February 15th, 2012, 19:55
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sunrise089 Wrote:To whip or not to whip... Is anger an issue, or will it wear off before the capital regrows to size 5?
How about worker labor for the new city? Will it have improved tiles past size 1 or get stuck waiting for them?
In general, this does look like a good whip scenario, but actually not by a wide margin. The Imp whip is about +20 hammers net; it creates 30 directly over non-Imp compared to about 10H worth of Imp bonus that you'd get with a straight build. The opportunity cost of four turns of gold and one of copper is 16H + 28C, which actually sounds overall worse, but there's also +8F of not feeding the gold laborer.
February 15th, 2012, 20:40
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Anger: Post whip I'd have 6 happy and 3 unhappy. I actually built a sandbox (!) and found it will take me around 8 turns to reach size 5 and 11 turns to reach size 6, so I think I'll be OK in terms of happiness.
Workers: Right now I have 5 total pop empire wide, 5 improved tiles, and 3 workers. Next turn 1 worker will complete the road to the new city. Here's my tile micro:
This turn: Cap - 2x corn. 2nd city - cow.
Next turn: Cap - 2x corn. 2nd city - cow.
Then: Cap - Corn, gold, cow. 2nd city - copper. 3rd city - corn.
Then: Cap 3 pop, 2nd city 2 pop, 3rd city 1 pop.
Then: Cap 3 pop, 2nd city 2 pop, 3rd city 2 pop.
Then: Cap 4 pop, 2nd city 2 pop, 3rd city 2 pop.
So I have 8 worker turns to get one more tile improved, 11 to get two tiles total improved, and 14 to get a third tile. I think I'll be OK there, but just barely.
EDIT: Also keep in mind I want another settler to be produced in under 10 turns from now. Would it make more sense to slow-build this settler and whip that one?
February 15th, 2012, 21:48
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Right, I forgot about the gold for happy.
If you want another settler in 10 turns, I think the right answer is probably to whip both. 10 turns is exactly the anger clock, and then whip will be the right answer over slowbuild again for the same reasons.
February 17th, 2012, 00:10
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I have 19h of overflow. Should I...
1) Put it into a granary? I can complete it in about 8t via one chop.
2) Put it into a settler now since it's hammers versus food (remember though, I tentatively plan on 2pop whipping the next settler in about 9t).
3) Get a "free" warrior for more MP/chariot coverage.
4) Put it into a worker even though I should be good for worker turns for at least until city 4 is planted.
5) Other.
February 17th, 2012, 00:46
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I'd go granary. Double your rate of growth and whipping more settlers. Get warriors later with more overflow then.
February 17th, 2012, 02:27
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Part I of my payment from pindicator:
February 17th, 2012, 20:20
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Part II of my payment from pindicator:
You can barely even tell I didn't just take the screenshot in-game
February 17th, 2012, 20:29
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T-Hawk, here's tonight's micro puzzle.
For this turn, should I...
*Work corn+cow in my capital, growing on the inter-turn, and work the copper and an unimproved floodplain in city 2?
OR
*Work corn+gold in my capital, delaying growth one turn, and work the cow+copper in city 2?
Option 1 gives me +6 beakers, -3 food, and +3 hammers this turn, but I imagine also speeds everything in the cap up later due to the growth. Of course it also slows down growth in the less important second city...
February 18th, 2012, 09:56
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Need more information about what all the cities are doing.
Is the capital going for the granary now? If so, then work the gold, the capital can grow more efficiently later with the granary. I suppose you should work out a full micro simulation, see whether the hammers from the gold speed the granary by a turn or not, and also see where on the food cycle it'll be at that time.
February 18th, 2012, 14:49
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Here's the settling deal Mali wants to make:
Note both of these cities are really vulnerable to 1-moves from mounted units. My hypothetical city has a lot of overlap with the gems city I've now planted, but still gets a happy (remember, not strategic) resource, a second happy post-calendar, and 5 river grassland tiles.
If Mali is asking for this now that means I could probably beat them to the spot if I wanted, but I don't think I do. I have a gold+clam city to get online, need to get those gems hooked up in about 9t, and then may want to grow vertical up to the happy cap for a bit. Of course in this sort of game you don't want to under-expand, but I also really don't want to fight Mali while Skirms are in play unless that's the only option. Taking this deal might allow me to plant my 4th+5th city at my pace, get more tiles improved, and maybe find Rome or even closer horses.
Another option might be to take the deal, but also plant on the "3" instead. That keeps 5x grassland river tiles and the sugar, and still gets the elephants after the second border pop. Plus it has way less overlap, is on a hill, and can't be easily 1-moved.
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