Ronnie1
Deity
@ Griff, I don't believe you understand the whipping mechanism given this statement, "Spy whipping in Paris: as currently configured, adding a Spy to the build queue indicates 4 turns to build, or a 2-pop whip with 20 overflow. Paris is currently generating 10 /turn, so I think we could build the Spy for 1 turn and still 2-pop whip it, generating 30 overflow."
The 2 main "generic" reasons 1 pop whips are not ideal is because, 1) the whip reduces the cap by the same amount that you just whipped, so there is nothing to grow back into, 2) you rarely get the value of the overflow. This does not mean it is never appropriate to 1 pop whip, but I would say the circumstances are rare.
Every population point whipped at normal game speed is worth 30 hammers. There are penalties for whipping from "0", (no hammers invested), which is why Paris shows a 2 pop whip now with only 20 hammers over. You also get bonuses on your whipped hammers where appropriate. So in our case now, where we have Forges increase our whips by 25%, making those whips worth 37 hammers, (30*1.25=37.5 rounded down). We could conceivably 2 pop whip a spy by keeping hammers for 1 turn at 2 or fewer and then whip the following turn. In a city with lots of food, this a great way to convert excess food to hammers, but with little food to regrow, it doesn't make sense because the opportunity cost of whipping off 2 citizens is what they would have produced for the amount of time it takes for them to grow back. In this case, Paris grows very slowly and that cost is significant.
Continuing on, this is why I like the Barracks 2 pop whip in Lyons. The Forge in the cue there has 70/120 hammers. Because we get 100% bonus building Forges, every pop point whipped INTO a Forge is worth 60 hammers, (30*2=60), hence the Forge there is a 1 pop whip because we have less than 60 hammers remaining on the build. If we put 2 turns into a Barracks while temporarily using the Mine and the Cottage we get 2 things. 1) We grow to size 6, 2) we get 12/50 hammers into the Barracks. On the 3rd turn, we 2 pop whip the Barracks, (down to size 4 and cap for 10 turns), we get 60 hammers for the whip + 2 base hammers, (30*2)+2=62, now we have 62+12= 74/50 hammers for the barracks, next turn we 24 overflow + 2 base that all get 100% Bonus going INTO the Forge = (24+2)*2=52. 52 + 70 = 122/120, Forge is complete, Barracks is already complete, and we are still at happy cap working 3 cottages and a Scientist.
The 2 main "generic" reasons 1 pop whips are not ideal is because, 1) the whip reduces the cap by the same amount that you just whipped, so there is nothing to grow back into, 2) you rarely get the value of the overflow. This does not mean it is never appropriate to 1 pop whip, but I would say the circumstances are rare.
Every population point whipped at normal game speed is worth 30 hammers. There are penalties for whipping from "0", (no hammers invested), which is why Paris shows a 2 pop whip now with only 20 hammers over. You also get bonuses on your whipped hammers where appropriate. So in our case now, where we have Forges increase our whips by 25%, making those whips worth 37 hammers, (30*1.25=37.5 rounded down). We could conceivably 2 pop whip a spy by keeping hammers for 1 turn at 2 or fewer and then whip the following turn. In a city with lots of food, this a great way to convert excess food to hammers, but with little food to regrow, it doesn't make sense because the opportunity cost of whipping off 2 citizens is what they would have produced for the amount of time it takes for them to grow back. In this case, Paris grows very slowly and that cost is significant.
Continuing on, this is why I like the Barracks 2 pop whip in Lyons. The Forge in the cue there has 70/120 hammers. Because we get 100% bonus building Forges, every pop point whipped INTO a Forge is worth 60 hammers, (30*2=60), hence the Forge there is a 1 pop whip because we have less than 60 hammers remaining on the build. If we put 2 turns into a Barracks while temporarily using the Mine and the Cottage we get 2 things. 1) We grow to size 6, 2) we get 12/50 hammers into the Barracks. On the 3rd turn, we 2 pop whip the Barracks, (down to size 4 and cap for 10 turns), we get 60 hammers for the whip + 2 base hammers, (30*2)+2=62, now we have 62+12= 74/50 hammers for the barracks, next turn we 24 overflow + 2 base that all get 100% Bonus going INTO the Forge = (24+2)*2=52. 52 + 70 = 122/120, Forge is complete, Barracks is already complete, and we are still at happy cap working 3 cottages and a Scientist.
IMO, everyone should open the save and look to see what CHANGES can be made to IMPROVE on our current situation.This configuration is what I looked at in developing the current PPP.