AlphaShard
Emperor
Have a look where? I thought this was the thread for that?
Have a look where? I thought this was the thread for that?
I had a quick try at this. Not only to see how long the Galley would have to explore, but to address the Worker or Settler first question. I'm not claiming this is optimal, but I'm using it as a starting point for discussions:
*We can get both a Worker and a Settler in Sirius by turn 62 if we build the Worker in Canopus.
*Due to health considerations we cannot chop in Sirius.
*I chopped both a WB and the Worker in Canopus (2 of the 3 PFHs) to speed production.
*The Galley drops off the Warriors in Andromeda on turn 52, and must return to Sirius by turn 62 to ferry Settler + Worker.
*Some choices were arbitrary (i.e. Granary after the Worker in Canopus, using the free worker turns to partially build a cottage in Sirius), and might have better alternatives.
43: Sailing complete start Alphabet
44: Warrior complete in Sirius, start Galley
45: No action, Gold mine complete in Canopus
46: Canopus grows to size 2, works FP and Gold
Worker moves 1N to PFH to chop.
47: Start chop
48: No action
49: WB finished in Canopus, moves to Fish, start 2nd WB
Chop finished
50: Sirius grows to size 6 works 2 scientists + 2 Fish + 2 Gold
Galley finished in Sirius, start Settler
2 Warriors + Galley move to Andromeda
WB in Canopus improves Fish, Canopus works Fish + Gold
Worker moves 1NE to chop
51: Alphabet complete start Math/IW/Aesthetics? (Math in this example)
WB done in Canopus moves to 2nd Fish
Start chop in Canopus
52: WB improves 2nd Fish in Canopus, Canopus continues working Fish + Gold
Galley arrives at Andromeda, unloads Warriors, free to move.
53: chop finished in Canopus
54: LP free to start new action
55: No action
56: Worker2 finished in Canopus, starts Granary, Worker2 moves to 1W of Sirius
57: Mathematics done, start next tech
58: Worker2 arrives 1W of Sirius
59: Worker2 starts Cottage
60: No action
61: Canopus grows to size 3, works 2 Fish + Gold
Cancel Cottage build in Sirius (2 turns left)
62: Settler done in Sirius, boards Galley, Worker2 moves to Sirius boards Galley
So, I ran a test game myself. I hadn't read Trystero's post above in great detail (though I had the jist of it), but the game worked out quite similar. I think it's basically on the right track. It's easier to write it up as a comparison to Trystero's version above.
Differences:
* Working the silk in Canopus gets the first workboat out a turn earlier. It will get the second out a turn earlier too.
* I built a third workboat in Canopus, which I sent to the clams in the new city on Andromeda. While building this workboat Canopus could grow to size 3 to work both fish and gold.
* I had the tech path Alphabet->Math->Currency->(World-buildered in Priesthood, on the assumption that we'll get it in trade)->Code of Laws. In the test game, we beat the AIs to Confucianism on turn 69. They founded Judaism on the same turn.
I like this tech path. My only concern is that we need a military strategic resource, so we might work in IW if we can't find copper or horses, or trade for it.
Come to think of it, shouldn't we aim for Iron Working after Alphabet? That way we know the locations of iron in time for our next settler on Turn 62.
Either that or trade for it. Less chance of getting Confucianism if we self-research it, but otherwise it's got a lot going for it. I think there's a fair chance of there being iron on our island. If we find out whether AMAZON have copper that will tell us something too.
* I built a third workboat in Canopus, which I sent to the clams in the new city on Andromeda. While building this workboat Canopus could grow to size 3 to work both fish and gold.
* Lord Parkin, after chopping and building a cottage on the floodplains, built a road from Canopus. This was needed to get the worker to Sirius in time, as it was delayed a little by growing to size 3 compared to Trystero's game.
52: Galley arrives at Andromeda, unloads Warriors, free to move
55: Worker starts building road to Sirius on cottaged FP.
...
*With these changes, the Settler will be done and capable of moving to Andromeda before the Worker reaches Sirius. The galley should have enough time to ferry the Settler and return to pick up the Worker.
What use is a road on the floodplains? I know it feels wasteful moving back onto the gold, but it's the shortest path for building a road. I had the worker from Canopus in the galley on turn 62 along with the settler. From memory, it got there partly by actually helping build one turn of one section of road itself on turn 61. I think I also needed to wait for LP to finish a road on the same turn the worker was produced, before moving it.
Ok, I've remembered what I actually did in my game, which is the real reason the worker got there sooner. I actually finished the third workboat *after* building the worker. So what happened in my game was that the worker got to the galley just in time, but the workboat arrived a little late. I'm not sure which is better actually, but it at least explains some of my confusion.
I also sacrificed the Canopus gold for a few turns to grow with 2 fish instead (which is how I managed to grow to build the worker at 3 pop before the workboat was finished in the first place). I believe this to be worthwhile in the long run, as it will get Canopus to its cottages sooner to catch up the commerce eventually. If we're going to the trouble of chopping out the second workboat it seems a bit inconsistant to ignore the fish for so many turns. Working them at least one turn will solve the question of what to build between finishing the third workboat and growing too, as the growth will come first.
Ok, I've remembered what I actually did in my game, which is the real reason the worker got there sooner. I actually finished the third workboat *after* building the worker. So what happened in my game was that the worker got to the galley just in time, but the workboat arrived a little late. I'm not sure which is better actually, but it at least explains some of my confusion.
I also sacrificed the Canopus gold for a few turns to grow with 2 fish instead (which is how I managed to grow to build the worker at 3 pop before the workboat was finished in the first place). I believe this to be worthwhile in the long run, as it will get Canopus to its cottages sooner to catch up the commerce eventually. If we're going to the trouble of chopping out the second workboat it seems a bit inconsistant to ignore the fish for so many turns. Working them at least one turn will solve the question of what to build between finishing the third workboat and growing too, as the growth will come first.
I'm not sure if this is too much work to ask, but since many here seem to be using it anyway:
Is it possible that, together with the current micro-plan, there is also a current test-save in the first post? That way it's a lot easier to have a go at it, without duplicating effort into world-buildering it.