I'm starting to think we may have two different goals in mind. I'm not really trying to prove or even disprove anything. I want to find a quick, simple method for determining if a city can or will benefit from whipping. I'm not so much concerned about how much a city will gain from whipping and especially not concerned about whether that value meets up with previous assumptions or not.
All I want to know is "how do I easily determine if a city will benefit from whipping?"
My point was your calculation was no different in spirit to the 'calculation' I did in my very first post. You are just adding up all the hammers from your production over all turns of the cycle. However, the 60 hammers from the whip you distribute over the turns by considering them to come from the food. It's trivial that using the ratio matches up with 60 hammers here (not in the derogatory sense).
You're right. The spirit of our posts are nearly identical. However, when I read your original post, the only thing I take away from it is "whipping isn't as effective as most people will naively tell you". I think it's great to know that, but it fails to answer the question which immediately arises in response to that realization: "How do I know then if my city will actually benefit from whipping?"
That's all I want to figure out -- an easy way to answer that question.
The reason I included adding the "trivial" ratio is to show that you
can apply the ratio at a per-turn and per-tile level -- which is how most people are already accustomed to making calcuations and decisions in Civ.
I believe finding a way to apply the ratio at this level is more likely to lead to a simpler method for determining if a city will benefit from whipping which doesn't include with X's and Y's and quadratic equations.
No, that's where your wrong. If you have more surplus food than you can whip in ten turns, you either have to deal with unhappy citizen or slow your growth. Both reduce the production value of the food surplus that you would estimate with the ratio....sometimes by a lot.
Well, we're talking two different languages on two fronts here:
"Deal with the unhappy citizen." I don't deny growing into unhappiness is grossly ineffective ... I simply don't care
how gross. The hammers-per-food ratio is a baseline value that assumes the player knows what he's doing and is properly managing his happiness levels.
"Slow your growth." This, on the other hand, does not affect the hammer value of the food 'invested' into the whip. In fact, you're
expected to slow the growth of the city. If you 'invest' too much food, then you move up to the 5th population point and either have unhappiness (
see above) or move up to a completely different hammer-per-food value altogether.
What happens if you add any more food to your cycle?
In a majority of cases, increasing the amount of +food available during the whip cycle will increase the overall effectiveness of the whip cycle (
This is not to be confused with increasing the effectiveness of the whip itself!).
Staying at the same city and whip size (and therefore keeping the same hammer-per-food value), more +food will increase the overall effectiveness of the whip for the reasons you've already pointed out. The amount of food you can invest in the whip at any particular city and whip size is a set, unchanging amount. Having more +food simply means you can more quickly meet that requirement and stagnate (or even starve) your city to increase raw production while waiting on the initial unhappiness to wear off.
This is my definition of a "whip cycle" -- the turns between the first whip and when the next whip can occur without stacking/compounding the whipping penalty. At Normal Speed, that number of turns will always be at least 10 for me but may be more give the amount of +food available and the size of the whip.
Cases where too much +food doesn't increase the effectiveness appear to be those in which the city doesn't have good production tiles and/or is dependent upon too many food tiles to generate the maximum +food level (such as tons of Flood Plains).
What are you considering to be your food surplus for the city?
I may not understand the question, so forgive me if my answer is ambiguous or just plain wrong.
For my particular city, the food surplus was +6 at population 1 (working the Pigs), +8 at population 2 (Pigs & Flood Plains Farm) and +9 at population 3+ (Pigs, Flood Plains Farm & Grassland Farm).
However, the amount of +food available to the city doesn't affect the hammer-per-food value, so this doesn't really apply to my hammer-per-food ratios and how they apply to a tile's "whipping HPT". The only thing the amount of +food affects is how long you have to stay at the lower post-whip populations and how quickly you can "charge" the whip to begin working the city's high raw production tiles while waiting for the end of the whip cycle.
I don't think Vale's comment really got at the heart of why Dave's 'rules' are wrong. I have a post above that explains why viewing tile outputs this way isn't useful. The problem is you are considering the tiles in isolation. Dave's rules work when you can't switch any tiles after whipping. Oyzar most recently gave a counterexample of these rules, and it's not hard to find others.
I'm not trying to prove DaveMcW's rules, so I have no further comments related to his posted ideas.
If you want to use the ratio to estimate production in a city where you use large enough whips so that the unhappiness wears off before you grow back, you probably wont be too far off, especially if you aren't whipping away production tiles. That is not a general way to think about the production from food though.
The hammers-per-food value is not affected by what tiles you whip. Whether you whip a Plains Hill Copper Mine or a Tundra Hill, the amount of food required to grow the population points you whipped and the amount of hammers you gained from those population points does not change.
What whipping away production tiles
does definitely affect is whether or not it's worth it to whip at all, because if you're whipping away too many good production tiles, then you're probably better off not whipping at all and sticking to "conventional" production methods.
Again, the hammers-per-food ratio ONLY changes if the size of the whip or the size of the city changes or if you get careless and allow your city to grow into and remain in unhappiness prior to the cracking of the whip.
Edit-
Let me put it this way...the food that goes into the food bar you can indeed recover as hammers at the ratio. But this is different than looking at a city and estimating that a 6 food surplus will give you ~12 hammers if you whip optimally.
6 food surplus = 12 hammers?
I hope that isn't how what I'm saying is being interpreted, because it isn't what I'm trying to say at all. In fact, that statement doesn't even make sense to me.
The amount of surplus food ultimately isn't what determines whether a city can benefit from the whip or not -- it's more the city's production tiles that determine that. For example, just +2 food in one city could be a whipping-godsend if that city has nothing but water tiles ... whereas +6 food may mean nothing (where whipping is concerned) to a city with Grassland Hill Mines and a Plains Hill Copper mine.
It is also different than thinking working farms rather than forests is necessarily giving you more production.
If you're in the process of growing a city for the whip and have to choose between a Grassland Farm and a Grassland Forest, working the Farm for +1 food will very likely generate more hammers via the whip than the Forest will in raw production.
In my example (whipping at 4-pop for 2), that +1 food is worth 2.4 hammers, which is more than the 1 hammer the Grassland Forest grants.
However, if you are already at the intended population size (4 in my example), then you've already met the required 'investment' and can work whatever tiles you want for the best raw production (such as how I worked high hammer tiles for just +1 food at population 4 while waiting for the end of the whip cycle).
Any additional food once the 'investment level' has been met does not help the current cycle. It
will help the next cycle if you choose to whip again later; but for the time being, you've met this cycle's requirement and can stop worrying about food and growing.
It is also different than thinking that if I'm making a given amount of production with a whipping cycle, I can necessarily increase what I make (in future turns of course) by adding more food to the cycle.
As I think we've both pointed out, the only thing more food does for the whipping cycle is allow the city to more quickly meet the 'investment level' and revert to "normal production".
What enough +food more
could mean to the city is the ability to grow one turn into unhappiness in order to whip for a larger amount (such as when your happiness limit is 5 and you grow 1 turn into population 6 in order to whip for 3 ... such as in
MyOtherName's example from page 1).
However, I think you're right that making the initial assumption more food in the cycle equals more production can be very deceptive. There are more factors than simply how much +food the city has.
I'm sleepy ...
-- my 2