Turns 1-20

one thing that I see is that you are chopping 2 out of 3 of the forests. then on turn 32, you are counting on a 2 shield tile to be around and there won't be one. I hadn't thought about chopping. I'll try to work that into mine too.

other than that :thumbsup:
 
ok I've added a chop and got my granary out on turn 26 like yours. but there is only one chop saving a forest for later use. Although I still have it going to pop 5 :sad:

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Darn, all plans that develop so easily usually have some mistake in them... I tried to fix it like this:

I delayed the growth of the town for one turn and introduced incense hill for a few turns (just to help us with gold) We lose one turn but the plan is still good (I think) :) Especially since we run a perfect 3-4 settler factory (6+8+7+9)

A minor question re. your plan Tubby: You have the irrigated Cow allocated on turn 11 (when the culture expands) I am curious how you get the benefit from it that turn? I have always experienced the game changing tile allocation to use the "new" tiles but not for production purposes in the turn. It still use the tiles allocated before you press return.

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yup it looks like that second chop will help us out quite a bit. I guess the question is do we want to save that forest for later, or get the 2nd settler out 3 turns earlier.

I'm leaning more towards Wotan's rather than mine.
 
Starting from 2390BC our plans are identical in settler output but we run at 3-4 instead of 4-5 in your plan. At Emperor I guess 3-4 is more economical since lux costs or garrisons requirements are pretty stiff. And lux will affect all town...
 
hey, this is real accounting, you guys got a degree for that :lol:
anyway wouldn't mind of either of you could attach the excel sheet here so I can use that for future games...thanks :goodjob:
 
A minor question re. your plan Tubby: You have the irrigated Cow allocated on turn 11 (when the culture expands) I am curious how you get the benefit from it that turn? I have always experienced the game changing tile allocation to use the "new" tiles but not for production purposes in the turn. It still use the tiles allocated before you press return.

I am 100% positive it allocates shields after the tile change, food before the re-allocation, and I do think commerce comes after, with the shields.

As for the order, I'd hold until our warrior has scouted the immediate surroundings before saying wether we want to granary after the first or second settler. I'd make as many settlers as there are 'good' food boni around before going granary.
 
Perfect, a guy cooks dinner and misses out on the start of a game. :lol:

It might be possible to influence the tile worked upon growth by tweaking the governor to do what you want and then turning it off by manual MM. I might just use the editor to simulate our position and test that out.
 
um.. not sure how to answer your question Wotan... Maybe I put it one turn too early :blush:...

I'll see if I can get a copy of the spreadsheet for you ThERat, but it'll have to wait until tomorrow as mine are at work :lol:
 
Dave, that test sounds like a good idea...and it would be interesting whether a certain governor setting would change things here
 
As for the order, I'd hold until our warrior has scouted the immediate surroundings before saying wether we want to granary after the first or second settler. I'd make as many settlers as there are 'good' food boni around before going granary.
As it is set up as a 4 turn factory at size 3-4 we are getting new settlers from it in 2590BC then in 2390BC and every 4 turns after that. If we go without the granary we get the next Settler in 2900BC, and every 8 turns after that so already by the third settler in this alternative the granary option outproduce a non-granary option. Besides, having the town grow to a larger size before starting to cull settlers (without a granary) would still give us a slower output of settlers. At size 4 it will produce a settler in 4 turns but it will also shrink two in size and then produce the next settler in 5 turns for the next 4 settlers. So with Granary we get 6 Settlers in the same time period we get 5 without a granary. And it also requires us to produce something else than settlers while allowing it to grow to size 4, running all settlers would suggest one new settler every 8 turns thus giving us just half the number of settlers we get from the factory. There need to be an almost perfect food richness to the area if the option to run without the granary is chosen. So I guess I am in favour of the granary option.
 
Without doing calculations I'd even say Granary before First Settler...but such thinking are due to my sometimes slow single player starts...
Granary after first Settler sounds logical to me but I agree that we might want to change things depending on what we see...that's something we should always do. If we have a spot that is a perfect Factory even with corruption then we might not need a Granary in the capital at all but I guess that is unlikely (or even then the capital could be a worker factory or something like that, the Granary won't be a real waste)
 
That's kind of what we had in the first game... really good cities (Simpleton and Dunderhead) turned into a 4-turner and a 1-turn worker factory.

granary before the 1st settler won't work too well, but I can try it.

btw, here is a zipped copy of the speadsheet that I have
 
Here is what I came up with for the granary first option. It only involves one chop. and ends up with a pop 3-4 cycle (I've never seen one of those before). Anyhoo, it seems to get the 4th settler (1st of the 4 turners) out 2 turns before Wotan's latest shot. But the thing is that the 1ast settler won't be out until 2850BC (turn 24). Where as Wotan's 1st settler will be out for 10 turns already and hopefully already at pop 2.

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I still prefer Wotan's warrior, settler, granary, settler spam
 
thanks Tubby for posting that file :goodjob:
 
Yea, agree we go Warrior, Settler, Granary and then Settlers until tired of producing them.

Thanks for setting up the Granary first plan Tubby, good to actually see it before deciding on action.
 
no probs.. it's nice to not have to do it by myself :D

as far as the working the cow on turn 11.... the tiles worked are the ones worked at the end of the turn. So for turn 1 has already set that with the first turn played. for turn 11, we'll have the cow available.
 
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