On whipping lighthouse

omnimirage

Chieftain
Joined
Mar 4, 2012
Messages
37
When building a lighthouse to gain one extra food from a single seafood tile, and not playing as Organized, if it costs two population to whip for Lighthouse, will more food/hammers overall be gained be whipping the lighthouse ASAP, or would more be gained by waiting for maximum overflow to occur before whipping? Let's assume the other three citizens are harvesting one farm and two mines.

Is it more a matter of whether one values food, or hammers more? I imagine if hammers are the priority and food isn't, that would lean towards maximimising overflow?
 
Depends. Maximizing overflow in general makes sense only if you do something with overflow. Your question probably could be reduced to "should I whip away mines?". In general no, you don't build mines to whip them away.
 
Somewhat related question, after you've generated 5 or 6 great people, is it better to run a scientist/merchant for the +3:science:/:gold: (but since you've generated so many GP, the gp points are basically worthless) or should you instead work like a 2:food:1:hammers:1:commerce: plains farm or even a 2:food:1:commerce: ocean tile just so your city can keep growing into population that can be whipped later.

I tend to go for the 2nd option and often will whip out markets/observatories/banks/etc using excess pop, wondering if that's worth it, and if it's not what should I be doing instead
 
If :gp:-points are getting worthless, especially non-rep specialists are pretty bad "tiles". What you should do instead depends on what you are trying to do on a grander scale. Stuff like markets/observatories/banks are for space victories IMO, usually you should just build units and win. If you lack the tech to unlock a certain unit, growing is a sensible thing to do, to whip later.
 
should you instead work like a 2:food:1:hammers:1:commerce: plains farm
I have impression that working plain farm is non-productive. Sometimes people reported they work plain cottage because they get better with a time...

Like it is a compound distraction: worker turns & +1H+1G is quite poor, there is high probability you have some green cottages around ))

even a 2:food:1:commerce: ocean tile just so your city can keep growing into population that can be whipped later
What is the situation? Is it a single tile island? Or dessert? You just don't settle a city that cannot generate positive outcome... unless there s a reason like: claiming land (for blocking), claiming some important resource (like Iron or Happy resource).
 
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