Micro Plan

As I'm learning in an SGOTM at the moment, the best time to whip micro-wise is the turn before you grow. Making sure it's for as many population as possible (for the better hammers/unhappiness ratio) is still higher priority. Cities like Sirius won't be worth whipping in. Generally you time the whipping to avoid working any unimproved tiles (and similarly to avoid unhappy faces). The city should be kept at around the size where it can work all the resource and other high-food tiles (like floodplains and lakes with a lighthouse). If happiness is the limiting factor, then it may not be worth whipping at all, but if it is then it's often best to keep it close to exactly once every 10 turns. The 1/10th of a happiness per turn regeneration can become a resource not to be squandered - any time the citizens are completely happy already then their happiness recovery is being wasted.

Hope some of that helps.
 
I might work out some more micro this weekend and would appreciate any feedback on whipping etc. after I get a draft done.

Do you think we should send Lord Parkin to the pigs/clam site to start chopping jungle after improving the pigs at Arcturus? Or should we mine a green hill in Arcturus first?
 
I might work out some more micro this weekend and would appreciate any feedback on whipping etc. after I get a draft done.

Do you think we should send Lord Parkin to the pigs/clam site to start chopping jungle after improving the pigs at Arcturus? Or should we mine a green hill in Arcturus first?

Not worth it til we build on the pigs/clam site.
 
Definitely a far better use of the worker to improve Arcturus -- I am very adverse against settling that pig site until we have more workers available for our empire and we've taken some of the good city locations that are easier to bring up to speed. I think it's highly unlikely another civ is going to take it in the short term, too.
 
Here is a partial micro plan for chopping the silk tile at site B before founding our 4th city (Alpha Centauri) there. Note that I am only indicating the moves relevant to modifying the previous micro plan above.

67:
worker2 (helll hound) moves 2W (2 turns) to B site
69:
worker2 starts chopping
worker3 finished in Sirius moves to iron hill
70:
worker3 starts mining
71:
chop done at site B
settler finished in Canopus, moves to site B
REVOLT to Slavery/HR
72:
found Alpha Centauri at site B
(reassign riverside cottage tile to Sirius)
build WB, work iron hill
move worker2 to iron hill
73:
worker2 builds iron mine > mine finished
worker3 starts roading iron mine
74:
worker2 builds road > road finished
worker3 moves 1SE, starts cottage
75:
worker2 moves 1SE, starts cottage
76:
worker4 done in Canopus, start next build
cottage done in Sirius, worker3 free to move
switch Sirius from silk to work 2nd cottage
77:
Alpha Centauri border pop
WB done in AC, move to fish
settler done in Sirius
78:
WB improves fish in AC, switch to work fish (growth in 5 turns)
 
I think it makes sense to chop the silk. 30 hammers towards our next worker seems worth the small delay in other improvements.
 
I have updated the micro to incorporate the chopping at the the Alpha Centauri site. I have also planned out more turns, including whipping a granary in Canopus.

Comments always welcome:

67:
* Worker2 (hell hound) moves 2W (2 turns) to B site
* Great Scientist born in Sirius > Academy
* Switch other scientist to work forested silk tile
68: No action
69:
* Code of Laws done, start next tech (CS? Feudalism?)
* Confucianism founded
* Send the confucian missionary to Sirius (or Canopus if it's founded in Sirius)
* Galley returns to Sirius
* hell hound starts chopping
* Worker3 finished in Sirius moves 2NW to iron hill, start settler (done in 8 turns)
* Drop research slider to 0%
70:
* Worker3 starts mining iron
* Copper mine finished. Lord Parkin moves to pigs
71:
* Chop done at site B
* Settler done in Canopus, moves to site B, start worker (5 turns)
* Arcturus grows to size 2, works clams and copper mine
* Lord Parkin improves pigs
* REVOLT to Slavery/HR
72:
* Found Alpha Centauri at site B (reassign riverside cottage tile to Sirius)
* Alpha Centauri build WB, work iron hill
* Move hell hound to iron hill (IMPORTANT: settle Alpha Centauri BEFORE moving the worker)
73:
* hell hound builds iron mine > mine finished
* Worker3 starts roading iron mine
* Set research slider back to 100%
74:
* hell hound builds road > road finished
* Worker3 moves 1SE, starts cottage
75:
* hell hound moves 1SE, starts cottage
* Pigs improved in Arcturus
* Lord Parkin moves 1E to mine green hill in Arcturus
76:
* Worker4 done in Canopus, start Granary
* Worker4 moves to forested tile 1W of Alpha Centauri
* Cottage done in Sirius, worker3 moves to galley in Sirius
* Switch Sirius from silk to work 2nd cottage
* Lord Parkin starts mining
77:
* Alpha Centauri border pop
* Work Boat done in Alpha Centauri, move to fish
* Alpha Centauri starts next build (Work Boat for pigs/clam? axeman?)
* Settler done in Sirius, move to galley
* Galley leaves with settler + worker3 to pigs/clam site on Bode (4 turns)
* Worker4 starts to chop
* hell hound free to move
78:
* WB improves fish in AC, switch to work fish (growth in 5 turns)
* Archer done in Arcturus, start Axeman
79:
* Whip Granary in Canopus for 2 pop, overflow to Axeman?
* Chop done in Alpha Centauri
80:
* Mine done in Arcturus, Lord Parkin free to move
* Worker4 (Alpha Centauri) free to move
* Galley arrives 1NE of pigs/clam site > settler + worker3 disembark
* Galley returns to Sirius
* If build in Alpha Centauri was an axeman it is done this turn
81:
* Pigs/clam city founded
* Worker3 moves to grassland hill
 
We only have three workers at the moment. I notice you listed 4.
 
It was the first page I was talking about.
 
Yeah, sorry. That was my fault. That should have referred to worker3.

That plan is now out of date since we are now chopping at Alpha Centauri before we settle.
 
I think in addition to posting a proposed micro plan for a given set of turns, it would help to clearly state what it is we are trying to achieve during that turnset. I think will help focus short term goals, as well as make it easier for other team members to critique a given set of micro.

With that in mind, here is the explanation of my most recent micro proposal:

What are we trying to do?

Settle 2 more cities: one on Sol (Alpha Centauri), and one at the pigs/clam site on Bode (Vega). Alpha Centauri is meant to be developed quickly (lots of forested tiles for chopping) so we can work more tiles on Sol and boost our production capacity and commerce. Vega claims a desirable location on Bode that features 2 clam and 1 pig resource, but is in a jungle location, so will take time to develop.

To accomplish these goals we:
1. settle Alpha Centauri (turn 72)
2. build another settler for Vega in Sirius (done on turn 77)
3. build another worker (turn 76) to replace worker3 on Sol who we send with the settler to the Vega site. (turn 77)
4. settle Vega (turn 81)

Change Civics: we want to improve production in our new cities (whipping > Slavery), and grow our capital (HR)

To accomplish this goal we:
1. revolt to Slavery and HR (turn 71)

Improve Alpha Centauri.

To accomplish this goal we:
1. mine the iron hill (finished on turn 73)
2. build a work boat to improve the fish tile (finished on turn 77), while working the iron plains hill, temporarily sacrificing growth to finish it faster.

Improve Sirius: we want to work tiles and grow Sirius, rather than work scientists, now that we have an Academy, and have secured Confucianism.

To accomplish this goal we:
1. build a second cottage for a citizen to work (turn 76)
2. send the Confucian missionary to Sirius

Improve Canopus: Canopus has lots of food (2 Fish + flood plains), and can grow quickly after whipping. A granary would help with this growth.

To accomplish this goal we:
1. whip a granary

Other aims:

We build our 4th worker in Canopus. In my proposal, this worker chops at Alpha Centauri to either quickly produce a work boat to be sent to Vega, or an axeman to MP at Sirius short term, and to send to fog/spawn-bust the Andromeda horse city site eventually.
 
I like this approach better than the plain micro.

It would be beneficial to know the health and happiness caps for each city, when each one grows, and the projected inventory. Also the projected effects on the budget from the civics changes and new cities.
 
I like this approach better than the plain micro.

It would be beneficial to know the health and happiness caps for each city, when each one grows, and the projected inventory. Also the projected effects on the budget from the civics changes and new cities.

I'll see what I can do, but I won't have much time until next week.

I have attached an updated test save. Again, this doesn't include some trade route income so the gold/turn is slightly off.

Edit: I noticed I forgot to give us Metal Casting in the test save, please add that by WB if you are going to run a test game.

Edit2: I fixed the test save to include Metal casting, and named some units for clarity.

I tried to update and extend the micro plan. The latter half (like the first half :)) is really a first pass attempt, so I need someone to go over this carefully. Thanks.

72:
* Found Alpha Centauri at site B (reassign riverside cottage tile to Sirius)
* Alpha Centauri build WB, work iron hill
* Move hell hound to iron hill (IMPORTANT: settle Alpha Centauri BEFORE moving the worker)
* caveman1917 builds iron mine
73:
* hell hound starts mining iron
74:
* hell hound and caveman1917 build road on iron hill > road finished
75:
* hell hound and caveman1917 move 2S1E
* Pigs improved in Arcturus
* Lord Parkin moves 1E to mine green hill in Arcturus
* Canopus border pops (move Ceres to Canopus?)
76:
* Worker4 (HUSch) done in Canopus, start Granary
* HUSch moves to forested tile 1W of Alpha Centauri
* hell hound and caveman1917 start cottage in Sirius
*
* Lord Parkin starts mining
77:
* Alpha Centauri border pop
* Work Boat done in Alpha Centauri, move to fish
* Alpha Centauri starts next build (Work Boat for stone/pigs/clam)
* Settler done in Sirius, move to galley
* Cottage done in Sirius, switch from silk to work 2nd cottage
* hell hound moves to galley
* Galley leaves with settler + hell hound to pigs/clam site on Bode (6 turns)
* HUSch starts to chop
78:
* WB improves fish in Alpha Centauri, switch to work fish (growth in 5 turns)
* Archer (Astraea) done in Arcturus, start Axeman
* caveman1917 moves 1NW to build road.
79:
* Whip Granary in Canopus for 2 pop, overflow to Axeman.
* Chop done in Alpha Centauri
* caveman1917 finishes road
80:
* Mine done in Arcturus, Lord Parkin moves 1NW to mine green hill
* HUSch moves 1NE to chop Silk tile
* caveman1917 moves 1N2W to chop silk tile
* Work boat done in Alpha Centauri, moves to Vega clams (3 turns) start granary
81:
* HUSch and caveman1917 start to chop
* Lord Parkin starts mine
82:
* Civil Service done > revolt to Bureaucracy and OR
* drop reseach slider to 0%
* chop done in Alpha Centauri, caveman1917 moves 1W to cottage flood plain (?)
* Enterprise arrives at Vega site, settler and hell hound disembark
* Enterprise returns to Sirius (4 turns)
* Worker 5 (AlphaShard) done in Sirius, moves 2W to mine green hill
83:
* Vega founded on Bode, build granary(?)
* hell hound moves to pigs hill
* Work Boat arrives at Vega, improves clams, Vega works clams
* HUSch moves 1W to cottage flood plain
84:
* Axeman done in Canopus, start Confucian temple?
* hell hound starts pasture
* AlphaShard starts mine
* HUSch starts cottage > cottage finished
* Alpha Centauri grows to size 2, work fish + iron (?)
 

Attachments

Ok, started to have a look at it. A few comments:

T72: We might as well work the silk in Alpha Centauri, as the workboats are still done on the same turns either way, and this way we get a bit of extra food and commerce. Don't lets forget to switch to iron on T73 though then :) I've made this change in-game seeing as it was for this turn.
T75: Why are the workers moving 2S1E, rather than just 1SE where they could start a cottage on the same turn? Any turn the workers don't perform an action is a waste, sometimes it's worth it to get them somewhere quickly, but no point moving them further than they need to. Even if the cottage is already started 2S1E, they can at least put a turn each into one 1SE (or build a road 1S) on the way.
T79: We're about to run Organised Religion, and when we do, we'll get a 25% bonus on hammers into the granary. I'd be inclined to wait a few turns to whip, and we can likely either save a population or get an extra 15 hammers out of the whip.
T82: We're revolting to Organised Religion... but we don't have a religion. That doesn't seem very organised to me :p Maybe now is a good time to revolt to Confucianism as well?

Still need to run it through in more detail, then I'll try and update the first post.
 
Is it even possible to reveolt to a religon and OR at the same time? We should plan when to convert to our religion so the Happyness can take effect and alllow more growth. Yes I am aware we need Hr to really grow.
 
You need to spend two turns revolting. My point is just that we should actually spend those turns by at least T82. As soon as we revolt to OR, we're paying the upkeep but we're not getting the benefits, which is just silly. You don't gain much by putting off the revolt anyway.
 
Ok, started to have a look at it. A few comments:
T75: Why are the workers moving 2S1E, rather than just 1SE where they could start a cottage on the same turn? Any turn the workers don't perform an action is a waste, sometimes it's worth it to get them somewhere quickly, but no point moving them further than they need to. Even if the cottage is already started 2S1E, they can at least put a turn each into one 1SE (or build a road 1S) on the way.

I was thinking we'd started the cottage, but yeah, that makes sense.

T79: We're about to run Organised Religion, and when we do, we'll get a 25% bonus on hammers into the granary. I'd be inclined to wait a few turns to whip, and we can likely either save a population or get an extra 15 hammers out of the whip.

Sure.

T82: We're revolting to Organised Religion... but we don't have a religion. That doesn't seem very organised to me :p Maybe now is a good time to revolt to Confucianism as well?

I told you this was a first pass. :) Once we finish CS, I think we can afford 2 turns of anarchy. I wasn't sure what we were going to research next, either (Feudalism?)


Still need to run it through in more detail, then I'll try and update the first post.

I'm counting on you. Someone's got to sort out my mess. ;)
 
The Iron Mine is complete, we could start working it to get the WB out in 4 turns as opposed to 14.

Also are we leaving Vesta in place to fog bust correct?
 
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