Whip the settler in BW?

Tubby Rower

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During the last turnchat, Boaring Wallow was threatened. The DP was given the power to change the instructions in BW if a threat arose. So the build was switched to an axeman for a few turns.

Once the threat was taken care of, the build was swithced back to the settler, but the production that should have went to the settler was lost. We should have a settler right now. I'd like to get other's feelings on the issue of potentially whipping 1 citizen and getting a settler out a little quicker. It will only save a few turns of getting our next city, but it could allow us to grow a little quicker.

Right now we are behind in power to everyone on our continent but are killing them in research mainly due to 3 villages being worked every turn in a city that has a library. Eventually we'll be able to build much better units but it has been determined that we should be going for Taoism. So that time is far off. We need to start building defense and culture in BW.

Theatres became available this past turn and it would be nice to allow our citizens to let some steam off by acting on stage for their fellow citizens.

So the question is put to you as a citizen.... should we whip the settler or not? It will cause 1 :( for 15 turns. Currently we have 5 :) and 6 :( and after the whipping we'll have 5 :) and 6 :( as well. But we'll only have 5 citizens so we'll only have 4 citizens working instead of 5. I originally wanted to whip the settler, but now I don't think that the benefit is there any more.
 
Ok, I did the math just to see the differences. I know we need to think about it in other ways besides math, but I wanted to see the difference. (I did the math by hand so it may be off. If you see an error please let me know.)

Option 1: Let BW build on it's own without the whip.
The settler will be available after 3 turns. After 20 turns, our city will be size 7, but will have 2 :(, so it's still only working the 5 tiles it is working now (this will be the same in all senarios). It will create 85 Hammers after the Settler and 245 Commerce. It will also have 26/51 in the food box.

Option 2: Whip the settler and not work the mined hill.
The settler will be available after 1 turn, so we gain 2 turns in our new city. After 20 turns the city will also be a size 7. We will only get 76 Hammers but will still generate 245 Commerce. It will end with 16/51 in the food box. So it will generate 9 less Hammers and have 10 less Food to go this route.

Option 3: Whip the settler and not work the youngest village.
The settler will be available after one turn, and the city will turn to size 7 in 20 turns. It will generate 100 Hammers, but will only generate 245 Commerce. This is one less, but over the course of the game it will lose an additional 80 Commerce since the village will be behind in development. The food box will only have 2/51, so it will cost the city 24 food to whip.

This does not take into account that if we whip our citizens, our city will be slightly behind in growing due to the loss of food, and this will create a bigger difference in overall production between the different senarios. This was only added out to 20 turns. My personal opinion is that overall the numbers will equate into a wash with BW being slightly behind and the new city slightly ahead if we whip our citizens.

I don't think there is enough of an upside to justify something morally abhorent just so our new city starts 2 turn early.
 
If you use the whip, it will not only finish the curent build but give you certain amount of production ... so there will be some extra roll-over probably and more total production for those scenarios.
But in general I think that there is no good use for the whip in our case. The whip is good in case of high happiness and low health ... so you don't feel the hit of unhappiness it causes and helps fight the health problem.
I would suggest finish the settler, then theatre and then rise culture by 10% to use our last citizen and grow faster by one more.
 
it looks like there's generally support for getting another city in the SE to claim the iron. So how does that affect the timescale for the production of our Settler? If we rush the Settler to produce it next turn do we have an escort ready? Where is the escort? Will the Settler have to wait for the escort wasting the time we've saved by rushing? Could we use that time to start getting the escort on it's way so that the Settler doesn't have to waste part of it's movement points each turn and can catch up, gaining back the time that we would have gained if we rushed it.

I would prefer not to rush the Settler unless we need those extra 2 turns to secure the site and can actually use those turns we gain from rushing. No point in doing it if the Settler then has to wait around for an escort.
 
escort is ready..SW of BW. There is also 2 axs within 4 turns of the prosed city site(s) so they can be on hand to perscout it.
 
So the turns will not be wasted waiting for an Escort, can we get those axes on the route now so the Settler can move full distance each time?

The other part is do we need those extra 2 turns to secure the site? I can't open the save at the moment, is there any sign of any opposition settlers? how many turns to reach the site in total?
 
Black_Hole said:
We are going to use slavery to help build our great empire? What an outrage!
That decision has not yet been made. At the moment I do not know if it is even necessary for us to consider it, I would prefer to use such options only if necessary - is the choice between whip a citizen or lose the city site, or is it just getting the city 2 turns earlier? For the former decision I may consider whipping, for the latter, no, I would rather wait until/if it was really needed.
 
Furiey said:
So the turns will not be wasted waiting for an Escort, can we get those axes on the route now so the Settler can move full distance each time?

The other part is do we need those extra 2 turns to secure the site? I can't open the save at the moment, is there any sign of any opposition settlers? how many turns to reach the site in total?

The axes if settler is ready would beat it to the sites. We go west of MG and BW an ax is there. We go E of Abydos, an ax is sitting wiating to escort it and another is sitting on the outskirts of Abydos. There is no need to move them UNTIL the settler is built and we know where its going.
 
Given the maths provided above, I don't think there's a good enough reason to justify whipping in this case.
 
in all the equations we produce 245 commerce, is that a typo. And also, for option 2, do we grow to size 7 20 turns AFTER whipping, or do we grow at the same time as we would in one. If it is the former, option 2 actually gains us a net benefit of 10 food and 143 hammers
 
no because we won't have the happiness to work the extra pop. I assumed we didn't do anything to increase happiness, so if having 6 pop gives us 1 :( having 7 pop will give us 2 :(. So no matter when it grows we'll still only work 5 plots plus the city. It would change if we got more :), but that would create a lot more variation in the calculations, so I didn't include it.
 
I'm not even going to post a poll on this... I was a tad upset during the TC that I had to waste production and was ready to whip something.
 
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