One thing I forgot to mention...overflow hammers from the whip.
Hmm no you didn't really. The hammers from the whip are hammers. Whether they are used to precisely complete the item being whipped or whether they overflow into the next build, minus a few rounding errors they are the same total number of hammers.
The only time the overflow hammers would not be just hammers that were already computed, would be if some are being converted into gold. But that won't happen when you are 3 pop whipping outside of some serious chopping going on as well.
So, maybe it's a better idea to have a whip cycle slightly less than the 10 turns required to erase unhappiness, and use the extra time to slow build something for 1 turn.
The extra time is part of the whip cycle. You can't say oh look I produced X hammers over 8.4 turns so the whip is giving me X hammers per turn when in reality to even accomplish that whip you are having to do something very specific over the next 2 turns to prepare the whip. When you average those in, it isn't 14.5 hammers per turn with your method. Don't worry, you can get 14.5 hammers a turn by whipping once you have a rice and a farm, but you have to "waste" worker turns building some mines.
In order to do this, I'll increase the surplus food from +4F to +5F. So there's 1 grassland farm in addition to the Rice.
Wonderful. I hope you can beat the 16 hammers a turn I can get just by stagnating at population 7 and working the rice, the farm and 5 grassland hills.
This time, the 42 food needed to grow from size 3 to size 6 is 8.4 turns. So, at size 3 we are working 1 Rice, 1 Farm, and 1 grassland forest. At size 6 we are working 4 grassland forests.
Your math is off here. If you really are operating at +5 food a turn, then you aren't working 4 grassland forests. And if you are working 4 grassland forests at population 6, then the regrow time will be more than 8.4 turns.
As before, there are 90 hammers from the 3-pop whip. Here is a chart of the hammer outputs for each city size:
size 3, 1 turn, 2 hammers
size 4, 2 turns, 6 hammers
size 5, 3 turns, 12 hammers
size 6, 2.4 turns, 12 hammers
I'll fix this to make it more efficient and also fix some growth results you had wrong (unfortunately I will be forced to "waste" some worker turns building mines to do this):
Turn 0 (whip turn) 31/26 food +92 hammers
Turn 1 36/26=23/28 food +3 hammers
Turn 2 28/28=14/30 food +4 hammers
Turn 3 19/30 food +4 hammers
Turn 4 24/30 food +4 hammers
Turn 5 29/30 food +4 hammers
Turn 6 34/30=19/32 food +5 hammers
Turn 7 24/32 food +5 hammers
Turn 8 29/32 food +11 hammers (zomg I'm pulling three tiles off grassland forests and putting them on grassland mines since I only need 2 food for next turn)
Turn 9 31/32 food +13 hammers (Now I'm in full production mode as I build a settler for a turn working the rice, 4 grassland mines and a grassland forest)
Start of turn 10 (end of cycle 31/32 food and 145 total hammers produced)
14.5 hammers a turn and ready to whip the settler for 3. Hmm, seems like I was doing better just stagnating for 16 hammers a turn. What went wrong? Oh. Could it be that this city is still food poor and totally unsuitable for 3 pop whips? It can't possibly be that.
So that's a total hammer count of 90+2+6+12+12= 122 hammers over 8.4 turns, which is 14.5 hammers per turn.
Well no. You have to at minimum add in the turn building the settler for 10 hammers a turn. So that is 132 hammers over 9.4 turns which is 14 hammers a turn. And if you are whipping very 9.4 turns it probably won't bite you in terms of happiness, but every 10 whips you are getting 6 extra turns of whip anger. It is really hard to call it a whip cycle if you are stacking whip anger. Cause we can play that game to excess and stack whip anger even faster to make our numbers look better.
So the overflow from the 3-pop whip will be 122-100+10 = 32 hammers.
No. This is so wrong, I don't even know where you came up with this idea.
Where is the 122 coming from? The overflow from the settler build will come from hammers put into the settler. The hammers you are getting while growing don't make it to the settler at all.
At that time, the base hammer count will be 2, resulting in 34 hammers. Another thing we can do is change 1 Grassland Forest to a Plains Forest, resulting in 35 hammers.
Sure you could do that. It slows your regrowth which is pretty important to maintaining what little efficiency this city is attempting to achieve while whipping.
We can then use those 34 hammers to create a military unit, for instance. An Archer or Chariot comes to mind. If we switch 1 tile to Plains Forest, an Axeman becomes possible.
You are going at this all wrong. Of the 145 hammers I'm producing in my (fixed) whip cycle for you, 100 of them are going into a settler. That leaves 45 that you can spend however you want. It doesn't even take much work to set things up that way. Fine. An axeman and some change. Great. Whipping rocks in this food poor city. Or I could just have 160 hammers to spend in whatever way I want by stagnating. So maybe it doesn't
The total duration of the whip cycle, including the two turns spent in slow-build mode, is 10.4 turns.
To make it better you really should get that to 10 turns like I did and also make sure that it is working good tiles like mines as often as possible like I did.
Another variation is to have a Wheat instead of a Rice, for an extra +1 hammer.This provides an extra +1 hammer per turn, for 122+8.4 = 130.4 hammers over 8.4 turns.
This wheat gives the same +1 hammer a turn to any plan that involves working it all the time. So relative to any other plan, the whip cycle gains nothing. Make it a grassland corn and you may have something (you don't but you may).
The whip overflow amount will then be 130.4-100+10+1 = 41.4 hammers.
Wrong again. This is not how hammer overflow works.
In this case, the overflow hammers can be used to build a Swordsman.
In this case you will have 55 hammers over 10 turns that you can do whatever you want with. So yes I think that is enough for a swordsman. But it isn't overflow hammers. But in this case the stagnation will have 170 hammers over 10 turns to spend however it wants. I like that option better personally since 170>155 and 170>55. Seems like a win win all around to just work my good tiles instead of forcing myself to work bad tiles.
This cycle will probably last until chain irrigation is gained, at which time Plains Farms can be linked to grasslands to provide irrigation. In the meantime, important builds such as Courthouses or Forges can be built, and the final whip should be a Marketplace, to enhance the output of cottages.
Or you could just break it immediately by whipping a worker and mining your hills instead of "conserving" worker turns.
Here. Lets at least be fair to whipping. Lets give the city unlimited grassland farms, the same rice tile and unlimited hills of both types. Stagnation at population 7 is still stuck at 16 hammers a turn (rice, farm and 5 grassland hills) but whipping has become much much much better than it used to be.
Why is that? Because you don't lose so many tile turns during regrowth and you aren't forced to work bad tiles as long as when we had no food. Lets check. The plan will be to grow back to population 6 as soon as possible, while also making sure we work the best tiles we have as often as possible.
Turn 0 31/26 food +91 hammers
Turn 1 37/26=24/28 food +1 hammers
Turn 2 32/28=18/30 food +1 hammers
Turn 3 26/30 food ...
Now we stop. We only need 4 food to grow to population 6 here but we are producing +8. So we could conceivably move to the more efficient mines while maintaining enough food to grow to help us be even more efficient. Lets see how. To get from 26/30 food at the start of turn 3 to 31/32 food at the start of turn 9 (we still need to reserve a turn to prebuild a settler), we will need 20 food. That is 3.33 food a turn (i.e 2 turns at +4 food and 4 turns at +3 food). So producing 4 food this turn while growing will not screw up our pace and we can afford to get the tile configuration that makes this work. So lets see. How about we work the rice, 2 grassland farms and 2 grassland mines for a total of +4 food and +7 hammers. Let me add that in.
Turn 3 26/30 food +7 hammers
Turn 4 15/32 food +8 hammers (rice, farm x3, grassland mine, plains mine)
Turn 5 19/32 food +10 hammers(rice, farm x2, grassland mine x3)
Turn 6 22/32 food +10 hammers
Turn 7 25/32 food +10 hammers
Turn 8 28/32 food +10 hammers
Turn 9 31/32 food +14 hammers(building settler with max number of mines)
Turn 10 31/32 food total of 162 hammers. Alright! Finally something that can actually claim to do something better than just pure stagnation (just barely).
And keep in mind that in this settler whip situation, 100 of those hammers are going into a settler. So only 62 hammers make it into other applications each cycle. So now you actually have a tradeoff here.
Benefits of whipping:
Get some immediate gratification (although it is a settler type of gratification)
Produce slightly more hammers over time
Benefits of stagnation:
Total flexibility with the use of its hammers over time.