ADHansa said:When my hyppyness is limiting i prefer plain/hills as they give more shields.
I disagree. A GPF should get windmills on grassland hills only, and here's my reasoning.Zombie69 said:A great people farm should get windmills
Zombie69 said:As for what improvements to make, as always people are asking the wrong question. The improvement shouldn't depend on the type of tile, but on the type of city. A great people farm should get windmills, a science should get windmills/cottages, a production city should get mines. Sometimes the best thing to put on a grassland hill is a cottage!
Beamup said:I disagree. A GPF should get windmills on grassland hills only, and here's my reasoning.
Beamup said:Even if you want a continuous stream of hammers, the mine is still often to be preferred. Assume you're at your maximum population without working any plains hills at all - also assume you have excess health and happiness. Then you have two options:
- Build and work 2 windmills instead of 1 specialist. (4 or 6 hammers)
- Build and work 1 mine instead of 1 specialist. (4 or 5 hammers)
You have unworked tiles, excess health and happiness, but no unused food (you're working all 2+ food tiles, and all surplus is feeding specialists). So you can take a specialist off being a specialist and put him to work on a windmill - you now have 1 food surplus. Eventually you grow and put the new citizen to work on a second windmill. So you are again at 0 food surplus, with 2 fewer unworked tiles, 1 fewer excess health and happiness - but 1 fewer specialist. Hence, you trade 1 specialist for the 2 windmills.Zombie69 said:That doesn't make any sense at all. If you have unworked tiles, excess health and happiness, and unused food, then how is that "your maximum population"?
Agreed. But if you did want some hammers, you're better off getting them from a mine than a windmill - that's all I'm saying. I'm not saying it's a good idea, just that it's better than a windmill.Zombie69 said:Also, GPF have very high food and very low production capability. Therefore when you need something built there, it makes a lot more sense to build it through slavery (or to buy it, if that's an option).
Exactly.Zombie69 said:Ah, i see. The difference was our definition of what unused food means. For me, a tile with 1 food that isn't used counts as unused food; for you it doesn't.
It's only marginally better, and only if you also have Replaceable Parts. Then it's 6 hammers vs. 5, not a big gain.Zombie69 said:Of course, in your above example, the windmill is better at adding production (because you can get 2 tiles instead of one), although it takes longer to get there (because you need to grow a level first).
This assumes that what you're building will take longer than it'll take for the population to grow. If it doesn't, refer to my first post on hammers per specialist turn lost (which I will henceforth call H/STL for brevity) - the mine is clearly superior in H/STL. And the hammers from the slave rush don't make up that difference. So you're essentially banking on the extra hammers the additional pop point will contribute before you whip it out of existence to make up the gap.Zombie69 said:However, personally i'd just take off 2 specialists right away and put them both on windmills. This way, it will take only half as many turns to reach the new pop level. If you have 4 or 5 windmills available, then take off 4 or 5 specilists. Losing 4 specialists for 5 turns is no worse than losing 1 specialist for 20 turns, and you get your new pop faster. As soon as you reach the new pop level, go back to 0 extra food by turning your specialists back on.
A few turns before you're finished building whatever it was you needed hammers for, slave rush it to get rid of the extra pop point and get back to your former level. This way, you'll get your building faster and more efficiently than you would with a mine.
Beamup said:It's only marginally better, and only if you also have Replaceable Parts. Then it's 6 hammers vs. 5, not a big gain.
Beamup said:This assumes that what you're building will take longer than it'll take for the population to grow.
Beamup said:I'll illustrate. Assume there are 2 plains hills available, also assume RP and RR. If I mine and work both of them, I'm getting 10 hammers/turn at a loss of 2 specialists. If you windmill and work both of them, you're getting 6 hammers/turn at a loss of 2 specialists initially, and have 2 surplus food. So, I'm gaining at a rate of 4 HPT. Let's assume that the city is currently size 10. So it requires 40 food to grow, which will take 20 turns. At that point, I have obtained 200 hammers, while you have 120 plus a whippable point, so assume 150. I've gotten 5 H/STL so far, you've gotten 3.75 H/STL. But at this point you're running 1 more specialist than I am, so you're gaining - currently I still make 5 H/STL, while you make 6 H/STL.
Beamup said:But what if the city is size 20 to start with? Then it takes 30 turns to grow. In this setup, the breakeven point is at 150 turns, with 1500 hammers/300 specialist turns vs. 900 hammers/180 specialist turns. Gonna be building a string of buildings costing more than 1050 hammers (minimum - this assumes the city itself provides the only other source of hammers) often?
Yes, I was assuming RR too. I tried to make that clear everywhere, but I forgot a couple spots. Sorry.Zombie69 said:Actually, it's 6 hammers vs. 4. I don't know how your mines produce 5 hammers and mine (pun not intended) only produce 4. If you're talking about railroads, that's pretty far in the game. I've only once played a game that lasted so long, and i quit the game a few turns later because it wasn't fun anymore.
Ah, but by putting more specialists on low-food tiles you're losing more specialist turns. More on that later.Zombie69 said:And even without replaceable parts, windmills can still do better than mines. Sure it's 4 hammers vs. 4, and requires an extra population point. But that extra population point can be gained easily in a GPF and then with slave rushing you can turn the used food into hammers.
To help population grow, you can turn some more specialists to 1 food tiles. Whenever i'm below the optimal population, i would always switch all specialists to 1 food tiles, so that i can regrow as fast as possible. This time can also be used for more production. Micromanaged properly, it really doesn't take long for the whole cycle because GPF are typically very rich in food. Taking off specialists, even to put them on 1 food tiles, can make you grow really fast. Even if your building was pretty cheap, you can usually grow back your population in time to switch back to specialists.
AARRGGHH! How could I forget the granary?Zombie69 said:I assume no RP and no RR because most of my game is played with neither. Mines = 8 hammers/turn. Windmills = 4 hammers/turn + 2 food/turn. A size 10 city only requires 20 food to grow because a GPF always has a granary (this part you forgot in your post and is a huge reason why slave rushing everything makes sense and you don't need any hills in the first place anyway).
No, actually. I have no clue where you're getting those numbers. If you have a specialist after you grow, you're producing 4 hpt, 0 surplus food, and are short 1 specialist. That's 4 H/STL, equal to the mines - which means you will never catch up. If we assume that you work another mine after the 2 windmills, it's 2 mines vs. 1 mine and 2 windmills. That's 8 hammers in each case, for 2 specialists. Again, you're stuck at 4 H/STL and are gaining nothing.Zombie69 said:It takes 10 turns to grow. By that time, mines have given you 80 hammers, while windmills have given me 40 hammers, plus a pop whippable for 30 hammers, so i've gained 70. You have 4 H/STL so far, and i have 3.5 H/STL. At this point i'm gaining one more specialist, getting 7 H/STL from then on, or i can use the extra +2 food and +1 pop to run one of your mines, getting 7.5 H/STL. Assuming the latter case for easier calculations (because then we can ignore the specialist loss as it's 2 per turn all the time in either case), it will only take me 5 more turns after the first 10 to surpass your total production, and everything else after that is pure gain.
No, again, without RP you can never gain at all because H/STL will be equal after you grow from the windmills and less before that. Replaceable Parts is critical to make the windmills at all viable.Zombie69 said:No, it only takes 15 turns, because of the granary. In those 15 turns you take a 30 total production lead (120 vs. 60 + 30), which i catch up to in just 15 more turns of production at +1 pop. 30 turns is pretty far from the 150 turns you claim.
Beamup said:No, actually. I have no clue where you're getting those numbers. If you have a specialist after you grow, you're producing 4 hpt, 0 surplus food, and are short 1 specialist. That's 4 H/STL, equal to the mines - which means you will never catch up. If we assume that you work another mine after the 2 windmills, it's 2 mines vs. 1 mine and 2 windmills. That's 8 hammers in each case, for 2 specialists. Again, you're stuck at 4 H/STL and are gaining nothing.