LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,756
This is how I understand klarius' info in layman's terms... 
For our 100% culture, garrisoned cities, we can determine the WW points (in terms of %
) by comparing the city population and the # of
faces. This is useful because 1) it can give us an estimate of how much WW comes from a particular AI and 2) it tells us whether it's safe to grow our city to its next pop-point.
City pop:
pop1
0
(from war weariness) => WW<100%
1 mad => 100%<=WW<200%
2 mad => WW>=200%
pop2
0
=> WW<50% <----- from example below
1 mad => 50%<=WW<100%
2 mad => 100%<=WW<150%
3 mad => WW>=150%
pop3
0
=> WW<33.34%
1 mad => 33.34%<=WW<66.67% <-----from example below
2 mad => 66.67%<=WW<100%
3 mad => 100%<=WW<133.34%
4 mad => WW>=133.34% <== This is catastrophic, and we're already approaching it.
pop4
0
=> WW<25%
1 mad => 25%<=WW<50% <== this is our magic number for poprushing pop4>2
2 mad => 50%<=WW<75%
3 mad => 75%<=WW<100%
4 mad => 100%<=WW<125%
5 mad => WW>=125%
So when jesusin DoPs Toku on T0, we hope WW will drop below 100% but otherwise this won't tell us much, because MW is at pop2, Drojf at pop1.
When MW grows to pop3, when can determine if, perhaps, DoP with Toku got us below 66.67%. That would tell us that Toku probably contributed at least 33% of our total WW. If not, then we can assume that Asoka is really contributing a huge amount and in the last turns before DoP with Asoka, we may go over 100% or even 133.34%.
Here's an example of how to use this info when poprushing and growing population:
MW is at pop3 with a happiness cap of 6
. It's showing 5
. We know we have 3
from pop3, and (for example) 1
from a poprush that will go away in 5 turns. That means we have 1
from WW, which means we have 33.34%<=WW<66.67% (see green arrow above). Since we don't know if WW is less than 50%, we don't know if we'll get 1 or 2
at pop4. This means we probably DO NOT want to grow to pop4 until the turn we plan to poprush pop4>2, because if we grow too soon, we may get 2
from WW plus 4
from pop4 and 1
from previous poprush = 7
and one citizen will eat food and won't work. (Unless, of course, you decide you don't mind that guy striking...)
On the other hand, in the above example, if we see that Drojf has pop2 and only 2
(which means 0
from war weariness), then we know WW<50% (see blue arrow above), so we know we can grow MW to pop4.

For our 100% culture, garrisoned cities, we can determine the WW points (in terms of %


City pop:
pop1
0

1 mad => 100%<=WW<200%
2 mad => WW>=200%
pop2
0

1 mad => 50%<=WW<100%
2 mad => 100%<=WW<150%
3 mad => WW>=150%
pop3
0

1 mad => 33.34%<=WW<66.67% <-----from example below
2 mad => 66.67%<=WW<100%
3 mad => 100%<=WW<133.34%
4 mad => WW>=133.34% <== This is catastrophic, and we're already approaching it.
pop4
0

1 mad => 25%<=WW<50% <== this is our magic number for poprushing pop4>2
2 mad => 50%<=WW<75%
3 mad => 75%<=WW<100%
4 mad => 100%<=WW<125%
5 mad => WW>=125%
So when jesusin DoPs Toku on T0, we hope WW will drop below 100% but otherwise this won't tell us much, because MW is at pop2, Drojf at pop1.
When MW grows to pop3, when can determine if, perhaps, DoP with Toku got us below 66.67%. That would tell us that Toku probably contributed at least 33% of our total WW. If not, then we can assume that Asoka is really contributing a huge amount and in the last turns before DoP with Asoka, we may go over 100% or even 133.34%.
Here's an example of how to use this info when poprushing and growing population:
MW is at pop3 with a happiness cap of 6










On the other hand, in the above example, if we see that Drojf has pop2 and only 2

