November 26th, 2009, 15:02
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Jowy Wrote:Anyone know a good article that explains whip mechanics? (like how many hammers you get, the overflow and when you can whip for -1 pop and -2 pop etc., stuff like that). I use whip often, but I've been using the BAT mod which calculates that stuff automatically. Can't use that in pitboss.
Not sure if a patch has changed it, but this was the article on whipping at one point:
http://forums.civfanatics.com/showthread.php?t=193659
The basics of the whip is that, at normal speed (is this game on normal or quick?), each pop point gives 30 hammers, assuming nothing like a forge or such. To one pop whip, there needs to be 30 or less hammers remaining, to two pop whip, between 30 and 60, and so forth. Each pop will give their full amount of hammers, and if that is more than is left in the build, it will be overflow. For example, if you were to whip at 31 hammers remaining, it would be a two pop whip (more than 30 hammers remaining), but you would get a nice 29 hammer overflow (as two pop will give 30x2=60 hammers; 31 for completion, 29 for overflow).
I'm not entirely sure how hammer multipliers will effect the overflow on whips (that has been changed around quite a bit in patches). I do know however, that if the overflow is greater than the total size of the build, those hammers will be lost (that was a bug introduced in the last patch, it should go to gold but no longer does).
Also note that the city needs to be twice the size you want to whip (i.e. a city must be size 4 to whip 2 pop).
Hope that helps.
EDIT: I believe, but am not sure, that there may be a penalty (50% perhaps??) for whipping settlers and workers. I know there is a penalty for whipping wonders, and also for whipping without an hammers invested.
November 26th, 2009, 15:12
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Your capital looks ripe for whipping, since it's working two grass forests at the moment.
November 27th, 2009, 04:03
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Shoot the Moon Wrote:Not sure if a patch has changed it, but this was the article on whipping at one point:
http://forums.civfanatics.com/showthread.php?t=193659
The basics of the whip is that, at normal speed (is this game on normal or quick?), each pop point gives 30 hammers, assuming nothing like a forge or such. To one pop whip, there needs to be 30 or less hammers remaining, to two pop whip, between 30 and 60, and so forth. Each pop will give their full amount of hammers, and if that is more than is left in the build, it will be overflow. For example, if you were to whip at 31 hammers remaining, it would be a two pop whip (more than 30 hammers remaining), but you would get a nice 29 hammer overflow (as two pop will give 30x2=60 hammers; 31 for completion, 29 for overflow).
I'm not entirely sure how hammer multipliers will effect the overflow on whips (that has been changed around quite a bit in patches). I do know however, that if the overflow is greater than the total size of the build, those hammers will be lost (that was a bug introduced in the last patch, it should go to gold but no longer does).
Also note that the city needs to be twice the size you want to whip (i.e. a city must be size 4 to whip 2 pop).
Hope that helps.
EDIT: I believe, but am not sure, that there may be a penalty (50% perhaps??) for whipping settlers and workers. I know there is a penalty for whipping wonders, and also for whipping without an hammers invested. Thanks, helps with the basics I wanted to ask here instead of googling to be sure I get up-to-date info. I completed a chop that went 100% overflow to the next thing I will build. I think worker would be more hammer efficient, giving me 25 hammers instead of 20 from chop, and 75 instead of 60 for 2-pop whip. But on the other hand I really need the settler more than the worker atm, so I'm going to go with the settler. An archer after that, then a worker. Gonna chop the second riverside forest for the worker. Also gotta make a scout for east at some point.
zakalwe Wrote:Your capital looks ripe for whipping, since it's working two grass forests at the moment. Yep. It's also at it's happy cap. It'll take a while before it has more than 3 improved tiles to work. After IW I will get TW, then pottery for cottages. Maybe I'll make a farm there while waiting. I really love that fur forest tile, gotta be my new favourite.
To Sullla/Speaker:
Quote:[COLOR="PaleGreen"]Hi once again!
Thought I'd catch up on what's going on. I saw your warrior south of our capital a while ago. Have you got a good idea of our lands yet? I'm still really interested to settle a border deal so we can actually plan our future city sites
I have a scout south now and I'm wondering could you now ask Dantski to come near your borders to meet up with me? It would be a great help if you could do that for me.
~ Jowy[/COLOR]
November 27th, 2009, 14:36
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Your of course right on the worker whipping...forgot you were Pacal
November 28th, 2009, 04:25
(This post was last modified: November 28th, 2009, 04:34 by Jowy.)
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P = Production
C = Commerce
P/C = Hybrid (or changes as needed)
F = Filler
??? = Gotta scout that island. Or continent. Or whatever.
I'm not experienced with dotmaps, so any suggestions are more than welcome. What do you guys think about this map? I probably won't get that much land bargained from my neighbours, so nothing is set in stone yet.
East looks good now because all three cities are connected via that river. If we end up clashing swords with Rego, then all we need is one road to that river to have our front cities connected to the rest of the empire. I'm sure Rego doesn't want us to have that advantage.
West has yellow, white and blue dots connected to eachother via another river. Or is that blue dot connected if it's settled on that tile? I'm not quite sure myself. It would help if it was, then it can make a lighthouse and that lake tile would be powerful. Purple dot is kind of filler, although pretty good city site. It'll be easier to defend the empire with the purple dot there. Even if it falls, they'll only have two cities to attack next, which both would be easily reinforceable. It's very important to keep that white city well defended though, if it falls then atleast purple and gold dot will fall, pretty much losing me the game. Anyway hopefully we don't have to suffer from an attack that way at all.
Middle cities should be relatively safe. Purple dot is there so nobody else can settle there. Defending would be hard if someone could launch an attack to our core cities in one turn. Pink is half filler half production city. Gray dot is filler and to connect to the southern sea.
Big problem was lack of hills. I hope we atleast have Iron. Probably going to end up changing a city near iron to production. Hopefully it's near blue/pink/black city.
E-Mail from Sullla. Not much in it.
Quote:Hi Jowy, we were just about to contact you. Let me send you this slightly
outdated message, and we'll get back to you again in a day or two.
Dear Greek friends,
We hadn't heard from you in a little while, so we thought we'd say hi and
see how things are going. We saw your scout arrive near our territory this
turn; please be aware that there is a lion moving around directly north of
our capital, so you may want to send him around to the east for safety. I
know that this is minimal information, but we'd like to help keep your scout
alive if possible as he ventures off into the wilderness.
Is there anything else we can help your team with? Please let us know, and
keep the lines of communication open. Best wishes.
Sullla
The Killer Angels
November 28th, 2009, 08:39
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November 28th, 2009, 08:58
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Joined: Oct 2009
Swiss Pauli Wrote:Where's city 2 going? Black or Blue dot. Rego will probably hate me for settling the black one, but I haven't yet got an answer to the message I sent him about the borders. Although I have been considering to not whip the settler so that I can see where iron is before settling the city. If I do wait, then City 2 is going wherever the iron is.
November 28th, 2009, 11:40
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Shouldn't you be allowed to found a city with overlap with your own capital?
Also, definitely whip the settler. Your third city can pick up iron.
November 28th, 2009, 13:29
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I think it was mentioned earlier too, but if you want stonehenge or the great wall you could settle a very strong city on the stone and chop it out very fast. (Would also work for the pyramids of course, but presumably there wouldn't be the same urgency).
Not saying it's a good plan or anything, but perhaps worth considering.
November 28th, 2009, 13:51
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Had a look at the dotmap, and it looks very 'single player'. You will surely fight one or both of your neighbours at some point (and potentially a point not of your choosing). Here's my ideas:
Black - will anger team rego, and can be 'boated'. I'd move it two south to get sheep & horses in the 1st ring. Getting horses online is probably more important than metals at this stage because of the extra movement.
Red - even more aggressive than black, and if you intened to settle it, it simply must go on the hill 1E for defensive bonus and to deny team rego hill-safety. I'd skip it (unless you end up making combat settler move like Krill did with Killing Knife in PB1).
Yellow - pretty good defensively with the river, but I'd move 1W to settle on the sugar, and grab the rice from black.
Blue - looks good to me.
Pink - also fine.
Lavender - not with the hills 1S of the city. Settling on the grass hill would be better but probably too close to India for comfort. Maybe on the silks?
White - 1N is still ok defensively because of the river, and gets the rice which is better than the sugar.
Grey - an ok filler.
Purple - fine, but more scouting needed.
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