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  • #61
    The reason why I left the forge to last when we were planning the barracks was because it reduced the max overflow available (max overflow = total hammers divided by multiplers rounded down ... 50 / 1.5 = 33) - we got the rest as gold. Doesn't matter anyway, The Globe will still require some worker action to get up and running. Mqybe we should whip a worker out of GA (overflow into Globe!) and have him start on those actions given that the worker corps has been reduced following the build up of the Army's Corp of Engineers.

    Building a worker / settler also converts food to hammers (1 for 1) ... food converted to hammers, added to queue, any overflow is left has hammers for next build. I have finished a library in a 1 hammer city with no whips by building workers and letting any overflow I get go into the library.
    Quote: "All Happiness is the release of internal pressure"
    Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
    woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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    • #62
      So next turn the plan is to start barracks but put the new citizen from growth to working the coast instead of a forest. That puts the barracks to 3 turns, which we whip on the last turn with 48/50 hammers in the box.

      We will need to chop one forest - the grass one which we need to irrigate anyway.

      We need to check if a desert city tile spreads irrigation in in the worldbuilder. I am not sure that it does. I know a plains hill city doesn't for example.

      We do have the option of spreading irrigation via Pink Dot; that also gives us improved tiles for the city of Burgundy that we will settle later. Another advantage of this is that the two workers that are hanging around Pink Dot waiting to be used as war engineers can start this irrigation chain while they wait.

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      • #63
        I think irrigation spreads through city center only if the city is founded on a tile where you could build a farm. (But a worldbuilder test to confirm it would still be good.)

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        • #64
          I checked in the worldbuilder and a desert city tile does spread irrigation.

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          • #65
            So we need to discuss exactly how we are going to spread irrigation to green acres. The worker curently there is building a desert mine to help with the building of the globe theatre. We have 3 farms to build and 1 forest to chop. If we irrigate from the north then we only have to build one non-worked farm. If we irrigate from the south (via Pink Dot) then we have to build 2 farms. However, those two farms will be used by the as-yet-unfounded Burgundy. I think I'd go from the south.

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            • #66
              south was my preference too
              Quote: "All Happiness is the release of internal pressure"
              Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
              woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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              • #67
                Originally posted by sooooo View Post
                I checked in the worldbuilder and a desert city tile does spread irrigation.
                As far as I know, only a hill prevents spreading irrigation.
                She said 'Your nose is running honey' I said 'Sorry but it's not'

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                • #68
                  Here is the current situation with Green Arces ...



                  Current Hammer Situation
                  - We have 30 hammer overflow
                  - We generate 8 base hammers (at the moment)
                  - We get +50% when building the Globe
                  - We need 300 base hammers

                  We have 4 Workers in the area ...
                  - 1 at Location A (just finished mining)
                  - 1 at Location B (just arrived on that tile)
                  - 2 at Location C (just arrived at that tile)

                  Worker Actions
                  - Chop - 3 turns
                  - Road - 3 turns
                  - Farm - 3 turns

                  Forest Chops
                  - 1 Forest at worker B (30 base hammers)
                  - 1 Forest 1 tile North of worker B (30 base hammers)

                  Current Turn (Turn 0)
                  - (30 + 8) * 1.5 = 57

                  Turn 1
                  - Both Cs Farm
                  - Settler from SF moves to Burgandy
                  - Globe 57/300

                  We have so many options here that I don't know what is best. I'll put together a save that has Green Arces set up after the end of this turn (ie 57 hammers in the Globe). One option we should look at is letting GA grow and then double whipping out something just above the double whip threashold for hammer overflow into the globe.

                  Double Whip Threshold ...
                  - if building unit = 38 hammers to go
                  - if building building = 46 hammers to go
                  Quote: "All Happiness is the release of internal pressure"
                  Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                  woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                  Comment


                  • #69
                    double post
                    Last edited by ruff_hi; May 9, 2009, 20:39.
                    Quote: "All Happiness is the release of internal pressure"
                    Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                    woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                    Comment


                    • #70
                      Ok, my tentative plan would be "B" roads on turn 142 and 143, "Cs" farm on 142 and chop B's forest on 143 and "A" moves into the forest 1N of "B" on 142. That gives us a chop in on t144 and one on t145.

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                      • #71
                        That was what I was thinking too, but we have 8 turns to get the chops in (if we want to line it up with Nationalism). How about ...

                        Cs farm
                        Bs road
                        A moves to desert Hill and mines - lets get those hammers going as soon as we can as GA is set to grow and work a 2H tile.
                        Quote: "All Happiness is the release of internal pressure"
                        Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                        woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                        Comment


                        • #72
                          Haven't done any studies yet. However, some general points for those who are:

                          We should aim to chop the plains forest (if we need to do so) as late as possible since it is a good tile to work.

                          Speed is important, but we also want to finish the building at as high a population as possible. Nationalism in 8 turns is unsustainable without getting gold from somewhere. But it is a good target to aim for. If we can get the globe in 9 turns say but are a population higher, then the latter is better.

                          Don't forget we can hire an engineer for extra production if necessary.

                          Lots of options for switching builds, whipping and overflowing into the globe.

                          Comment


                          • #73
                            Globe Testing ...

                            Here is a save that has the right food and hammers in GA at the beginning of next turn. It should have the workers in the right positions too (A -> desert hill, B: Roading, Cs: Farming).

                            The tiles being worked are:
                            2 x claims
                            1 x Desert Mine
                            1 x Grassland Mine
                            1 x Plains Wine

                            And the turn by turn ...

                            T1
                            Globe 57/300
                            Base Hammers 8
                            Size 5 (1)
                            A -> Desert Hill
                            B: Road
                            Cs: Farm

                            T2
                            Globe 69/300
                            Base Hammers 10
                            Size 6 (4)
                            A: Mining (5)
                            B -> Desert Hill
                            Cs -> B's location: Chop

                            T3
                            Globe 84/300
                            Base Hammers 10 [+30 from chop]
                            Size 6 (3)
                            A: Mining
                            B: Mining
                            C1: Chop
                            C2: Farm

                            T4
                            Globe 144/300
                            Base Hammers 10
                            Size 6 (2)
                            A: Mining
                            B: Mining [mine finished]
                            C1: Farm
                            C2: Farm

                            T5
                            Globe 159/300
                            Base Hammers 10
                            Food 26
                            Size 6 (1)
                            Swap production to Cat or Horse Archer (50)
                            Workers: Unimportant, farm and chop plains forest in 3 or 4 turns

                            T6
                            Globe 159/300
                            Base Hammers 10
                            Size 5 (4)
                            Double Whip Unit (39 base hammer overflow)
                            Tiles: 2xClaim, 2xDesert Mine, 1xGrassland Mine

                            T7
                            Globe 159/300
                            Base Hammers 10 [+39 from overflow]
                            Size 5 (3)

                            T8
                            Globe 232/300
                            Base Hammers 10 [+30 from forest chop]
                            Size 5 (2)
                            Workers Chop Plains Forest (30)

                            T9
                            Globe 292/300
                            Base Hammers 10
                            Size 5 (1)

                            T10
                            Globe 304/300 - done
                            Size 6

                            The workers should irrigate while they are not required for chopping duty.
                            Attached Files
                            Quote: "All Happiness is the release of internal pressure"
                            Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                            woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                            Comment


                            • #74
                              Ruff, did you upload the right file? That one has the worker on the wrong desert hill and the road on the forest completed, when in the game it has not been started yet.

                              Comment


                              • #75
                                OK, I managed to run a sim. Ruff, I think your mining of the desert hill is a waste of 5 worker turns. We will not work that hill after the globe is complete and we get just 1 less hammer by hiring an engineer instead.

                                The thing I changed from yours is chopping the hill 2SE of Green Acres. It's not in the BFC, but it's still 24 base hammers. I didn't whip a catapult/HA in the middle. That way I finished 1 turn earlier and 2 sizes bigger. All of the required farms were done. 2 sizes bigger and 1 turn earlier is better than having whipped a unit and the loss of a forest IMO. The plains forest needs to be chopped at the very last opportunity.

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