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.
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.
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