Stolen Rutters
Deity
Wodan said:I'm seeing that Slavery is not helping. It's either comparative or worse in all cases. Given that there is also a cost to running the civic (we could be running serfdom), this is telling.
Wow, I have seen that slavery only helps in some cases so I don't do it much except at the beginning of the game when I am racing for the good city spots against an AI (and need that Iron/Gem/Cow city, for example). On emperor, sometimes you need that second city more than you need to grow your existing one at the start.
Wodan said:Also, the Granary doesn't help. I think the Granary will be most helpful where Slavery is used to excess... repeated whipping. Interesting though, that a Granary is not a good idea if you don't plan to use Slavery. Challenges the notion that a Granary is always a good first build.
It's not always a good first build but I disagree that it's not a good idea without slavery. The granary is more for the health bonus and faster growth. Sometimes that extra two health will pop that city one more level (well, I admit I frequently whip it). Some games the happy cap is the problem, others it's the health. Depends on the map. There are cases for a granary even if it's not an "always build"...
Wodan said:One thing that complicates things is that we aren't considering either overflow food or the benefits of non-Library buildings. Presumably, we could build temples, theatres, etc, and thus increase our city size, and thus get more future potential. However, conceptually we could use the overflow hammers to build these other things, and thus we would have great research coming in along with the future growth as well.
Wodan
Good job on the test. I have learned not to over use slavery, just from playing the game (it can kill you if you use it wrong) but I can see that trading away pop for hammers can hurt far more than I imagined, if my goal is not aligned with the reason for the whip.
), then the second city has many better uses than merely growing cottages including; making a worker, another settler, an axe stack (if there was an AI near) and even whipping in a library and running scientists for 17 turns to get an early academy for the capital.
A granary effectively doubles whatever food production the city has for growth and slavery. Used under the right conditions it is the more powerful economic building in the game.
) can easily be designed. Simply add 2 or 3 religions to cottagetown and give (or allow techs to be researched) that allow temples and monastries to be build. Add a source of copper so axemen can be built... and add credits for axemen. That leads to the question how much is an axeman worth in terms of beakers (say 35 hammers and each hammer is worth 2 or 3 beakers). Also allow monarchy to be researched or introduced after so many turns. Let a worker be built and link up the rice for more health and so on. The current test is so unrealistic that the Fat Hen strategy is bound to win. Let's get real.

