October 2, 2002, 03:21
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#1
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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New Apolytonia ideas: Base Production, Terraforming, Growth
I have had a quick look at the save as way of a break from work, and noticed some odd worker placements again (stupid AI). I have taken the opportunity to look in detail at one base: arguably the most important - New Apolytonia, for the next 8 turns. In my calculations I have not counted possibilities with zero or negative nuts accumulation. Here goes:
We are currently producing 4/3/3 surplus there (Nut/Res/NRG), will grow in 4 turns and produce the CP in 3.
Turn 0 (2138AD)
With max nuts: 4/3/3 (what we have) - growth: 4. CP: 3
With max mins: 0/7/3 - growth none. CP: 2
However, I propose a midway adjustment:
2/4/4 - growth: 7. CP: 2.
If so, things would go like this (all surpluses)
Turn Nuts Nuts to growth Res Res to build NRG
1--------2-----------10--------------4-------- 4----------4
2--------2-------------8-------------4---------0----------4
Here we build the CP, drop to 2 pop and (assuming we keep the current queue), change to Recycling Tanks. Also, the mine on the minerals will be done. I assume we will build a road here now with the former to get one more mineral (2 turns to completion).
Now, we have
With max nuts: 3/1/2 - growth: 3. RT: 40
With max mins: 1/8/2 - growth: 8. RT: 5.
I propose the max mineral option: 1/8/2. Then...
Turn Nuts Nuts to growth Res Res to build NRG
2--------1------------8-------------8---------20--------2
3--------1------------7-------------8---------32---------2
4--------1------------6-------------8---------24--------2
Here we build the road on the minerals bonus and thus get +1 more minerals with my proposed worker allocation. Whatever else the former does from here is not important, as I'm fairly sure that we won't find a better three tiles than what we will have by then. Our population will be less than 4 for my planning anyway,
Now I propose we change to 2/8/2 surplus. Then...
Turn Nuts Nuts to growth Res Res to build NRG
4--------2------------6-------------8----------24--------2
5--------2------------4-------------8----------16--------2
6--------2------------2-------------8-----------8---------2
7 growth to pop 3
Here we have
With max nuts: 4/3/3 - growth: 10. RT: 3
With max mins: 1/10/3 - growth: 40. RT: 1.
I propose 3/9/2, or growth: 14. RT: 1
If we do this, then
Turn Nuts Nuts to growth Res Res to build NRG
7--------3------------40-----------9------------8--------2
8--------3------------37-----------9---------199--------2
Here we build the Recycling Tanks and add an extra 1 to all of Nuts, Res and NRG.
Then...
Turn Nuts Nuts to growth Res Res to build NRG
8--------4------------37----------10---------199-------3
From here it will take 10 turns to grow again, and 20 to build the WP. After 10 turns, I estimate the new worker will add an extra +2 res to our production (eg if we emplot the worker on another forest). This means we will be at 3/12/4 and the WP will be built in another 9 turns. Thus with this plan we will build the WP after 27 turns from now.
Feel free to critique, try different combinations (eg extra nuts in the worker placements) etc. I haven't tried with extra nuts because I don't know how many you need to grow an extra pop above population 3.
I hope this is useful. There are lots of ifs here, but I think they are somewhat justified.
Last edited by MrWhereItsAt; October 2, 2002 at 11:19.
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October 2, 2002, 10:22
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#2
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Local Time: 10:49
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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You're talking Chinese to me. Instead of writing down some numbers, could you please post a screenshot and tell us what terrains you would like to see worked at what time?
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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October 2, 2002, 10:47
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#3
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Sure, I was hoping on some feedback about the plan before showing the exact worked squares, but here goes...
Just need to download a freeware .jpg editor. For some reason Paint doesn't seeem to want to save in .gif or .jpg format anymore...
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October 2, 2002, 11:00
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#4
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Turn 0 (now)
Scuse the trippy colours - I don't know WHAT does that.
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October 2, 2002, 11:02
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#5
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Turn 2 Kepp in mind we will be down to 2 pop, so that -1 food will be +1, and we will have the mine on the minerals bonus finished, so add an extra 4 res, making it +8 res in all.
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October 2, 2002, 11:04
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#6
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Turn 4
Once again we are still at 2 pop and we will have a road and a mine on the bonus minerals site, so add 2 food and 5 mins to what you see there.
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October 2, 2002, 11:07
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#7
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Turn 7
We will be back to 3 pop by now, and that bonus minerals square will have an extra +5 to it.
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October 2, 2002, 11:10
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#8
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Prince
Local Time: 08:49
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Oregon
Posts: 386
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Re: New Apolytonia ideas: Base Production, Terraforming, Growth
MWIA: When I went to "reply with quote" my questions were answered. Your column formatting was not preserved between the "writing screen" and the "output screen". Did you paste in some kind of hard tab from another word processor?
If you are experiencing continued graphics issues, the table method will work very well once the formatting is resolved. Your road to the WP in 27 turns looks good, and will probably please most of the electorate. Nice job.
*edit* Never mind about "graphics issues". Further nice job.
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October 2, 2002, 11:13
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#9
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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I know my columns were screwed - I had them all nice in the post screen. And no, I didn't copy them over from anywhere, I just typed them straight in to the post screen. The colours thing is VERY weird.
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October 2, 2002, 11:21
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#10
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Prince
Local Time: 08:49
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Oregon
Posts: 386
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Quote:
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Originally posted by MrWhereItsAt
I know my columns were screwed - I had them all nice in the post screen. And no, I didn't copy them over from anywhere, I just typed them straight in to the post screen. The colours thing is VERY weird.
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test
1 2 3 4
1 2 3 4
*if it matters for future valuable presentations, there is a "semi-space" at the very edge of the post screen. It should probably be evident if you just open this up in "reply with quote".
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October 2, 2002, 11:21
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#11
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Local Time: 10:49
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I was thinking of the following, now the NA CP will be rushed:
MY 2138:
NA workers: Freshwater nutrient and the two forests
TBIBTU workers: the two nutrient squares and the rolling/moist/river square
MY 2139:
NA workers (down to size 2): Freshwater nutrient and the Rocky minerals
TBIBTU workers: idem as MY 2138
MY 2140:
NA workers (back to size 3): Freshwater nutrient, rolling&moist nutrient and the Rocky minerals
TBIBTU workers: the flat&moist nutrient, the rolling&moist&river and the rolling&moist square
Then keep those workers until one of the TBIBTU terraformations are completed.
__________________
Contraria sunt Complementa. -- Niels Bohr
Mods: SMAniaC (SMAC) & Planetfall (Civ4)
Last edited by Maniac; October 2, 2002 at 13:43.
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October 2, 2002, 11:21
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#12
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Deity
Local Time: 20:49
Local Date: November 1, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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I have done what I can to best align the numbers with their column headings. Any better?
Oh bugger. I think the fact the CP is being rushed invalidates most of my plan.
Can't we not rush it and wait the two turns just so my carefully though out plan works?
OK then.
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October 2, 2002, 11:24
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#13
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Prince
Local Time: 08:49
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Oregon
Posts: 386
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see above, hope this isn't spam.
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