Jastrow said:
I was thinking that two times 1-pop whipping a WB was the fastest way to get GLH.
Earlier, your trick of "dumping Hammers into a Work Boat" was great.
What happened there was that instead of manually-completing the Lighthouse, we temporarily "parked" some Hammers into the Work Boat.
Then, we earned 30 Hammers because we were able to whip the Lighthouse.
When we whipped the Work Boat, it felt like we "earned" Hammers, but all that we really accomplished was using the whipping action to complete all 30 Hammers' worth of the Work Boat and then the Hammers that we "temporarily parked" into the Work Boat got dumped into The Great Lighthouse. So, we didn't actually gain any extra Hammers by building the Work Boat.
The same will be true now... if we make 8 Hammers per turn and then whip a 30-Hammer Work Boat, we'll have 38/30 Hammers in the Work Boat after whipping and will overflow 8 + 8 = 16 Hammers. Well, if we didn't build the Work Boat at all, we would still have made 16 Hammers over the course of those two turns. So, all that we effectively accomplish is lose 2 Commerce per turn in exchange for a Work Boat, with no change in the date of completing The Great Lighthouse.
Now, if we take a build item that costs less than a multiple of 30 Hammers (i.e. a Barracks, which costs 50 Hammers, and 50 Hammers is less than a multiple of 30 Hammers... i.e. 50 < 60). In that case, we can 2-pop-whip the Barracks, earning us a base 8 Hammers on the first turn of building the Barracks, then 60 Hammers from whipping, and another 8 Hammers of overflow when we complete the Barracks.
The net result is that we will have 8 + 60 + 8 / 50 = 76 / 50 Hammers in the Barracks, giving us 76 - 50 = 26 of overflow Hammers. 16 of those 26 Hammers came from the base production that we would have earned for those 2 turns, leaving us up by 10 Hammers (60 - 50 = 10).
Given that we make 8 Hammers per turn and 10 Hammers is slightly more than 8 Hammers, we can then say that by 2-pop-whipping away 2 Coast squares that were not producing any Hammers for us, we exchange 4 Commerce per turn for a 1-turn-faster The Great Lighthouse.
Whether was worth it to whip that Barracks (or an equally-priced Galley) depends upon how much we want that build item and how much we plan to gain out of getting The Great Lighthouse one turn sooner relative to simply continuing to work the Coast squares for roughly 6 turns plus roughly 6 turns of just working 1 Coast square (a rough total of 18 Commerce lost).
Of course, the exact amount of Commerce lost depends upon when we whip relative to how full our Foodbox is and how much we could continue to grow without whipping (generally limited by our Happiness), but that's a rough estimate of the cost.
We're not going to earn back 18 Commerce from getting The Great Lighthouse 1 turn sooner, but you also have to weigh the other benefits... +2 GPP, a greater chance of actually completing the Wonder, the use of the Galley, the Maintenance Cost of the Galley, and the amount of production we can have in Coastal Cities if we do not whip*.
* We're not in too bad of shape, as we have both the Copper and Stone Resources.
Now, in a City that is faster-growing (like Rice will be after the Pig Resource gets improved), the amount of time lost working useful squares by the whipped-away citizens gets reduced.
So, it's not necessarily going to be a winning choice to whip Rice City at all if we do not feel that The Great Lighthouse's date is in jeopardy and if we feel that we do not need a Galley or Barracks in the short run, relative to the extra Commerce that we can earn over time instead.
Most whipping actions have a price, but in a high-Food City where you can regrow quickly, that price is often reduced to make the decision favour whipping. In this case, the numbers favours not whipping, unless we have another reason (wanting a 2nd Galley badly, being concerned about the date of The Great Lighthouse, etc).