Well, there's going to be one scout out of Golden Void who will explore to the west, around the area with the cows and the lake. And there's a warrior sitting behind the axeman in Lighthouse, which I figure could go out and have a look around the gold.
[Spoilers] RFS-81 and haphazard1 don't know RtR, but won't let that stop them
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My two cities are now connected, and the settler for the third is in place, but out of moves.
I thought a bit about the whipping mechanics, and I'd like to check if this makes sense to you. In RtR, the production from whipping is 30 hammers for the first pop you sacrifice, and 20 more for further ones, so it's 30/50/70/... Then, your maximal working population is reduced by one for 10 turns. If you whip for only 2 pop, you get 50 hammers. That's the yield of a plains-hill mine over ten turns. Whipping has the advantage that you get it all up front, but you need to spend a few turns to regrow one pop, so it seems that working the mine would be the better option. So: Golden Void should grow to size 6 before whipping. My future third city probably shouldn't be whipped until I connect luxuries. Lighthouse can continue whipping for 2 pop. The yield of a plains hill mine over 10 turns is 40, unless I somehow invent railroads already. Taking the turns to regrow into account, it should be roughly equal, I think. My point about Golden Void still stands, though. If I whip it roughly on the same turn that it reaches size 6, I won't waste too much food on rebel population. Also: While it's suffering from whip unhappiness, Lighthouse will have room for 3 pop. I think I'll add a grassland cottage. While it's regrowing from 2 pop, it can work the cottage plus the corn. When it'll reach size 3 again, it can work the lake, the mine and the cottage. Also also: Masonry is done in two turns. I think I'll go with Writing. Teching all the way up to Mono takes too long for my taste at my current science rate.
Don't forget working a plains hill mine has a cost of 2 food per turn, for the population point. So the city will grow more slowly or you'll only net 2 food hammers per turn more on a worker or settler. Also higher population means more commerce spent in upkeep.
(August 2nd, 2018, 14:32)WilliamLP Wrote: Don't forget working a plains hill mine has a cost of 2 food per turn, for the population point. So the city will grow more slowly or you'll only net 2 food hammers per turn more on a worker or settler. Also higher population means more commerce spent in upkeep. Food doesn't matter as much when you're at the happiness cap already. I didn't know about the commerce! I thought it depends on number of cities and distance from the capital.
The cost does depend on those two factors, multiplied by the amount of pop in the city (up to a cap for the number of cities factor, which will always max out at 6 gold per turn cost before modification by a courthouse, AGG, State Property Ikandha or rathaus).
Others have already answered on most issues; yes, it does get more complicated. Like a lot of things in Civ IV.
Also worth keeping in mind is that your max working pop only gets reduced if you are happiness limited. That will be true a lot of the time, but not always, and when it is not whipping is a much more direct conversion of food to hammers. RtR does make large multi-pop whips less attractive, but there may still be cases where they would be worthwhile.
Rocky Paths is founded and works the rice. One worker is moving to improve the pigs, another is going to connect the new city. The third finishes the mine for Golden Void. My map marker was off, by the way: Only two turns more.
Nice to see the empire growing. Rocky Paths should be a very solid production city.
What does your unit list look like now? Hopefully Charriu will not be feeling aggressive (or at least not yet), but he does have horses. An attempted swift strike could be a worry. (Or maybe I am just being paranoid?) Fortunately the forests and hills to the east will make it hard for units to hit you without at least a little warning. |