UNGY-03 The Gods of the Aztec

Why don't we vote on leaders--rank 1, 2 and I'll count 1 votes double.
I'll roll up a start tomorrow night Eastern US.
Candidates are:
Pacal
Wang
Hannibal
Ragnar
Mansa
Willem
 
1st choice Wang

2nd choice Pacal

Choices as I consider those leaders mediocre (while willem, rag, mm, hann I find pretty strong) as well as rarely played. I'm fine with any leader tough.
 
1st choice Pacal.

2nd choice - none in particular tbh, they all seem so strong. Maybe Mansa as spiritual is indeed great for SGs.
 
Mansa 1st
Pacal 2nd.

Rusten: what do you mean by micromanagement of walls/castles overflow? The overflow from whipping is not doubled so I don't see the point of doing it.
 
It gets turned into gold. You can get something like 500 hammers into the last turn with a whip and some forest chops and get hundreds of :gold:. I know that all hammers are scaled into the next building, but overflow beyond that of the original cost of the building gets turned into gold.
 
IIRC from 2 pop and 2 forests you can get between 200-300g (without stone!!). That's huge especially when you need cash to rush to aesthetics after going broke from REXing.

I did this in flo's deity challenge, it's really strong.
 
Sorry for being off topic a bit, but I can't understand how this works. Let me see if I understand the numbers:
Walls cost 50 hammers, which means, that unless you whip them with nothing in the queue, they are 1 pop whip.
If you choose to do a 2 pop whip, each whip is 20 hammers, multiplied by 2, giving you 80 hammers.
Assume you also have 10 base production, you get 100 hammers for walls when you need 50.
If you also chop 2 forests, you get additional 80 hammers for a total of 180.

Since you only need 50 for walls, the overflow becomes 130.
Suppose you try to build a warrior next turn. The warrior costs 15 hammer. 10 come from base production and 5 from the overflow.
This makes the remaining overflow (180-5x2= 170) converted to gold.

Is this correct?
 
I'm not gonna do any maths (I'm on holidays ;)) but I'll try to explain the theory.
1st you try to get walls and a cheap unit as close to completion as possible, 1 hammer away is best case. Then you whip your unit, overflow goes into walls that are done anyway. Now you let your chops come in. Watch and Be Stunned ;)

This article describes it (by vale), also you'll find some examples.

For good reason they discussed whether this is an exploit and to be banned in gauntlets.
 
Edit: Some of this is flawed. I forgot that the wall is even cheaper than 25:hammers: when you add in stone, but you get the idea. anyway. City hammers are false too--it should be 30, not 20--but this was just an example anyway.

You get the gold the turn the wall completes. I don't understand how you do a 2-pop whip like mystyfly says because the walls only cost 25:hammers: on normal speed--it's better to construct it normally until 40+ hammers are invested and then whip. Whipping before investing into it isn't that effective.

If you have both stone and protective then;

- whip = 30+30+30 = 90 hammers
- let's say you chop 3 forests the turn you complete it = (30+30+30)+(30+30+30)+(30+30+30)= 270 hammers
- You produce 10 hammers from the city = 20 hammers

Let's say the wall was at 45/50 hammers. By doing the procedure I typed you'll get 425 hammers. 25 of them is the original cost of the wall before multipliers so we remove those as it'll get carried into the next build. 50 hammers will go into the wall itself so we remove that too. Still, we're left with 350 hammers extra which will get turned into 350:gold:.

I guess organized religion could add even more gold, but I'm keeping it simple for clarity.
 
Heh I said for 2 pop not 2pop :whipped: ;)

I think you xposted. I mean that you already apply nice overflow by whipping another unit (mostly it's a unit).
 
Ah, I understand what you mean now--you whip two separate builds. I was mostly responding to silverbullet though.

Basically I don't want to sit around calculating this all game which is why I really don't want WK as our leader.
 
This exploit is not specific to protective though, but I guess with such a weak trait you have to rely on it. Also, this is the only trait that doubles a building that can already be doubled with a resource, so I guess this is the best trait for the exploit.
You could get a nice (but not as nice) overflow by whipping/chopping barracks with aggressive for example.
In any case, it seems like a bug that should be fixed on the next patch. In my opinion you should get the same multipliers you would get if you were building gold.
 
It is not limited to pro, sure, but it is clearly strongest, although one might argue that you usually don't need walls. This is quite doable also with granaries where you get less gold but a building you'll actually need.
 
If I'm in then my vote would be

1. Pacal
2. Mansa
 
I'd definately think a financial civ--Mansa also comes to mind as I like playing spiritual civs in SG's (although spiritual w/o caste or pacifism may not be so good).
Just to elaborate on that:
- While not being able to use CS bursts makes spiritual less important there's the issue of not getting any golden ages (other than Taj Mahal) which means that civic changes (especially in the late game) will be brutal without it. The trait still has it's uses. If/when we play Pacal (seems to be leading the vote) we should definitely aim for the civic wonder (if we aim for space).
 
Back
Top Bottom