(September 4th, 2013, 08:57)TeddyKGB Wrote: X+1 (or x+n) could be exactly the same with food oveflow. If no food overflow happens on turn city growth - granary will add (x-1) food.
X-1 (or x-n) it just mean city could probably delay granary a bit. When city grow - granary will add X food.
To my knowledge, its all depends on current situation with fpt and food overflow. To make it optimal, we want the granary would add X food (maximum possible) after city grow to next size.
Faster granary never a bad thing to do.
Slower granary could be the same thing in certain situations.
As for scout, it seems there is no more land north? So I guess we have 3 options here: 3-9 // 3-3 // 3-2.
I'm undecided myself.
I'm still a little confused at the bolded part. (Actually, I'm confused at the whole thing but mostly at the bolded part.) So this means it doesn't matter if we can't get x/(2x) food once the granary is done; as long as it's equal to or LESS than x, we'll get the same amount of food (i.e. same benefit)?
By the way, upon some reflection, I agree with 3-2 for the scout next turn.
Edit: All right, I looked it up and it seems like when we grow a population, the granary lets us have x/(2x) food in the food bar already, PLUS whatever is in food overflow from the previous turn ... I actually didn't notice that before. I'll have to play around with granaries someday.
