NothingBesideRemains
Warlord
- Joined
- May 14, 2021
- Messages
- 113
Are you doing the whip trick right. I'm really tired right now but that feels counterproductive.
Edit: I think the idea is whip structure with OR with plenty of overflow -> immediately switch out of OR, take structure out of build list -> regrow with whatever -> 4 turns afterwards put structure back into build list -> following turn switch back into OR.
That way you get the OR bonus on the overflow part of the whip twice. However, building is 5 turns delayed. I wonder if its even worth it for, what, 10 extra hammers?
This type of trick (whipping with multipliers, then removing those multipliers before "releasing" the whipped build(s)) works best when it lines up with what you would be doing anyway.
ex: when planning a switch from OR to Theo, line up your whips for that same turn. 29 raw hammers from a 'perfect'whip overflow become 37 hammers if the whip is done with +25% OR bonus, which is normally eliminated, but if you switch out of OR after whipping, the negation doesnt happen.
If you have no other multipliers in this example, and your next build is a building, result is the same either way: 37 hammers go into the next turn's net production (excluding same-turn production which loses the OR bonus, which might be only 1 or 2 in zero-production city).
Where this gives an actual net bonus is any of the following:
(1) next build doesnt get the multiplier naturally (like whipping a building with OR then building a unit)
(2) you have additional multipliers that 'compound' (with a 25% forge bonus alone, 37 'raw' hammers * 1.25 = 2 hammers more than 29 *1.5 (call this "compounding"). This sounds small, but if you do this in your capital with bureau and forge, then 37 raw hammers * 1.75 = 70ish hammers, vs 29* 2.0 = 60. Or if you also have resource bonus on the next build, like GL, then 37 raw hammers * 2.75 = 107, vs 29 * 3 = 90. Or in the extreme, if you also have factory and coal plant and ironworks, 37 * 4.25 = 155 vs 29 * 4.0 = 116.
(3) you cancel the bonus after whipping, then bring it back when production finishes. In the above examples, if you had the Christo Redendor, you could go *back* into OR immediately the next turn. So with just a forge, you get 37 raw hammers, which becomes * 1.5 the next turn = 58 vs 29 * 1.5 = 44 without these shenanigans. Without Christo Redentor, you are correct youd need to wait 5 turns, which might be okay. An example would be switching to Nationalism for 5 turns of drafting (as spritual leader) then switching back to Bureau and OR which gives 53 raw hammers * 1.75 = 90 hammers vs 29 * 1.75 = 53 hammers.
(4) if the multiplier being negated is a resource bonus. ex: imagine whipping a castle with stone, then removing stone through a trade. Creates 58 raw hammers into the next build, which could then have its own multipliers. If your next build was GL, and you had marble, burea, forge, and OR, that gives overflow of 58 * 300% = 170, vs 29 * 300% = 87.
You can throw all that together as well as removing the. replacing resources, including coal and iron for power + ironworks bonuses, communism's 10%, getting up something like 150 raw hammers of overflow turning into something like 750 net hammers in next turn.
Realistically, this is mostly relevant just when pulling out resources, or in how you line up whips with civic changes.