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If you restart and build mids learn to whip units/buildings into mids. So 60 hammer build ideal whip is at 29 hammers. This gives you a 29H overflow when you whip from 4 to 2 pop. With other hammers from production you could have 100+ hammers into mids with one whip.
I think the overflow mechanic gets misunderstood or at least it's power is exaggerated on these forums and I want to analyze it a bit. :)

So, let's say you want to build the Pyramids. You put some :hammers: into a unit, say 4:hammers: into an axe, which costs 35:hammers: to gain max overflow and whip it. That is 35:hammers: distracted from building the Mids and for setting up that 2-pop whip you gain only 25 base:hammers: towards the Mids (2-pop whip 60, axe costs 35 --> 25). Sure, that doubles with stone, but so does every other :hammers: you get. A grass mine is 1:food:6:hammers: when building Mids with stone. Working such tiles beats "put 4h into an axe, 2-pop whip" by a mile. By ten miles if you don't have a granary. ;)

So wait, whipping units to overflow into a wonder is nonsensical? Not really. First of all, you can bank these overflows before you even have masonry/stone to start building the Mids. This is the most powerful tool in the overflow mechanic - the ability to bank hammers. Secondly, it's always useful to whip away weak tiles or angry citizens. There is a penalty when whipping a wonder (I think you gain 15 base:hammers: per pop?) so setting up for example axe 2-pop whips gets you those axes "for free" compared to growing and say 4-pop whipping to finish the Mids. With 2-pop whips you are stacking whip unhappiness, but that will of course be relieved when you switch into representation.

Hijacking the thread again, I know, but there is so little discussion on this forum these days... :lol:
 
Whipping units but not finishing the builds can be great for civ 4. You can line up 4-5 completed whips and every other turn use their OF for wonders.

When would you ever have got 50 hammers if you had not whipped? You would need to be running 4-5 mines for this. The reality is you can turn food hammers into wonder hammers by using whips effectively enabling you to build a wonder much quicker. So whipping settlers and removing from the build give decent overflow once you complete the build.

Yes lack of discussion was probably me being away. That and Pedro going awol.Maybe SGOTM. Remember many people have moved on from Civ 4 after 10-11 years. Civ 6 is gradually being improved. Albeit I still can't get passed 1 unit per tile.
 
Whipping units but not finishing the builds can be great for civ 4. You can line up 4-5 completed whips and every other turn use their OF for wonders.
Yes, and that is exactly what I said. The most powerful tool in the overflow mechanic - the ability to bank hammers. :)

When would you ever have got 50 hammers if you had not whipped? You would need to be running 4-5 mines for this. The reality is you can turn food hammers into wonder hammers by using whips effectively enabling you to build a wonder much quicker. So whipping settlers and removing from the build give decent overflow once you complete the build.
Indeed - the tiles and worker turns available matter a lot. And yes, you could indeed prepare a settler+worker+axe+barracks to be whipped to gain :hammers: towards Mids BEFORE you can even build the Mids. That, in a way, is banking hammers. Banking hammers to put them into a wonder is good. Switching the build from Mids to axe when you really want to build Mids is not so good (yet sometimes the best thing to do!) and that was my point. I do not know if that was what you were suggesting in the first place, it remained unclear and that's why I wanted to comment.

When you 2-pop whip an axe into a wonder you still get an axe, so its not exactly 25:hammers: for 2-pop whip.
That is not what I said though. I said you gain 25 base:hammers: towards Mids for your 2-pop whip.
 
@Pedro78 Forests gone, cities not connected, only 4 improved tiles on t50! I've always thought that chopping into workers is a waste of forests in 99 cases out of 100, but I had no idea that it is that bad.
Edit: Next time just hook up copper/horses and kill everybody, you are really good at it. Peaceful expansion isn't really your thing.
 
@Pedro78 Forests gone, cities not connected, only 4 improved tiles on t50! I've always thought that chopping into workers is a waste of forests in 99 cases out of 100, but I had no idea that it is that bad.
:lol:

Btw do you really count a yucky plains hill mine as an improved tile? ;)
 
I'm calling Green Peace that is a blatant diregard for the environment. All those forest gone! I do hope your play style is not just about chopping and has some substance. :D

Yeah if you chop every forest then 4-5 cities is possible. Even if you went just full out war here you will quickly reach a happiness cap. Hopefully the AI have gold or some useful happiness resource
 
I'll take some time to explain later.

Forests gone, cities not connected, only 4 improved tiles on t50!
Nice analysis, Sherlock. Next time I'll save the forests for the National Park ;)
On a serious note, though, your reaction is understandable for someone who hasn't actually played this start and given it a lot of thought. You can try and play this start differently (still in a peaceful manner), chopping less etc -- you'll find out that you still have a lot to learn.

Edit - btw Sampsa, I'm not a big fan of your new signature, much prefered the "give a man a hamburger" thingy ;)
 
Pretty sure a semi-experienced player can't seriously claim that your save is bad, or he is completely deluded by the power of worker steals.

edit. ok Pedro, you just don't understand it - yet.
 
Okay where to begin.

First, a very basic write-up, so I actually bring something to the OP instead of having "advanced" OT discussions:
Spoiler :

Techs: Agriculture-BW-AH-Wheel-Fishing-Pottery.

One peculiarity:

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Instead of getting 2 extra food at size 3, I get 2 overflow hammers from the warrior. That saves one turn of the first settler.

Settling spots/order:

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5th city will be founded 4S of Moscow, sharing the river corn. The fish spot isn't very attractive at the moment (no forests & no good tiles).
Build orders:

Moscow: Settler-Worker-Settler-Settler-Settler
St. Petersburg: Worker-Worker

Strategy was pretty simple: improve the powertiles as soon as available (corn, cows, sheep). All the other worker turns were spent chopping. We have plenty of commerce from worked tiles and low maintenance because of Monarch difficulty so building roads/cottages would have been irrelevant. Very often, chopping a forest is better than building a mine/farm/cottage.
I built that plains-hill mine for 2.5 reasons:
  • I had to wait for BW after improving the corn, so it cost me only 1 turn of chopping
  • I was to be worked for a very long time (27 turns)
  • A riverside plains-hill mine is usually not a bad improvement because of the extra commerce. Non-river PH-mines are usually a bad use of worker turns, though.

What will happen in the coming turns:
  • Chop the workboat in Novgorod
  • Whip a granary in Moscow+Novgorod
  • Whip Library in Moscow
  • Whip either a Library or a Settler in Novgorod, depending on the mid-long-term plan
  • Other cities will simply get a Granary
  • St. Petersburg might grow to size 2 and build a Settler working Cows+Mine -- this city will only be good as a worker/settler farm until we're able to convert hammers to beakers/gold (Alpha/Currency)


Now, the "substance" ;)
Spoiler :

Saving the forests vs. chopping everything

The two main reasons to save the forests / chop moderately early on are:
  • You have stone/marble and want to build stuff or get a lot of failgold
  • You want to chop an army later
Here we're definitely not in the first case, although having some forests to chop an army could be nice. So let's weigh the opportunity costs of chopping / not chopping. First, there's only one mechanic as powerful as chops early on, which is the granary-whip. Having access to granaries+slavery very early on allows you to both save forests and improve tiles instead of chopping, basically negating the opportunity cost of not chopping. Here, for this to work, we would need to tech Agriculture+BW+Wheel+Pottery, putting us around T35. Add the time to whip a granary and re-grow, we're at T40. But we're missing an improved plains-cow and a riverside sheep. And we don't even have Fishing, as teching it would put the Granary even further away. Plus, as the timing isn't very good, we have wasted hammers on warriors/barracks that are not needed on Monarch. And in the meantime, our worker didn't have much to do but chop forests, so we're not even saving that many. We end up behind the "chopping-approach" in both hammers and commerce. And now the capital has to whip a granary + settlers, and we don't have any happiness resources -> cannot 3pop whip the settlers, have to whip them 4-2 while investing natural hammers/food surplus in them = not that efficient. Do I really need to say any more on the matter?

Now that we've set aside the early granary approach, what about saving the forests, i.e. staying at only one worker and building settlers. What will happen is pretty simple: we won't reach Pottery/Writing any quicker but we'll have one less city and (at least) one less worker by T50, without having more improved tiles. This can be acceptable if we plan to attack very early (i.e. HA-rush), but here, waiting until construction means we wouldn't be chopping anything until T75. Let's say we reach Construction on T85, we'd have all the forests left, but 4-5 cities instead of 7, less improvements i.e. less commerce, slower troop movement and no real production advantage: one forest gives as many hammers as one pop. So having 10 more population is far superior to having 10 more forests, which would be much more useful if chopped early on, as the whole game is about snowballing.

Building "improvements" or connecting cities instead of chopping
(mostly an answer to @Anysense , but probably a good reminder to many people out here)

First, I didn't have Pottery until T49, so I could hardly build cottages -- couldn't have anything but unimproved land at T50. But that's besides the point.
Quick maths:
  • 1 chop = 4 worker turns = 1 floodplains cottage. 1 mine = 5 worker turns
  • 1 chop = 20 hammers. Opportunity cost of not having built a cottage (assuming you want to work it immediately) = <4 commerce (because building the cottage takes more worker turns)
In some games, though, your bottleneck is commerce and you don't want more than 3-4 cities early on. In this case, building cottages can be relevant. But here we already have plenty of commerce, so chopping is just superior in every way. Same thing goes for roads.


Looking back, this reply seems to be a bit more smug than I intended. Might have been inconscouisly driven by Anysense's post's smugness, but never mind. I'm not offended in any way, nor do I wish to offend anyone. I'm really enjoying to have, once again, such a lively discussion on the forums.


Even if you went just full out war here you will quickly reach a happiness cap
Usually the AI has happy stuff for trade fairly early (fur/gems/gold), but even if it weren't the case, you really don't need happy stuff to reach Construction (or Monarchy if you really want to play peacefully, but that's not recommended here)

Anyway, I hope this makes up for all the offtopic stuff I've posted in this thread :D
 
Very good post Pedro, nothing less than I expected. Also, my thinking is very similar to what you describe, so I'm very surprised about Anysense's and to less extent Gumbolt's posts, though the degree of seriousness in which they were posted is unclear.

offtopic babble about learning
Spoiler :
Now what someone can do is look at (for example) Pedro's save, read his thought processes, admire his understanding/play and want to be able to do the same themselves, but do absolutely nothing to actually acquire the skills needed to achieve similar results. Basically just reading and nodding. "OK, I'll do it like that next time! :)" No, you won't.

To learn how to do it, you need to just... do it. First try to replicate it and when you can, try to improve on it! If you improve on it, understand why it is an improvement. This process can take hours, days, months, years... but eventually you will learn.

Well, at least this is how it works for me.
 
@Pedro78 I was exaggerating of course, massive early chopping is probably fine here, because its Monarch and there are plenty of forests for failgold/units other uses on this map, still forestless capital on t50 is:run:. And no granary/library, that is later you'll have to whip both whithout chops. Dunno if it matters though, research is so cheap on Monarch it feels like at least double gold on Deity.
Your analysis is pretty good (no shame in being a bit smug about it:lol:); I particularly liked the part about early granaries, that confirms my observations - they only slow you down. You forget one very important thing though - saved forests do matter. You can't just say "I have 1 more city and 1 more worker", you also have add that you have 8 less forests, which could be chopped into granary and library and some saved for later use. There are some long-term consequences that you don't consider at all. Like missing MoM that will be built on the other end of the world; struggling to 1-turn executives; or spending several hours trying to figure out where and how are you going to 1-turn Stasis. Of course, quite a few of those problems can be solved by simply moving the palace, but is it really worth it?
I have a different problem: not properly adjusting to difficulty level. When I hear something like "5 cities by t50 without gold, cottages or even traderoutes" my instinct screams "No!".
 
Oh btw, sheep-fish in the north is connected to the capital via river+coast so it's only a half unconnected empire. ;) I was kinda curious to see if Pedro would settle it the same way I did and kinda happy to see our conclusion was the same: here it's better to save a forest by not settling on it. Loses fresh water but also wins 1:health: by having 1 fp less on BFC, so totaling only 1:health: less.
 
Yes I was gesting about Green Peace. A very interesting approach. Especialy if you play the Indians. As a basic strategy this is something for Ukspquid to look at.

Spoiler comparison :

So OP has 2 cities and 2 workers with a settler almost complete.
Pedro has 4 cities, 3 workers and a settler almost complete.

T50 and Pedro is 3 cities and a worker ahead of the OP. Albeit the OP has all forest in tact. (Farming of flood plains early on is very painful. +1 food for 6-7 worker turns. Acccck.)

I do like the approach of improving the resources and building workers at size 1. Then sticking to the traditional settler pump.

So how would this work on higher levels. I remember when I started I used to pretty much chop forest for settlers early on. Other wonders to consider for different starts could be Oracle and Great Light House.

On immortal I tend to find too many cities early on can kill off an HA rush tech wise. I guess this approach is targeting a peaceful rex. I now see more and more people going double settler after the initial worker/warriors on games here. The other issue on immortal or above is barbs. How many of these settlers were escorted or had units in fog busting positions?

 
still forestless capital on t50 is:run:
Forested/forestless capital on T50 is, just like everything else, situational. In this case it's perfectly fine.

And no granary/library, that is later you'll have to whip both whithout chops
With this much food, it's alright to whip both Granary and Library. 3-whipping the latter (instead of 2pop) also allows to spread whip unhappiness over a longer period. Looks like your main benchmark is a HoF space race, in which I would never ever waste a forest on a library.

Dunno if it matters though, research is so cheap on Monarch it feels like at least double gold on Deity
Not really. Having tried it, it's about equal to having gold in second city on deity (and none in BFC). But early Library does matter here because of the first GS, but chopping everything pre-writing doesn't delay it.

I particularly liked the part about early granaries, that confirms my observations - they only slow you down
Thanks, but this is not exactly what I said. I said that early granaries can be very powerful if you have enough commerce to get them very early and favorable whipping conditions (which is, by your HoF standards, almost always the case). On most random maps, very early granaries are a waste, though.

You can't just say "I have 1 more city and 1 more worker", you also have add that you have 8 less forests, which could be chopped into granary and library and some saved for later use. There are some long-term consequences that you don't consider at all. Like missing MoM that will be built on the other end of the world; struggling to 1-turn executives; or spending several hours trying to figure out where and how are you going to 1-turn Stasis. Of course, quite a few of those problems can be solved by simply moving the palace, but is it really worth it?
Already answered the Granary/Library thing. The biggest problem with your analysis is that you're assuming that I want to go for space + corporations. I've never built the MoM once in my career -- on a poor map it's not an option, while on a rich map it only slows you down on your way to quick conquest / fast expansion. It is certainly good to have in a HoF space game, but certainly not a reason to save capital-forests here, especially without marble. 1-turn executives are irreleant as corps are never worth it on a Fractal map. Even on a Marathon HoF spacerace game, I'd never worry about 1T Stasis before 2000BC -- in my book that's on the same page as saving capital forests for the National Park, sorry.

You're making several observations that would be relevant in a HoF space race thread, but for a random map they're just off-the-spot. Especially as they might fool a Monarch player into thinking that MoM/Execs/1T-Stasis are important on a random map. You should try and play some isolated and/or NTT maps -- restrains your options a lot and forces you to focus on what's better for your empire, which is a good way to get a "feeling for things".


here it's better to save a forest by not settling on it
Even more importantly, it gives you a forest in the first ring, allowing to chop workboat ;)


So how would this work on higher levels
Would be slower ofc -- more tech cost & maintenance, need for barb defense etc. But I believe this is of little importance as every map is different so what would happen with different settings should not affect our play for this particular one.

How many of these settlers were escorted or had units in fog busting positions?
Every settling spot was properly fogbusted.
 
Yep might be situational on higher levels. Assuming you have mining and other techs. Also your second city has the techs for the right resource. Still 3-4 cities by 2000bc should be pretty strong pending on your strategy.3 by 2000bc is easily possible on higher levels. Rest is based on land.
 
The biggest problem with your analysis is that you're assuming that I want to go for space + corporations.

No. It's the other way round. As Gumbolt said "There is no real medal for reaching philosophy on monarch level". There is also no medal for 5 cities on t50. I don't even want to argue whether chopping like mad is the best approach here, because this is a discussion without a subject, which is getting us nowhere.

BTW, why don't you start a thread about HoF Space? You seem to be bursting with ideas and eager to discuss them. That would be a lot more interesting and productive than talking about spherical chickens in vacuum.

Incedentally, I don't think much about isolation games. What is so good about being restricted? It makes the game extremely boring when you see the only way and frustrating when you fail to find it. Thanks, but I think I had enough of it years ago. I also dislike Fractal. It might be because I grew up as a chess player, that I find the amount of randomness in Civ4 a bit annoying even in a typical Standard/Pangaea game.
 
There is also no medal for 5 cities on t50
Of course not. The idea is to get the game to a strong position whether you want to go for Construction or Engineering or Cuirs/Cannons or whatever. And the mechanics of the game make that, in this particular case, having 5 cities on T50 is better than having 3 cities on T50, even if the latter saves you some forests.
 
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