Because I always have something to say about everything:
- a granary doesn't double the hammer value of food. What does it do? It stores half the food from size N and restores it when you grow to size N+1.
So you food bar isn't exactly half full (1F missing, for each level) when you grow (not taking into account overflow food here, because it has nothing to do with the granary). It's not much, but if you spend so much time on spreadsheets, you might just as well do it right.
I think I typed this but forgot to retype it after I lost my post to computer malfunction. I'm glad you brought this up, because this was one point of confusion it took me a while to comprehend:
Starting from population 1 with a Granary, moving up to pop 2 costs a total of 22 food. 11 food is stored in the Granary.
At population 2, it costs 24 - 11 =
13 food to move up to 3. 12 food is stored in the Granary.
At population 3, it costs 26 - 12 =
14 food to move up to 4. 13 food is stored in the Granary.
So ...
Without a Granary, population 3 & 4 cost a total of 24 + 26 = 50 food.
So the hammers-per-food ratio without a Granary is 60 / 50 = 1.2.
And with a Granary, population 3 & 4 cost a total of 13 + 14 = 27 food.
So the hammers-per-food ratio with a Granary is 60 / 27 = 2.22.
Right?
Wrong!
At first, all my numbers were wrong, and I couldn't figure out why. In practice, the hammers-per-food value with a Granary was always double the non-Granary value. But on paper, it was always less.
Then it hit me ... it's something I can only think to call 'food recycling':
Because of the larger Granary size at higher population levels, you get an amount of food equal to the size of the whip 'recycled' back into the city when you whip.
For example, 13 food is stored in the Granary at population 4. So after a 2-size whip, pop 2 starts with 13 food in the Granary instead of just 11.
60 / ( 27 - 2 ) = 2.4 ... exactly double the non-Granary value!
Likewise, 15 food is stored in the Granary at population 6. So after a 3-size whip, pop 3 starts with 15 instead of 12.
15 - 12 = 3 ... the exact size of the whip.
In a whipping cycle, each population level [essentially] costs exactly 1 less food (at Normal speed) because of 'food recycling'.
- What's the cost of an unhappy you store for later whipping? He's eating 2 food. Well, big deal. If you count food eactly to avoid the growth, you end up using less efficient tiles, which is costing more! I can testify I sometimes grow 2 or 3 pop over the happy limit for whipping large items. My favourite is whipping 6 universities 1 turn after I discover education
.
The amount of production lost from food consumed by unhappy citizens depends on how long the city has to feed those unhappy citizens and thus is dependent upon how much +food the city has. Low +food means a lot of turns and a lot of lost production. High +food means few turns and less lost production.
For either method, you'd need to know how many turns the city is in unhappiness, because that'll determine how much extra food it takes to get to the target whipping population.
However, "conventional wisdom" doesn't apply, because whipping isn't being utilized to increase productivity -- it's being used to "front load" the production schedule.
To me, this is no different than pre-chopping a forest, which is invaluable not because of any difference in production but because of
when it grants that production.
Even though whipping is very likely less productive in a situation like this, the tactical advantage whipping gives far outweighs the tangible, calculable costs.
- here is a subject noone mentionned (or I didn't see it, sorry for fast reading) : under which condition can it be worth "stacking" unhappies from the whip? I do it in a few situations : war preparations, "happy whipping" = whipping happiness buildings in food heavy cities, GT rush = whipping units under HR for overflow towards the globe theater.
That's definitely worth mentioning.
Whipping a happiness building or unit [under HR] essentially negates the stagnation period while waiting for the whipping penalty to wear off, so as soon as you can get back to the "happy cap", you're right back where you started.
Thanks ...