vicawoo
Chieftain
- Joined
- Feb 12, 2007
- Messages
- 3,226
Ok, so settlers give a base 4 food/hammers per turn, workers can chop at 5 hammers per turn or make mines at +2 per turn. So whipping hammers per turn:
Assuming food/hammers is interchangeable (we can convert forested terrain types and workers/settlers use either), we see what bonus whipping allows:
one pop whip = 30 hammers - (20 + 2(n-1)) food - hammers lost due to having to regrow.
So over 10 turns, that is (10 - 2(n-1) - hammers lost to regrowth)/10, so < 1 hammer per turn.
2 pop whips are (60 - (20 + 2(n-1) + 20 + 2(n-2)) - hammers to regrowth), or (20-2(2n-3)-hammers to regrowth), or 2 hammers per turn - (4n-6+hammers to regrow)/10. So at best, you're getting 2 hammers/turn from 2 pop whips.
With a granary, your food is halved, 1 pop whips are capped at 2 hammers/turn and 2 pop whips are capped at 4 hammers/turn, so you're gaining the difference between granary whips and non-granary whips, so your granary gives your 2 pop whips about 2 hammers/turn. Actually, it's
((20 + 2(n-1) + 20 + 2(n-2)) + hammers lost to regrowth without a granary - (10+n-2+10+n-2 + hammers to regrow with a granary))/10= (20+2n-3+hammers to regrow with a granary)/10, making the assumption that you're halving your time to regrow with a granary. Hence, you gain 2+(2n-3+hammers to regrow)/10, at size 4 that could be almost 3 hammers/turn.
Putting that aside, let's assume 3 hammers per turn bonus for a granary. Workers can chop for 5/turn and gain a +1 to +4 bonus for a mine or improvement. Settlers give an initial 4/turn, at the cost of some commerce. Under a different criteria, a granary will pay for itself in 20 turns, so your next worker or settler may be 20 turns later.
Some limitations: whipping might be suboptimal without a granary, in which case we should be comparing granary whipping with no bonus, as opposed to negative bonus no granary whipping. When your cities have a happy cap of 3, whipping means losing 10 turns of that 3rd pop, and that 3rd pop has to compare that granary bonus, and sparing you the details, that is 1 to 4 fhammers per turn for the population versus 4-(2*4-3+2*(turns growing from 3 to 4))/10, so you could be getting a mere 0.5 fhammers/turn compared to working a mine with a 3rd citizen.
You also get some immediate bonuses by having that whipped unit that many turns faster, but that's hard to account for.
Sorry for the messiness of this post, but basically guess granaries give 3 hammers/turn, whipping and hence granaries are a poor idea if you're giving up a high yield tile, and in a 3 happy cap city the granary probably isn't even worth it if you can work a size 3 mine.
I'd say go worker/settler unless your next worker isn't projected to improve more than 2-3 spots in the immediate future and you don't want to chop, then if you have a high happy cap (such as your capital) and only 2-3 special resource tiles in that city, granary.
Assuming food/hammers is interchangeable (we can convert forested terrain types and workers/settlers use either), we see what bonus whipping allows:
one pop whip = 30 hammers - (20 + 2(n-1)) food - hammers lost due to having to regrow.
So over 10 turns, that is (10 - 2(n-1) - hammers lost to regrowth)/10, so < 1 hammer per turn.
2 pop whips are (60 - (20 + 2(n-1) + 20 + 2(n-2)) - hammers to regrowth), or (20-2(2n-3)-hammers to regrowth), or 2 hammers per turn - (4n-6+hammers to regrow)/10. So at best, you're getting 2 hammers/turn from 2 pop whips.
With a granary, your food is halved, 1 pop whips are capped at 2 hammers/turn and 2 pop whips are capped at 4 hammers/turn, so you're gaining the difference between granary whips and non-granary whips, so your granary gives your 2 pop whips about 2 hammers/turn. Actually, it's
((20 + 2(n-1) + 20 + 2(n-2)) + hammers lost to regrowth without a granary - (10+n-2+10+n-2 + hammers to regrow with a granary))/10= (20+2n-3+hammers to regrow with a granary)/10, making the assumption that you're halving your time to regrow with a granary. Hence, you gain 2+(2n-3+hammers to regrow)/10, at size 4 that could be almost 3 hammers/turn.
Putting that aside, let's assume 3 hammers per turn bonus for a granary. Workers can chop for 5/turn and gain a +1 to +4 bonus for a mine or improvement. Settlers give an initial 4/turn, at the cost of some commerce. Under a different criteria, a granary will pay for itself in 20 turns, so your next worker or settler may be 20 turns later.
Some limitations: whipping might be suboptimal without a granary, in which case we should be comparing granary whipping with no bonus, as opposed to negative bonus no granary whipping. When your cities have a happy cap of 3, whipping means losing 10 turns of that 3rd pop, and that 3rd pop has to compare that granary bonus, and sparing you the details, that is 1 to 4 fhammers per turn for the population versus 4-(2*4-3+2*(turns growing from 3 to 4))/10, so you could be getting a mere 0.5 fhammers/turn compared to working a mine with a 3rd citizen.
You also get some immediate bonuses by having that whipped unit that many turns faster, but that's hard to account for.
Sorry for the messiness of this post, but basically guess granaries give 3 hammers/turn, whipping and hence granaries are a poor idea if you're giving up a high yield tile, and in a 3 happy cap city the granary probably isn't even worth it if you can work a size 3 mine.
I'd say go worker/settler unless your next worker isn't projected to improve more than 2-3 spots in the immediate future and you don't want to chop, then if you have a high happy cap (such as your capital) and only 2-3 special resource tiles in that city, granary.