1. Frantically read my turn to see if it's a disaster.
2. Print out turn.
3. Update map.
4. Print out map.
5. Make a first pass at my orders.
6. Dwell on my orders for 3 days, making frequent tweaks.
7. Send in my orders.
8. Freak out because I forgot something critical or screwed up an order. Do not send changes because that is frowned upon.
9. Repeat.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
(06-25-2013, 12:38 AM)Lord Diamond Wrote: Here is my system:
1. Frantically read my turn to see if it's a disaster.
2. Print out turn.
3. Update map.
4. Print out map.
5. Make a first pass at my orders.
6. Dwell on my orders for 3 days, making frequent tweaks.
7. Send in my orders.
8. Freak out because I forgot something critical or screwed up an order. Do not send changes because that is frowned upon.
9. Repeat.
Cipher tells me he is not disturbed by resubmitted orders. I just have this idea that I don't submit my orders until:
a. I know what I want to do, and;
b. The turn deadline is buzzing at me.
I won't resubmit unless it will cause a true catastrophe if I don't. Most of it would be my 2nd guessing myself so it's not a big deal.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
1: scrap the fleet (8x1000x1=8k) 2: re-buy the fleet at the same level, 6k. So every turn you get $2k. A free "village" income.
this bothers me a little, usually, it is much more expensive to build a fleet. when you scrap a fleet, you would be lucky if you can recover half of the building cost.
who came up the idea that scraping a fleet can recover more than the build cost?
(06-26-2013, 02:15 AM)Lord1 Wrote: 1: scrap the fleet (8x1000x1=8k) 2: re-buy the fleet at the same level, 6k. So every turn you get $2k. A free "village" income.
this bothers me a little, usually, it is much more expensive to build a fleet. when you scrap a fleet, you would be lucky if you can recover half of the building cost.
who came up the idea that scraping a fleet can recover more than the build cost?
At quality 16, fleets scrap yielding 8k, but can be bought at the same level for 6k
this should probably be called 'the junk yard principle'. you buy a used car for 6k, scrap them, and retrieve some of the working components, and sell the working components for 8k.
no wonder it takes two 'orders' of (work and time) to make this profit.
In one of my games I have a standing order to buy a Quality-16 fleet. When I need the gold, I scrap them all at a profit. After the initial investment, I can make 20k in profit at a time. It comes in handy during the lean months. I even use the fleets for their intended purpose the rest of the time.
Lord Diamond
Please do not take any of my comments as a personal insult or as a criticism of the game 'Alamaze', which I very much enjoy. Rather, I hope that my personal insight and unique perspective may, in some way, help make 'Alamaze' more fun, a more successful financial venture, or simply more sustainable as a long-term project. Anyone who reads this post should feel completely free to ignore, disregard, scorn, implement, improve, dispute, or otherwise comment upon its content.
First thing I do is update my map (I use ppt, but am intrigued by nitnux's html version) my map tracks PCs, groups, emissaries & unusual sightings.
Next, I update my orders spreadsheet with new gold/food balances, troop costs, standing order costs and production values. I bake in losses for PCs with other kingdom's troops present in the production values.
My orders spreadsheet is an added tab to the alamaze order entry spreadsheet.
I then delete all the previous turn's orders from the sheet.
I start to lay out my orders for the next turn in this scratch spreadsheet. It is a copy of the order entry sheet, and I use columns further to the right to capture food and gold costs. These costs columns are summed at the bottom and that sum is used to calculate remaining food and gold.
Easy orders come first, 170/171, 320/330, 720/725s in line with my plans. King order is probably next, HP order if avail, especially early in the game.
170/150 orders usually include estimated food/gold to recognize that I will get that production on the same turn.
Wizard orders, trying to be sure to use as many as possible.
Order 200 almost always makes its way in.
Agents and other emmies, artifact specific, and other avaible resources. Extra movement orders to find PCs/Arties and enemy/ally declarations to be sure I am avoiding unused orders if at all possible...
Once done I edit the player tab of the order entry sheet to update turn and kingdom/king as well if its a Titans game. I havent had any problems with pasting the orders from the scratch tab to the player tab, but I believe others have, so be careful with that. You can always check the ingest tab of the spreadsheet to verify orders are there.
(06-26-2013, 07:34 PM)Cipher Wrote: First thing I do is update my map (I use ppt, but am intrigued by nitnux's html version) my map tracks PCs, groups, emissaries & unusual sightings.
Next, I update my orders spreadsheet with new gold/food balances, troop costs, standing order costs and production values. I bake in losses for PCs with other kingdom's troops present in the production values.
My orders spreadsheet is an added tab to the alamaze order entry spreadsheet.
I then delete all the previous turn's orders from the sheet.
I start to lay out my orders for the next turn in this scratch spreadsheet. It is a copy of the order entry sheet, and I use columns further to the right to capture food and gold costs. These costs columns are summed at the bottom and that sum is used to calculate remaining food and gold.
Easy orders come first, 170/171, 320/330, 720/725s in line with my plans. King order is probably next, HP order if avail, especially early in the game.
170/150 orders usually include estimated food/gold to recognize that I will get that production on the same turn.
Wizard orders, trying to be sure to use as many as possible.
Order 200 almost always makes its way in.
Agents and other emmies, artifact specific, and other avaible resources. Extra movement orders to find PCs/Arties and enemy/ally declarations to be sure I am avoiding unused orders if at all possible...
Once done I edit the player tab of the order entry sheet to update turn and kingdom/king as well if its a Titans game. I havent had any problems with pasting the orders from the scratch tab to the player tab, but I believe others have, so be careful with that. You can always check the ingest tab of the spreadsheet to verify orders are there.
I've attached order form and map samples.
1. I like your excel file!
2. How can you tell looking at the ingest that it looks right?
Is it just all the order info listed on one line?