SGOTM 11 - Fifth Element

Discussion 1. Yes
Discussion 2. Yes
Discussion 3. Yes
Discussion 4. Yes, Yes, Yes

Everything looks good.

Thanks for playing my TS for me.
 
Mitch PPP:
OK to stop in case we can't settle the desired spot.

Question 1: i'd prefere to not let a city unprotected. IF you can use another warrior to explore, better. If Zara DoW and he has something better than archers, or even only archers, 1 warrior or 2 do not make a great difference.

Question 2: a road to connect a city is always a good thing. Avoid it in the hope that a forest grows is not in my style. Build that road ASAP.

Question 3: i think we should break it. Just verify if running 1 turn @ 50% and one @ 60% gives a better output. If the output is the same, do this, you need less changes.

Question 4: whip! Dehli has already a granary, IIRC. correct?

Works for me, good luck!

And thanks again to you and Irgy for all your testing and reports.

BTW, is Havr still alive? is some day i see nothing from him.
EDIT: wrong, i've just seen 2 rows saying he's busy. Take care, Havr.
 
OK, I've made two minor changes.

Science: 0% on T120, 10% on T121,, 100% on T122-T130, 80% on T131. This results in almost the exact same results (4 beakers in C.S and 23 gold vs. 3 beakers in C.S. and 24 gold) but requires fewer slider changes. In addition, if I should forget to drop the slider to 80% on T131, the game will do so automatically.

Worker 3, upon returning from the chain gang buidling roads, will pre-build a cottage NE of Delhi on T130 (two turns total) rather than pre-chopping the GHill Forest N-NE of Delhi.

In my own notes, I've also noted how many beakers I have in Math each turn. That way I can be sure that we're on track to learn Math on T132 with 0 gold to spare.

I will update the PPP shortly with my changes in RED.

Regarding using Warrior 3 for exploration, he's really the only unit around to do it. Like you said, a single warrior in Wheaton will not mean much against an archer attack. However, we will see the attack coming across the desert toward Wheaton. The question is: do we prioritize map intelligence and 2 warriors in Riverdale over the slim chance that a warrior in Wheaton really matters over the next 30 turns or so.
 
Discussion 1: I think this is a good idea. I have a feeling that at some point the warrior in between Wheaton and Bedrock is no longer needed to fogbust any tiles, at which point it may move to cover Wheaton.

Discussion 2: I think it's fine building the road. If we plan on working the cottage then pre-cottaging may be more useful, but in my test games for the next turnset at least I wasn't ever working the second cottage.

Discussion 3: On the whole all it means is we *might* lose one (1!) beaker here or there. The 'mids a turn earlier is worth more than that. In general, we shouldn't make large scale strategic sacrifices for the sake of principles used in small scale optimisations. I'm not convinced it's impossible to do it with the right timing of binary either as Dhoomstriker suggested, or possibly just one turn of 10% rather than multiple turns of slider, but it's a bit of a pain to work out, and it might not even save us anything. Of course I'm slightly biased by the fact that I'm still thoroughly unconvinced that the game works the way Dhoomstriker describes - I'm waiting on getting time to run a proper test before I write a rebuttal though.

Discussion 4: You can probably guess my opinion on this one :)

On the whole, an excellent PPP, much better written than mine was.
 
The PPP has been updated with changes to my science rate and worker 3's actions.

So far, Irgy, unclethrill and BLubmuz have said "Yes" to three of the discussion points.

The only one that remains debatable is whether or not to explore with Warrior 3. I will wait another 18 hours for havr and Dhoomstriker to weigh in on this issue and the rest of the PPP. If no "substantial" comments come up, I will play my turnset with the "majority rules" approach to exploring with Warrior 3 UNLESS BLubmuz would like more time to convice us that this is unsafe or for Dhoomstriker and/or havr to come to his rescue and do it for him... ;)
 
Discussion 3: On the whole all it means is we *might* lose one (1!) beaker here or there. The 'mids a turn earlier is worth more than that. In general, we shouldn't make large scale strategic sacrifices for the sake of principles used in small scale optimisations. I'm not convinced it's impossible to do it with the right timing of binary either as Dhoomstriker suggested, or possibly just one turn of 10% rather than multiple turns of slider, but it's a bit of a pain to work out, and it might not even save us anything. Of course I'm slightly biased by the fact that I'm still thoroughly unconvinced that the game works the way Dhoomstriker describes - I'm waiting on getting time to run a proper test before I write a rebuttal though.

I haven't completely digested Dhoomstriker's argument, but it appears that the rounding happens after all city's gold and science have been added together, which would make it appear that at this level, the most you could lose is 1 gold and 1 flask. However, I do know that after the science rate for your empire is calculated, another rounding happens when getting the bonus for knowing a prerequisite tech (20% each) or knowing an AI with the tech. It is here that I think the impact is more significant.

On the whole, an excellent PPP, much better written than mine was.

I couldn't have written my PPP without seeing yours first. Getting Math on T131 was the key to the puzzle that I couldn't figure out... Damn binary research!! :D

Also, the PPP is more for me than for you. It keeps me on track and helps me ensure that everything is as it should be. With it, I should be able to spot an error before things go sideways...
 
Undefended Cities on an AI's Borders do increase the chances of said AI attacking us
Spoiler :
AIs DO make note of undefended Cities bordering their Cities and are more greatly influenced to attack you based on you having such an undefended border City.

Zara will consider attacking us based on a dice roll if he is Pleased or lower in Attitude towards us. From my anecdotal evidence, it would appear that the "threshold" for a "successful" "Do War" declaration is lowered (the chance of an AI declaring war on you is greater) when you leave a City bordering an AI undefended.


Now, I'm in the "I don't mind if Zara declares war on us" camp, because if he does I'll be pushing to switch into war-mode and take over his capitol, but if most of us want to avoid a war, then we shouldn't be leaving a border City (Riverdale or Wheaties/Wheaton/Wheatabix/Weavel/Whatever) undefended.
 
The Minimum losses, not Maximum, is what should worry you about deviating from Binary Science
Spoiler :
I haven't completely digested Dhoomstriker's argument, but it appears that the rounding happens after all city's gold and science have been added together, which would make it appear that at this level, the most you could lose is 1 gold and 1 flask.
In all but a few special cases, the truth is that the MINIMUM that you will lose is 1 Gold and 1 Flask per turn.


Hidden Pre-requisite tech bonus and Piggybacking tech bonus
Spoiler :
However, I do know that after the science rate for your empire is calculated, another rounding happens when getting the bonus for knowing a prerequisite tech (20% each) or knowing an AI with the tech. It is here that I think the impact is more significant.
You are correct. The greater the total number of Flasks you obtain all at once, the greater the chance that you will gain an additional bonus Flask or two per turn from this pre-requisite research plus other-AIs-that-we-know-knowing a tech (aka Piggybacking off of an AI's research).

You can take the time to manually calculate the exact threshold, but it's tough to do, so usually you play a test game and check to see what the different Flask values received will be using different Science Rates. That's a lot of work to do and can be avoided if you stick to Binary Science, which will in the long-run be equal to and usually much better than partial-Science-Rates in terms of these bonuses.



Extra Early Pyramids = Not worth making sacrifices to achieve, in my opinion
Spoiler :
I couldn't have written my PPP without seeing yours first. Getting Math on T131 was the key to the puzzle that I couldn't figure out... Damn binary research!! :D
The Pyramids are very safe to get by Turn 135. Any turn sooner isn't a priority in my eyes, if it means making other sacrifices.

I am strongly against whipping a Temple, for example, as I strongly believe that doing so will be an overall loss to our empire UNLESS we choose to build something other than a Settler or a Worker immediately after whipping the Temple and thus grow back the lost population immediately.
 
I am strongly against whipping a Temple, for example, as I strongly believe that doing so will be an overall loss to our empire UNLESS we choose to build something other than a Settler or a Worker immediately after whipping the Temple and thus grow back the lost population immediately.

That's exactly what's been done in the test games for the next turn set. I've been building a temple for the third priest in both scenarios, other than saving at least one turn on the GPro it reduces our GEng chances slightly. The question then is really what is the cost of building the temple rather than a settler/worker.

I think we want to grow Dehli for at least a few turns after the pyramids, whether we whip or not. The question then changes to how much longer it needs to grow if it's been whipped than if it hasn't. It's not as far behind as you might think, because the extra hammers from the whip, as well as dodging the risk of growth into unhappiness, means working more food and less hammers in Dehli under the whipping plan in the first place. So it's much less behind than the two population you might naturally expect it to be.
 
That's exactly what's been done in the test games for the next turn set. I've been building a temple for the third priest in both scenarios, other than saving at least one turn on the GPro it reduces our GEng chances slightly. The question then is really what is the cost of building the temple rather than a settler/worker.

I think we want to grow Dehli for at least a few turns after the pyramids, whether we whip or not. The question then changes to how much longer it needs to grow if it's been whipped than if it hasn't. It's not as far behind as you might think, because the extra hammers from the whip, as well as dodging the risk of growth into unhappiness, means working more food and less hammers in Dehli under the whipping plan in the first place. So it's much less behind than the two population you might naturally expect it to be.

Yes. After the whipped Confucian Temple, we finish the Pyramids followed by either a Christian Temple (Irgy) or a Confucian Missionary (Mitch). I think if we want to settle our GP Farm next, a Confucian Missionary in 5 turns will cooincide nicely with the settling of the GP Farm. Also, I dubious of the value of having a temple just to run a priest for a turn or two. I'd rather not work the priest and work a second cottage or a mine in Delhi.

As Irgy said, Delhi grows back so quickly that the effects of the whip are minimal. In the case where we don't whip the temple, it takes 5 turns to build a temple the slow way after the Pyramids, delaying the time we can run two priests in Delhi thus delaying the birth of our second great person. Also, without whipping in Delhi, I had to work sub-optimal tiles or hire a non-Representation priest for a turn or two to avoid growing into unhappiness.

I am now in the pro-whip-the-temple camp after having played both versions.
 
Now, I'm in the "I don't mind if Zara declares war on us" camp, because if he does I'll be pushing to switch into war-mode and take over his capitol, but if most of us want to avoid a war, then we shouldn't be leaving a border City (Riverdale or Wheaties/Wheaton/Wheatabix/Weavel/Whatever) undefended.

Agreed. Zara's capital would be very nice to have right now, but not worth using one of our war declarations this early. If he attacked, it would be very easy for us to take back the city (assuming we lose it) and more. The biggest worry would be making Zara so small that someone would vassalize him.

Based on this, I assume that you are okay with me using Wheaton's Warrior 3 to scout a bit, right?
 
Discussion 1
Spoiler :
Can we safely use Warrior 3 to explore?
The real issue to discuss is not whether we think that we can defend a City or not. It is whether we are comfortable with increasing the risk of being declared upon by Zara.


Having 1 defender (even a Warrior) in each border City is more important in lowering Zara's chances of attacking us than defending a single City with 2 units, in terms of "scaring Zara off" so that he chooses it is not worth his while to attack us.


1 or 2 Warriors defending will not really save a City. Yes, having 2 defenders in 1 border City will "scare off" Zara even more than just 1 defender, but leaving an undefended City is weighted FAR more heavily in favour of a war declaration than will the difference of 1 defender to 2 defenders or even the difference from 1 defender to 3 defenders.



Discussion 2
Spoiler :
Should worker 3 build a road on the GHill N-NE-NE of Delhi?
Since we have marked this square to be our Road, due to it having the smallest impact on Forest regrowth, we'll eventually need to build it. I have no issues with building that Road if the only reason not to build it is due to Forest regrowth possibilities.

However, are there better things that our Workers could be doing?

1. Are there Cottages that we could build in time to be used by a City at the time of completing them or are there other unimproved squares (like the Wheat) that should maybe take priority?
2. Could we be building a Road west towards our new Cities anywhere that would help us out in getting Cities up a bit faster out there?
3. Should we be investing even more Worker turns into completing the Road to Wheat City if doing so will get it completed that much sooner?

The 1st idea there is the most important one--the other two are just brainstormed-ideas that may not have a priority but are just a way of letting you think about the problem in a different way, which is--if we leveraged our Workers differently, what could they instead be accomplishing and is what we chose to use them for already better than the alternatives?


When I was running my test game a while back, one result of my testing was that I was a big fan of not having too many Workers pre-chopping, as it seemed that getting from Forest-to-Forest required me to "waste" potential Worker turns by building Partial Roads to get from one Forest to another Forest a couple of times. To me, the ideal thing to do was to try to get all non-chopping actions that I wanted my Workers to do done first, followed by chopping at the last minute.




Discussion 3
Spoiler :
Should we break our “rule” of binary research to learn Math 1 turn earlier?
My gut answer says "no, we should stick to Binary Research" unless you have some factual numbers to back up your claim that we "should make up for some of the loss."

The fact that you're only claiming that "some" of the loss is made up does have me worried--I would like to see numbers that support us coming out even or ahead before I will lend my support to the plan to stray from Binary Science, especially since it sounds like you wanted to do so for multiple turns. If, as your claim seems to imply, you believe that we will not come out ahead, then I'm not in support of doing it.




Discussion 4
Spoiler :
Should we whip the Temple in Delhi to get the Pyramids two turns sooner (one turn sooner if we choose not to break our binary research rule).
In my opinion, no, we should not whip that Temple, UNLESS we are not going to build a Settler (nor build a Worker) as our next build immediately following the Temple.

We will lose more Hammers and Commerce than we gain since we will be delaying our regrowth. Regrowth only really pays off handsomely if you regrow ASAP after whipping. When we have squares that are worth 5 Basic Inputs (such as a Mined Hills River square), it doesn't take a long period of time of non-regrowth (i.e. Settler- or Worker-building) to turn the whipping from a gain into a loss.

Personally, I don't see too much value in this level of effort.
Don't knock it before you try it.

Even just run scenario a) vs scenario b). Try it. It's about as easy to run as possible--easier than other test games, as you're trying to do nearly identical things twice.

The whole point is that you WANT to ISOLATE the differences between the scenarios does to the Hammers and Commerce values. So, everything else should be as similar as possible. The only difference should be the extra Great Engineer points from The Pyramids.


Why would we want to do so? Well, think about it for a second. It is REALLY, REALLY TOUGH for us to compare the different test games against each other. There are a lot of different factors being weighted against each other and lining them against each other doesn't make them easy to compare.

Earlier Pyramids? Try for an early Great Scientist? Skip Binary Science? Research techs in which orders? All of these questions are questions that we are trying to answer.

But, any one of us can admit that even presented with the numbers from the test games that we saw, IT IS NOT AN EASY TASK to weigh one against the other.


However, what if you could compare one against another?

"Well, what do you mean, Dhoomstriker?"

I mean to run the whip Temple vs no whip Temple scenarios, where you try to play everything else the same (switching to Representation on the same turn, running the same Specialists at the same time, etc).

"Well, that's not fair! That's sub-optimal," you might say.

That's the beauty of it! It's relatively EASY to compare the effects of minor changes when you are comparing two nearly-identical apples to each other, than to compare apples to oranges to peaches.

"What are you talking about, Dhoomstriker?"

Okay, let's think about it. If in one scenario, we delay running Representation for 2 turns, as long as we do not have Happiness issues, the only possible impacts are:
1. Differences in Maintenance Costs
2. Differences in Science output from any Specialists that we run

"Fine, but get to the point already!"

Sure, no problem. It's simple: in a scenario where you chose to work a square like a Grassland River Cottage for 2 extra turns, you simply subtract the Food and Commerce for those 2 turns and add in the value of a Specialist run for two turns in its place. Run another test game to check out if Maintenance costs are different under Representation for those two turns, factor in the extra GPP from having The Pyramids earlier, and you're done! Now, you'll have two apples compared against each other, where we took one of those apples and slightly modified it.


What you SHOULD see is that the whipping scenario, after a number of turns played equally, will come out farther behind in Hammers and Commerce, far more behind than the Hammers that were gained by whipping, mostly because we're planning to spend time on a Settler instead of growing after whipping.

Then, you can factor back in things like 2 turns of having The Pyramids earlier (like I outlined how to do just above) and you'll have your result of the impact of whipping the Temple. Then we'll more accurately be able to compare things on a numerical basis.
For example, your conclusion might be: "Well, we'll get 8 more Great Engineer Great Person Points, and we'll maybe close-to-balance-out the lost Commerce by 2 turns' worth of working 2 Specialists sooner, but we'll still be behind by 18 Hammers."

Run the scenario post-whipping/no whipping long enough (I recommended 20 turns earlier) to see what the impacts on our Hammers and Commerce will be, then we'll have an idea of the cost of whipping the Temple. From there, we can factor into the whipping scenario the extra turns from The Pyramids by adding and subtracting Maintenance values, Basic Inputs, and GPP points.


It allows us to hire two Representation-powered priests sooner, which should help with our science rate.
Try my idea and replace your "should" statements with factual values.


Sure, Irgy's test is one pop behind, but it is the equivalent of one pop worth of hammers ahead.
Huh? His test is 2 population points behind, not 1. If you whip at Size 6 growing to Size 7, you will be at Size 7 on the next turn without whipping or at Size 5 with whipping. 7 - 5 = 2, not 1.

Now, I will GIVE you the fact that growing from Size 4 to 5 takes less Food than growing from Size 6 to 7, and the same with the next level of population growth. So, let's say it's more like 1.8 or 1.9 population points lost. The small difference in Food, along with the difference in Hammers and Commerce can be easily spotted and analyzed when we compare apples to apples.


Hammers?
but Irgy's test should be ahead with respect to the Pyramids date, hammers,
I think that Irgy's test will be far behind in Hammers, if you play it out fairly (20 turns or so) as well as Commerce.


GPP?
great people points,
Are a couple of extra GREAT ENGINEER GPP really worth chasing after if what they give us is a greater chance of getting a Great Engineer, that we all agree we do not want for a 2nd Great Person???


Flasks?
and science (thanks to two earlier representation priests).
Science Flasks from earlier Representation-based Specialists may or may not make up for the Commerce difference. Let's not make the claim either way until we have someone run the test games to compare apples to apples and then factor in the minor differences for those 2 turns. How much simpler of a comparative-testing-setup can you get? Not much. Yet the info gained will be what we need to see for proper comparison.


Not Sub-optimal at all--we will factor in the differences afterwards by focusing on 2 turns, instead of running scenarios over and over for 15+ turns
I do not buy the "sub-optimal" argument as I have demonstrated how you can easily account for any differences across those 2 turns. What's more important is seeing for yourself that over a span of 20 turns or so, we'll be behind from not regrowing immediately after whipping. If you can get us the exact numbers, we'll see how far behind we really will be and whether the difference can be made up for in those 2 turns' worth of earlier Pyramids.


An easy-to-play-out two-nearly-identical-scenarios test for 20 turns, followed by playing two of those turns a few times extra sounds like a very feasible effort, so why not just do it instead of bellyaching about it and then being forced to use "hand-wavey" statements such as "should be better" or "I think that it's better" in order to make your arguments.


Fair?
 
What to build in Delhi after The Pyramids?
Spoiler :
I think we want to grow Dehli for at least a few turns after the pyramids, whether we whip or not. The question then changes to how much longer it needs to grow if it's been whipped than if it hasn't. It's not as far behind as you might think, because the extra hammers from the whip, as well as dodging the risk of growth into unhappiness, means working more food and less hammers in Dehli under the whipping plan in the first place. So it's much less behind than the two population you might naturally expect it to be.
Okay, well now you are talking a different story. I thought that the plan was to build a Settler after completing The Pyramids. If we regrow immediately, then yes, the losses from the impact of whipping are indeed reduced.

So, what are we building next then? How long will we grow Delhi again before starting on Settlers? When will we start making Settlers?

I am not very worried about Zara's Settlers. He is not all that likely to send in a Settler all the way to our west. If he settles the Silver to the south or the Fish + Incence, it'll be an annoying situation, but one we can probably live with.

I am, however, greatly concerned by the two landmasses to our north-west (top left) and west (far left).

All it takes is for one AI to put a Settler and a unit in a Galley and we'll lose one of our western City locations. Sure, we might not have AIs in either direction, but Zara met someone early on. A claim was made that he could have met an AI with his Scout while scouting out the north-west landmass. Now that we know about the western landmass, he could have met the AI there, as well.

So, there is a pretty reasonably-sized chance that at least one AI is to our north-west or west.

Given that fact, I think that we should put a priority on Settlers.


I was even willing to suggest that we skip the Granary and try for Settler -> The Pyramids -> Settler. We're playing on Emperor level here and we know that Zara goofed around. Chances are that most of the AIs have not goofed around and thus have more Cities than us and are soon going to be looking for new places to expand to, namely our west.

We've spent so much effort in fog-busting it, I think that we'd all cry if an AI sailed in and took over a spot.


Delaying Setters?
Far better, if we are seriously going to be delaying settling the west just to do things like make up for whipping a Temple would be to pull our Warriors back eastward. Let a Barb City or two appear.

Even 1 Barb City in proximity will discourage most AIs from settling onto the same continent (i.e. onto our continent) if that continent is not the AIs' starting continent.

How about that location 1W of the Rice? Let's stop fog-busting it, if we still can, and just spawn-bust it. Some of you want a City to the west of the Rice, while others suggested other spots. However, I think that we can all agree that we'd rather later take over a Barb City in a less-than-preferred location than let an AI take over the location, right?
 
Really? Unhappiness after having whipped 2 population points into the Granary?
Spoiler :
Also, without whipping in Delhi, I had to work sub-optimal tiles or hire a non-Representation priest for a turn or two to avoid growing into unhappiness.
That situation sounds very weird.

When I played things out, I only had 1 turn of unhappiness, and that was after having whipped the Granary for 1 population point, not 2 population points.

Growth is important, unless it leads into growing into unhappiness, in which case growth becomes not only unimportant but a situation that you want to avoid.

I don't see why you're growing so fast after having whipped 2 population points instead of just 1 into the Granary (unless you guys decided to only whip 1 population point into the Granary??). I know that I did not need to run any pre-Representation Specialists and from what I recall, I only saw 1 turn of unhapiness on Turn 134.

So, maybe you're working a GRiv Irr square where I worked a PHRiv Mine square or something along those lines, growing things a bit too fast.

I agree that running a Specialist pre-Representation is kind of sucky and I agree that if we are:
a) going to grow into unhappiness no matter what we do otherwise
AND
b) are going to regrow Delhi immediately after whipping

that whipping can help net us more Hammers immediately for a cost of fewer Commerce and Hammers lost than if we built a Settler next, BUT:

I'm not big on delaying our western settling. I'm also fairly certain that we'll lose out by whipping and then building a Settler immediately afterwards (which may or may not be made up for by earlier Pyramids).


I would rather sacrifice Commerce by settling the west ASAP in order to secure the western land, than lose that land to any AIs.
 
Zara DOW, warriors
Spoiler :
The real issue to discuss is not whether we think that we can defend a City or not. It is whether we are comfortable with increasing the risk of being declared upon by Zara.

For what it's worth, I think being declared on by Zara will be a good thing, as we should be able to thoroughly demolish him and make a profit in the long term, at the cost of course of delaying all of our short term plans to prepare for the war.

I'm not completely convinced of that, but it's my gut feeling. A lot would depend on timing.

There is also an alternative of using the warrior currently fogbusting between Bedrock and Wheaton to explore, as it will soon be redundant. Or using the warrior in Bedrock to explore, as it is not in a border city (although it may grow unhappy without a warrior at some point).


Binary Research, Earlier Pyramids
Spoiler :
My gut answer says "no, we should stick to Binary Research" unless you have some factual numbers to back up your claim that we "should make up for some of the loss."

The fact that you're only claiming that "some" of the loss is made up does have me worried--I would like to see numbers that support us coming out even or ahead before I will lend my support to the plan to stray from Binary Science, especially since it sounds like you wanted to do so for multiple turns. If, as your claim seems to imply, you believe that we will not come out ahead, then I'm not in support of doing it.

I have a very philosophically different gut instinct on this issue. Binary research for rounding is a detailed level optimisation that has a minor impact. Getting Math+Pyramids sooner is a civilisation-wide change that has a significant impact on the game. Now, admittedly, one turn sooner may or may not actually gain us that much benefit, but at the same time non-binary research may or may not lose us a beaker at all.

The difference is though that my gut instinct is to prefer to large, global benefit over the small micromangement detail. Our difference in views on binary research is obviously becoming enough of an issue that I clearly need to run the tests I want to run to get my argument out.

One last point though: If it's worth delaying the pyramids for an entire turn to avoid non-binary research, then it's also worth working out how to get Math on the right turn with only a single turn of non-binary research. With only one turn of non-binary it would clearly be worthwhile in exchange for the 7.5 representation beakers in Dehli from the at least two prophets/scientists we want to run on T133 if nothing else.


Apples to Apples or Pears to Peaches?
Spoiler :
In my opinion, no, we should not whip that Temple, UNLESS we are not going to build a Settler (nor build a Worker) as our next build immediately following the Temple.

No-one, at any stage, has ever suggested whipping the temple, then declining regrowth by building a settler/worker. This scenario is a complete straw-man. The assumption has always been that we're building either another temple or a missionary while growing.

Note also that if we don't whip the temple, we need to build it anyway, so even if we do really want a settler next it may not be started any sooner if we don't whip the temple.


Why would we want to do so? Well, think about it for a second. It is REALLY, REALLY TOUGH for us to compare the different test games against each other. There are a lot of different factors being weighted against each other and lining them against each other doesn't make them easy to compare.

What you're saying basically amounts to this:
* It's really hard to answer the question we want to answer.
* We can ask an easier question instead and answer that.

My argument is that the answer to the easier has no bearing on the answer to the harder question. If it's difficult to decide, then almost by definition it's a close call and comes down to the details. Getting the details completely wrong does not make the issue easier to resolve, it just gets gives a highly inaccurate estimate of something which we need a highly accurate understanding to resolve.

"Well, that's not fair! That's sub-optimal," you might say.

That's the beauty of it! It's relatively EASY to compare the effects of minor changes when you are comparing two nearly-identical apples to each other, than to compare apples to oranges to peaches.

It's both the beauty of it, and the problem with it. We want to compare two very similar apples, and you're comparing oranges to peaches. Yes it's easier to do, but it doesn't help.

What you SHOULD see is that the whipping scenario, after a number of turns played equally, will come out farther behind in Hammers and Commerce, far more behind than the Hammers that were gained by whipping, mostly because we're planning to spend time on a Settler instead of growing after whipping.

In other words, you whip the temple to speed up the Pyramids, then don't build the pyramids any earlier. You produce hammers to allow us to work more food, then don't work the food and work the hammers instead. Lo and behold, you come up with something that's noticably worse.

Huh? His test is 2 population points behind, not 1. If you whip at Size 6 growing to Size 7, you will be at Size 7 on the next turn without whipping or at Size 5 with whipping. 7 - 5 = 2, not 1.

Now, I will GIVE you the fact that growing from Size 4 to 5 takes less Food than growing from Size 6 to 7, and the same with the next level of population growth. So, let's say it's more like 1.8 or 1.9 population points lost. The small difference in Food, along with the difference in Hammers and Commerce can be easily spotted and analyzed when we compare apples to apples.

This highlights exactly the problem you're having. My test is 1 population point behind not 2, because of the details of what else I do differently. Yes we whip 2 population, but we grow them back faster. You on the other hand assume it's 2 population points behind the whole time, because you don't look at those details, and playing test games where you ignore those details isn't going to help.

In fact I suspect it even catches up completely once the non-whip test works yet more hammer rather than food tiles to build the second temple that I've already whipped (I can't check this quickly nor from work). Looking at the whip in isolation won't pick up this factor either.
 
Warrior 3
Spoiler :
Agreed. Zara's capital would be very nice to have right now, but not worth using one of our war declarations this early. If he attacked, it would be very easy for us to take back the city (assuming we lose it) and more. The biggest worry would be making Zara so small that someone would vassalize him.

Based on this, I assume that you are okay with me using Wheaton's Warrior 3 to scout a bit, right?
My thoughts: if even 1 person on the team does not like the idea of Zara attacking us now, then I think that we should defend the Wheat City with a fortified Warrior in it (presumably, Warrior 3).

However, if no one has any concern with Zara declaring on us, then okay, you can explore with this Warrior and leave the Wheat City undefended, on the condition that the exploration will not cost us 1 Gold per turn in Unit Supply costs (which it probably shouldn't, but I'm just saying so in case you also wanted to do a bunch more out-of-borders movements with our units).
 
Straw-man
Spoiler :
No-one, at any stage, has ever suggested whipping the temple, then declining regrowth by building a settler/worker. This scenario is a complete straw-man. The assumption has always been that we're building either another temple or a missionary while growing.
It's funny, but when I first raised the issue of comparing the strategies of whipping vs not whipping, we were planning on building a Settler next. Then you and Mitchum appeared to dismiss the idea and then proceeded to run a bunch of other test games.

It is nice to know that you seem to agree that whipping the Temple into The Pyramids and then building a Settler immediately afterwards is going to be an inferior scenario.


What's not nice to see is that we're contemplating delaying our production of Settlers.


If you want to talk big picture, then tell me how and when we are going to get our Settlers. Are we going to switch from building a Granary to a Settler in Bedrock once it reaches Size 3? Are we going to switch from building a Granary to a Settler in Wheat City once it reaches Size 2? Okay, sure, let's do so then.

But if not, we'll need to make Settlers in Delhi.




Crab & Wheat Cities
Spoiler :
Let's face it: we're trying to win by Diplo here. Cultural was abandoned. That means we want Cities wherever we can put them beside 1 or more Food Resources.

A Fish + Incense City, a Crab City, plus a Rice City
Spoiler :
whether on or beside the Rice, I don't care, just don't put it on a Flood Plains square which is a true waste with all of the Health Resources available to us
will all help to give us additional votes.

These Cities, with them being Coastal and having several Coast squares to work, will continue to grow while netting more Commerce than they cost in Maintenance.

Finally, consider the fact that the Great Person Farm WILL NOT WORK A LOT OF SQUARES! It will work the four Food-based squares plus possibly 1-2 Lakes, netting us approximately:
2 Food (City Centre)
6 Food (Fish 1)
6 Food (Fish 2)
3 Food (Plains Cow--or 4 if it was a Grassland square, I can't recall)
6 Food (Pig)
3 Food (one Lake)

Netting us 26 Food, of which 5 * 2 = 10 Food is eaten by the citizens working those squares.


That lets us grow 26 - 10 = 16 / 2 = 8 more population points. So, at Size 13, which is going to take a while to grow to anyway, we still won't be working any of the Grassland squares. Where's the concern about overlap with the Crab City? That concern has just EVAPORATED!

In fact, we'd WASTE the related Grassland squares if we don't build a Crab City just to work the overlapping Cottages that we'll put on them.



Settlers
Spoiler :
Note also that if we don't whip the temple, we need to build it anyway, so even if we do really want a settler next it may not be started any sooner if we don't whip the temple.
When we COMPLETE the Settler is what we should discuss, which will happen sooner if we don't whip the Temple. We'll even get 2 Settlers and The Pyramids in about the same amount of time if we whip neither the Granary nor the Temple, perhaps for the cost of chopping a 5th Forest into The Pyramids.

The fact is that we need the Settlers. If you're willing to divert Bedrock and Wheat City to building Settlers once they reach Sizes 3 and 2 respectively, and if you're willing to build a Settler shortly after growing back a bit after whipping both the Granary and Temple in Delhi, then okay, we have a way to get our Settlers out. The good part is that doing so shouldn't have much of an impact on the PPP.

But if you don't like the idea of getting these Settlers from those other two Cities soon, then I'm going to say that I am seriously concerned about us being able to meet our western settling goals in time.
 
Non-binary Research
Spoiler :
Research
Use binary research as much as possible to ensure that we learn Math on T132. The current plan is to run research at 0% on T120, 10% on T121, 100% on T122 to T130 and 80% on T131.

Is it possible for you to give us the following numbers for each turn that you are not running Binary Science?
a) The Gold and Flasks gained by running at the Non-binary Science rate
b) The Gold and Flasks gained by running at 100% Science rate for the same turn
c) The Gold and Flasks gained by running at 0% Science rate for the same turn

Note that scenario c) will net us 1 Flask per turn, so it is worth reporting Gold and Flasks gained.

It is certainly possible that sometimes we will not lose that much, if the Non-binary Rate doesn't change the Flask bonus that we'd receive had we employed a Binary Science Rate.

Contrary to what I said above, upon further reflection, I will admit you won't necessarily lose both 1 Flask and 1 Gold per turn--but you will lose at a very minimum a total of 1 Flask or Gold unless your fractional values add up equally and unless your Flask bonuses (for a Library bonus and for pre-requisite bonuses) are not significantly different.

So, if you can show that we're only losing a tiny bit of Gold and Flasks total on each of these turns, it'll be easier to justify the plan to get The Pyramids sooner. If you instead find a turn where we're losing a lot of Gold or Flasks, then maybe you can adjust the Science Rate slightly differently for those turns or for other turns.
 
Let's face it: we're trying to win by Diplo here. Cultural was abandoned. That means we want Cities wherever we can put them beside 1 or more Food Resources.

A Fish + Incense City, a Crab City, plus a Rice City
Spoiler :
whether on or beside the Rice, I don't care, just don't put it on a Flood Plains square which is a true waste with all of the Health Resources available to us will all help to give us additional votes.
(...)
But if you don't like the idea of getting these Settlers from those other two Cities soon, then I'm going to say that I am seriously concerned about us being able to meet our western settling goals in time.
Spoiler :
I think we're all thinking to Diplo, even with some doubt. Sure, not having to waste a war with our close neighbor, we can be able to perform some sort of "Diplomation" if we are good to this.

Anyway, i think it's time to officially decide. Many of us already expressed opinions, now, please do it again.

The hour of the irrevocable resolution is arrived. (B.M.)

Crabs has sense only in terms of population, anyway can be somewhat productive with some workshop, possibly Caste-fueled.

I think Dhoom is right speaking about Settlers.
We're so concentrated on Pyramids and Math that we seem to have forgot this side of our strategy.

Only to cover our mainland we need the following settlers:

for Wheat (almost in place)
for GP farm (should arrive around the end of Mitch's TS)
for fish/incense
for 3 clams
for rice
for crabs

We can also think to 2 more once we know what the land we just glimpse actually is.

It's not peanuts.

On another topic, i can change my opinion about whipping. Dhoom's arguments are pretty solid and fit with the need for settlers.
 
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