[BTS] SGOTM 26 - Home Slices

OK, then the 90% slider ended up costing us 1:science:/turn somewhere because we only have 153:science: into AH out of 156:science: on T12.

Sid strikes back!!
Yup. The 90% is on the coins, not coins + free beaker. No, I was multiplying 1.4 times the untruncated beaker amount. That was my mistake.

Shick. Back to the drawing board. Not sure I can get both wb and myst on t 20.
 
Last edited:
Not sure that’s the right test. I want to know the beakers put into AH at 90% when our two cities are producing 11 coins total. I know 100% yields 16b. If 90% yields 14b, I’m screwed.

I missed this message. I just confirmed that when getting 11 :science: at 100%, 90% slider yields 14:science:. Hence, you're screwed.

Do we want to just go with the binary research plan I had or is there some other way to eek out the wooorkk boooot and Mysticim on T20 without delaying AH?

Come to think of it, the odds of us going all the way to T20 without settling a third city are pretty small, right? In that case, Mysticism on T20 may not happen anyway. So maybe we just go with the binary research plan.

EDIT: xpost with LC
 
The only way to compare the third worker idea is to run ~t40 tests.

Crap. If we settle a third city needing a worker...

Maybe we need the most neutral plan to t12, like KZ was saying.
 
The only way to compare the third worker idea is to run ~t40 tests.

I say we don't have to do that just yet. Let's get through AH first. If we have a juicy third city spot that needs a wb as its first build, we can consider building a third worker (i.e. non-vetoable great idea) in one of our first two cities. Settling a third, forth or fifth city will mess up all of our perfectly orchestrated MM so let's run binary research to at least avoid paying a 1:science: tax to Sid.
 
Well, there are two 1:beaker: penalties while teching ah: non-binary and non-12+free bpt... Therein lies the rub because a food hammer in cows costs us 2b.

Anyway, we still have a basic choice I think:

T12 ah + T14 cowboy
Or
T13 ah + T13 cowboy
 
Is our original scouting plan going to work with the new fogged tiles in the north? i.e. If there is seafood there now, we'd want to settle that pretty fast. Do we need to change what wine-NW is doing? or has he moved already?
 
T12 ah fastest: +3g, cowboy T14, no h OF

T13 ah + cowboy: Trade-off is basically 8g + 1t sooner border expansion for 3f5h + 1 wkr-t
 
T12 ah fastest: +3g, cowboy T14, no h OF

T13 ah + cowboy: Trade-off is basically 8g + 1t sooner border expansion for 3f5h + 1 wkr-t

Do both of those use binary research?

That's a hard one to compare. If we can have a wb ready on the turn the borders pop, we can likely make up the "lost" 3 food, right? If so, are we then comparing 8g to 5h + 1 wkr turn?

Delaying AH to T13 shouldn't affect the workers; they can both start to pasture as soon as possible (the gems worker builds a partial farm on his first turn while he walks to the sheep).

I think I prefer the plan that gets us AH on T12. As I mentioned, I don't think we can accurately plan out all the way to T20 and borders popping since we have 5 more settlers and infinite possibilities ahead of us, all of which will mess up any MM we have planned that far out. But it's not a go-down-fighting preference so I'm fine with what the group prefers.

Heck, we may not even get AH on T12 if we find a sweet spot between now and then and decide to settle it. In this case, maybe we always just work the ideal tile (which would be the cows all the time) while building the worker (i.e. the Sid way) and run binary research which would be 4 turns at 0% then 100% until done. This would delay AH to T13 (assuming we don't settle any cities) but it won't delay any pastures.

I think I've confused myself. :lol:

EDIT: The point is we shouldn't over think the MM too much since there are soooo many things that are likely to mess it up. Just work the strongest tile at all times and do binary research.
 
Right. While building workers, it boils down 1fh versus 2b. Roughly equivalent so the optimization revolves around the timing of completions (techs, builds, improvements).
 
Cool, so do you have a proposed PPP through AH that we can throw out the window when we settle city #3 if 5 turns? ;)

Any general directions each scouting settler will head (being sure not to cut corners along the coast)? Scouting should be fast with 5 units with 2 :move:.

Any events that would cause you to stop playing and consult the team for feedback?

I think we're ready to go, just making sure.
 
I'm fine with LTC playing until T12 or T13 with whatever scenario he thinks best.

The main focus will be the scouting settlers.
Make sure to scout all the tiles so we can make the best long-term decision.
Missing an ocean fish to settle a city somewhere else 2 turns faster won't be worth it.
 
Edit: Green light. RED (see later post)
Agree with not missing any seafood tiles while scouting.
 
Last edited:
We can make decision between t13 cowboy and t14 cowboy at t4 instead.
at t0 0%+9g t1~t3 100%-3g + 12bpt
Compatible with both t12 and t13 ah plan. 3 extra turns can give enough info on whether there is a good spot nearby. If we find 1, I would prefer t13 cowboy plan.
btw what is MM?(other than Massmedia)
 
MM = micro-management. It's all of the details regarding exactly what each action a worker takes on each turn, which tiles citizens work on each turn, etc. The minor details.
 
I like this idea. We don't have to commit to a plan until later in the turnset when we have more information.

Thinking about this, to get +9 gpt, you have to work a sub-optimal tile:

T0: City #2 on PH with Furs and Cow; work plains river tile; build worker. 0% slider
T3: 100% slider; AH in 9 turns, -3 gpt, 27 gold

When building the worker, the better tile to work would be the cow tile and not a plains river tile.

I'm okay with it, but we'd be trading 1 food-hammer for 1 commerce.
 
Welcome, MirrorGuard! I assume that you're willing and able to play turns, right? Do you have a general idea of how SGOTMs run with discussion, Pre-Play Plans (PPP), agreement, play turns, stop any time something interesting/unplanned happens, etc.?

By the way, what timezone are you in?



We could always convert everyone but one civ...

Green light, LC.
I will be able to play after the 1st week of May. Time zone GMT +8. Still learning the protocols. So joining the game in the next cycle might be a good idea.
 
LC has you batting cleanup in Post #1 (i.e. 5th). That should give you time to get the feel of how things work. I'm guessing that will be some time in late May. If you'd prefer to play earlier, you can go after LC.
 
Back
Top Bottom