople.JPG


Working BG is 0/5/0, but cuts the curragh by 5 turns.

04_Constantinople.JPG


Puzzle a bit, re-read some posts. Leave citizen on pond. The odd gold is worth more than the odd shield, right, Bede?

Growth in 6. I'll have to re-read some more posts before then.

IBT:zzz . . .

Turn 5: 3750 BC
zzz . . .

IBT:zzz

Turn 6: 3700
zzz

IBT:

Turn 7: 3650
zzz

IBT:zzzz . . .


Turn 8:3550 BC
zzz. . . . .(everthing is going according to my master plan. nobody will suspect the sleeping empire)

Seriously, growth in 1. Reread Bede's post on happiness (post #60). Frankly, I'm not sure I understand it, but it looks like he means "don't monkey with the sliders until the new citizen is in place." So I don't.

IBT: Culture Expands! I see incense to the south!

Turn 9: 3500 BC
Mine finished.
Zoom to Constantinople.
We have a clown. Bede, did I misunderstand your post?
Assign clown to lake.
Go to F1.
10% lux gets me 1 happy, 1 unhappy. According to the civilopedia, this should be OK.
Send worker 1 E to begin road on forest.
Writing in 30, curragh in 1 (0 overrun), growth in 10.
Treasury 10, +0.

IBT:
Our first boat is produced.
Begin Warrior (despite what picture says)

05_Constantinople.JPG

Builds:
constantinople curragh ==> warrior (4)

Turn 10: 3450 BC
Wow, I get to move a military unit. How exciting! There's desert and incense to the south.Hills to the north. I see something that can either be a coastline or a river delta to the south. South it is.
Worker begins road in forest NW of Constantinople. The road is nine turns out. That seems like an awfully long way. Based on what the map has revealed, normally, I'd go ahead and move worker to the other BG. But I'm going to stick with the plan and road the forest. This road is 4 turns now, or 4 turns later. But if I don't road the forest now, then units are two moves getting to the BG later, rather than being on it in one. So if I build another worker to road the BG, I can either be 4 or 5 turns getting the BG roaded.
Road the forest it is.

Zoom.
I could work the forest and get the warrior in 2, but growth is not for another 9 turns, so I don't need the MP. Moving to the forest delays growth by 9 turns and cuts science by 1 beaker and happiness by 1 smilie. Keep fishin', buddy.

IBT: zzz

Turn 11: 3400 BC:
Curragh moves one tile south. I spy sugar.
Curragh moves two more tiles south. I spy a fish and a goodie hut.

IBT:zzz

Turn 12:3350 BC
Turn the corner at the southeast edge of our continent. There's an island to the east.

IBT:
We build our first glorious Byzantine warrior.

Build:
constantinople: warrior ==> curragh (5)

Turn 13: 3300 BC
Frankly, I wasn't sure about the second curragh. But if our path to the stars is paved with contacts and trading, I need to send a boat north. We're allowed one more unit before we start paying costs (total 3 &allowed 4)
We now have a happy laborer and a content one, so I adjust science back to 100%, for writing in 22.
Explore further south. There's an island to the south of us, too.

IBT:zzz

Turn 14: 3250
I spy with my little eye grapes on the isle to our south.

IBT:zzz

Turn 15: 3200
Road to forest finished.
Move worker to NW BG. He'll begin road.
Zoom to const. Tinker with tiles. Working the mined BG and pond still looks best. Any combination with the forest may shave a turn off of the boat, but it cuts into growth or science.

IBT:zzz

Turn 16: 3100 BC
Begin roading the BG to the NW.
Continue mapping continent. Still no contacts.

IBT:zzz

Turn 17: 3050 BC
continue exploring.

IBT:
Finish second curragh.

Build:
Constantinople curragh ==> settler (8)

Turn 18: 3000 BC
Lux to 10%.
Send curragh 2 north, immediately spot a cow. (Should have gone this way in the first place).
Send curragh 1 north. Spot some jungle.
Move citizen to roaded jungle. Pop growth goes from 10 to 20, settler goes from 8 to 6, science goes from 6 to 7.
Writing in 17.

IBT: zzz

Turn 19: 3750
Finish road, begin mine.
Zoom to Const to assess terrain/citizen assignments.
If I work:
==> Roaded & Mined BG, Pond, and roaded forest, I get gross F/S/C=7/5/8, with 7 beakers, 5 shields, 7 food (for +1 fpt), growth in 19 and a settler in 5.

==> Roaded & Mined BG, Pond, and roaded grass, I get gross F/S/C=8/4/8, with 7 beakers, 4 shields, 8 food (+2 fpt), growth in 10 and a settler in 7.

==>Roaded & Mined BG, roaded forest and Roaded grass, I get gross F/S/C=7/6/7, with 6 beakers, 6 shields, 7 food (+1 fpt), growth in 19 and a settler in 5.

After a fair amount of wailing and gnashing of teeth, I decide the second option is best. My reasoning: It shaves 9 turns off growth and gets the settler in 7. It has the highest gross commerce, tied with #1, same with beakers. The settler will take two turns longer, but allow two citizens two more turns of working before they become a settler, working rather than wandering and costing us gold. It also has the shortest time between new settler production and the next pop growth. Admittedly, it has the absolute lowest shield count, but we're at maximum units right now. I should have thought of that before building the second curragh, but did not.

Way to the south, down by the grapes, I finally spy a border. Curragh #2 is about 6 turns away. I'll send him on around the northern end of our continent. Curragh #1 is only 5 turns away, but I hate to backtrack. At any rate, both will be sent to continue on their journeys, mapping the contours of our land. It appears we may have a large island/subcontinent all to ourselves at the moment.

IBT:zzz

Turn 20: 2900 BC
Curragh #2: Off the eastern seas, I can make out the edge of anoher island or maybe it's part of the same landmass I've seen in the south.
Spot more incense to the north.
Curragh #1: I see another border on a landmass across the western sea from our land. I don't know who it is yet. As this is the last turn of my set, someone will have to tell me who they are.

State of the Empire:
1 City
1 Worker
1 warrior
2 curraghs
0 contacts
0 New techs learned.
10 gold
+0 gpt
Research 90%
Lux 10%
Writing in 15

Constantinople:
Size 3, growth in 9
Settler in 6.

06_Constaninople.JPG

07_Constantinople.JPG


And, for once, I remember to attach the save:
 

Attachments

Well, I've never seen an SG with an official roster person, but I think that'd be fine.
I know, but with all the info in the first 4 pages, someone needs to help organize! Thx for the welcome, BTW. :goodjob:

Admittedly, it has the absolute lowest shield count, but we're at maximum units right now. I should have thought of that before building the second curragh, but did not.
Yes, you probably should have built the settler first, but configured it so that there were the fewest possible wasted turns.

I don't know who it is yet. As this is the last turn of my set, someone will have to tell me who they are.
06_Constaninople.JPG

The Pink civ can be either France, Arabia, or the Inca. The Purples can be the Iroqouis, India, the Vikings, Portugal, or the Inca (their secondary color is purple).

EDIT: Oops, almost forgot:
Roster:
Trainer: Bede

The Rest of Us:
Aabraxan: Just Played
Elephantium: UP
Mr_2_You: On deck
Phaedo
D'Artagnan59
Cyllus
 
Good job Aabra:goodjob: . You certainly did as well as I could have:) . It was also very nicely documented.
Personally, I like the second dinghy build. We may lose 3 or 4 gold while the new settler moves but we gat a better chance at early contacts. We have 10 gold and can afford the deficit.

I guess I was way off with my idea about the city square only producing 1g:blush: . That three gold is nice. Why is that? 2g for the city square and 1g for fresh H2O?
 
lurker's comment: Since I play my solo games on Monarch level and I've forgotten so much about Emperor openings, I have a very basic question at this point.

If the settler build continues as is, it will drop the population back to size 1 when the settler is produced, and that means a long recovery time back to productive size with little gold being provided for research.

OTOH, if the build is changed to another warrior (produced next turn), growth AND settler production will occur at the same time in another 8 turns, leaving a productive population of 2. Meanwhile the new warrior can explore and help protect against barbs (who should be showing up any moment). Gold would be at a negative -1 (assuming research is left at 90%), but will recover when the 2nd town is planted.

I feel like I should already know the answer, but I don't. :blush: Which way works better and why?
 
I don't know which one is better, but the -1gpt would continue until we get the second town planted and we only have 10gold at the moment. I don't think we could afford to run on deficit that long at the current research rate. We would have to drop the science slider or lose a unit. I don't think either is "better" per se but given our builds and our goal of the Phil gambit, I would say the way it stands now is our best bet but you would have to do the math to figure out if lowering the slider but keeping an extra pop would end up with more beakers than dropping to pop1 for 10 turns.
 
I guess I was way off with my idea about the city square only producing 1g:blush: . That three gold is nice. Why is that? 2g for the city square and 1g for fresh H2O?

lurker's comment:

I don't often play sea-faring civs, but I think they get one gold for a coastal position.
 
I feel like I should already know the answer, but I don't. Which way works better and why?
lurker's comment: Usually it's better to produce settler exactly on growth, but I'm not sure what will be better in this game. If you will meet other civilization soon, probably you will be able to get some gold to pay for that additional warrior.
 
Nice start :thumbsup:

We don't need that second warrior as the home MP can provide settler escort. But, a pop1 capitol is will decrease the research rate even more. I think we can afford the deficit for the 10 turns needed before the second town is planted.

And, as Smart says, the odds are good we will have some cash in hand from canny dealings.
 
lurker's comment: I really should have this copied down somewhere (so now I did). I always search for it at CDZ. This is the production of the city tile:
Food :
• basic value : 2
• if civ = agricultural : +1

Shields :
• basic value : this of terrain
• if city size = city : +1
• if city size = metropolis : +3 if civ = industrious, +2 otherwise
• if no shield so far : +1
• if golden age = on : +1
• if mobilisation = on & city production = military unit : +1

Commerce :
• basic value : this of terrain, river bonus applying
• if city size = village : +1
• if city size = city : +4 if civ = commercial, +2 otherwise
• if city size = metropolis : +6 if civ = commercial, +3 otherwise
• if city = capital : at least 4
• if civ = seafearing & city = coastal : +1
• if government = republic/democracy : +1
• if golden age = on : +1

To all three :
if government = despotism, for shields and commerce, and for food if city not by fresh water : -1 if value > 2
 
lurker's comment: First time I've ever seen that all organized in one place. Very helpful!!! Thanks, Tim. :goodjob:
 
lurker's comment: :thanx: :clap:
 
solid turnset aabraxan.

one of the disadvantages of the 'explore by sea' route is that we have a fair amount of fog around our capitol and we have to decide where to position our next city.

here is my first ever dot map!

06_Constaninople.alt.JPG


red dot - we get a cow advantage and maybe something else depending of whats in the fog. downside is that it will share two grassland tiles with the capitol. however. if the city expands early enough, we can switch usage of those tiles between the two cities.

pink dot - we get incense and sugar, but we'll have to do some irrigating (probably from the capitol southward) to get much growth.

blue dot - might be marsh, i dunno.
 
You should probably send the MP to explore in the direction that the Settler is going.
 
Back
Top Bottom