DJMGator13
Still breathing
We're earning 31 of our 42bpt from Cuzco, so if we don't whip there then the impact on our bpt would be limited. While whipping in the other cities could increase their commerce/beakers faster.
DJMGator13 said:In this case using slavery to poprush will cost us beakers. But if we let the city grow to size 6, I assume that will create a situation were the number of unhappy people is greater than the happy. Does that unhappy person refuse to work or can he be turned into a specialist? If he refuse to work then rushing 1 pop point would not hurt, but if we can make another specialist it would reduce our research.
Methos said:lurker's comment: Found it, it's titled The fact about hurry production cost (a bug?). If you scroll down towards the bottom of the page you'll find DaveMcW's post. It's #12.
BTW, it starts off discussing the possible bug associated with gold rushing, but discusses them both.
DJMGator13 said:Is this likely to be fixed with an upcoming patch or ruled a disallowed exploit for GOTM? If either apply I'd rather not learn a technique that is exploitive.
I'm off work today for President's Day, if you want I could replay my set and go with CS? Nothing else happened during my set other than the civic/religion changes
It is all in the timing.Qitai said:Did some test and would rather have a formula the other way around due to some micro-management so as not to waste hammers.
I am more interested in pop-rush, so here it is for hammer per pop.
Hammers per pop = speed base hammer * Kremlin bonus * Zero Penalty * National Wonder Penalty * World Wonder Penalty * (1 + Sum of all production bonuses as appear on the screen)
Speed Base hammer = 20, 30, 45, 90
Kremlin Bonus = 2
Zero Penalty = 2/3
National Wonder Penalty = 2/3
World Wonder Penalty = 1/2
Production bonuses includes resource, civ traits, forge, factory etc.
E.g. Epic game with Kremlin Bonus building a National World with the required resource and only a forge would give you
45*2*2/3*(1+0.25+1) = 135 hammers per pop
The total hammers generated is always remaining hammer required round up to the nearest 30 hammers. So, it is always more profitable to have the remaining hammers as just a little above a multiple of 30 so you get the extra overflow hammers. So, in the above case, it would be optimal to hurry at say when there is 121-134 hammers remaining in order to get 150 hammers out of one pop.
While I hope it gets fixed in a later patch, the only reason I don't really want to learn it is that I don't wish my game play to become reliant on something that shouldn't be. It is almost like a crutch that I, hopefully, shouldn't need. However, I will also go along with the consensus of the team.Ainwood said:Pop-Rushing bug: ALLOWED: You can get extra shields over what you 'should' by timing your pop-rushes. At this stage, it is considered a game mechanic 'bug', but its very difficult (and somewhat pointless) to try and ban / work-around it. Instead, its better to simply make all people aware of it to level the playing field. Read more here.
Bezhukov said:The 92 is double-counting. What we're getting is 60 instead of 37, I believe, but only in that "narrow" window of needing 31-37 hammers. I usually try to whip for at least two pop, to give time to grow back without exceeding the happy limit, so this would come into play sometimes, but not that often.