Janny's are useful for pretty much only defending against rushes in this set up. You can get a lot of use out of them in an ancient era game because there's so much old trash sitting around when Jannys show up.
As far as Hammam + UU vs Altars go, I'd lean Altars for this map. Why? Because as Sullla said, scooter will probably be able to leverage it for more than 2 's. We have HR available to us so if we have some extra units, then we can duplicate and even exceed the Hammam's bonus with 2+ units. The SA can also whip out the extra units for the extra happy. Unless you are hitting the happy cap, the Hammam is not better or useful at all. Hammams are better for maxxed cities that have everything cottaged or farmed.
I also found some an interesting write up from Fast Moves about UBs in the context of Teamers and Ironmans:
https://fastmoves.wordpress.com/2010/03/...buildings/
So apparently they gave SA's a middling rating in Med/Ren Teamers Quick. It is a shame that they didn't elaborate more on this though.
https://fastmoves.wordpress.com/2009/12/...ltiplayer/
Here they rate the Hammam highly for cottage spam strategies because you can just sit on large cities working towns in the late game which we aren't doing.
Then again, the resources might be a red herring and the map is relatively happy barren. Even then the SA might be better because it can get units out faster.
That's the lower bound, Dp101. Slavery front loads your production, you get the hammers next turn as opposed to over time. So your estimate of 3bhpt per pop is much lower. The most obvious example of this is when you whip out a worker and improve a few tiles. Someone not slaving might output the same hammers per turn over some set of turns but they miss out on the worker turns because the worker was being slow built.
As far as Hammam + UU vs Altars go, I'd lean Altars for this map. Why? Because as Sullla said, scooter will probably be able to leverage it for more than 2 's. We have HR available to us so if we have some extra units, then we can duplicate and even exceed the Hammam's bonus with 2+ units. The SA can also whip out the extra units for the extra happy. Unless you are hitting the happy cap, the Hammam is not better or useful at all. Hammams are better for maxxed cities that have everything cottaged or farmed.
I also found some an interesting write up from Fast Moves about UBs in the context of Teamers and Ironmans:
https://fastmoves.wordpress.com/2010/03/...buildings/
Quote:The Altar is probably the nost freakish of all unique buildings due to its unique ability. It reduces the anger duration from sacrificing population by 50%. Unfortunately – or probably luckily – this only applies to population sacrificed by Slaving. If it applied to Drafting as well, it would probably imbalance this mechanic entirely. Drafting already is the most efficient way of getting units massively over a short period of time at the cost of stacking unhappiness heavily. Would the Altar apply to it, Aztec could probably run Nationhood the entire game solely relying on Drafting.
My clan tested the altar in Medieval/Renaissance start games, where you heavily slave units all game long. The problem here is that if you use 2-pop slaving right, you won´t get into any trouble regarding the stacking of unhappiness anyway. Also you don´t want to invest the 80 hammers (quick speed) for Courthouses, a building with little effect in teamers started in those eras.
If the Altar substituted Barracks for example, it would become a strong option for Ancient/Classical start games, allowing 1-pop slaves much more often, which otherwise cripple your cities fast due to the stacked up unhappiness.
So apparently they gave SA's a middling rating in Med/Ren Teamers Quick. It is a shame that they didn't elaborate more on this though.
https://fastmoves.wordpress.com/2009/12/...ltiplayer/
Quote:These are a colloseum, an aqueduct and a jail that additionaly to what they usually do provide an extra +2 . This makes their three civs belong to the absolute top of picks in an Ironman / ffa game (click here for an article on game types in civ multiplayer). The reason being that while running a Cottage Economy (which is basically always, though not necessary solely) and in later game changing to civics “Universal Suffrage” + “Free Speech” + “Emancipation” etc. confronts you with a happines cap (max amount of population you can have till you get unhappy citizens) that is the main limiting factor of how big your cities can become. Those three buildings increase that cap by two, resulting in 20 or so cities being able to grow two population further each – that´s a lot of additional production, commerce and points.
The main differences between the three lie in the nature of the buildings they are replacing – though the main argument for which you pick in an Ironman rather being the starting techs of the civ and additionaly which Unique Unit they provide.
The Mausoleum (jail) comes rather late and is not a must have in every city, but in another way of argumenting you get +2 and potentially some advantage on spy points you´d otherwise not have seem worth getting for the needed investment.
The Ball Court requires Construction, which in many (most…) Ironman games is a technology with low priority you avoid for a very long time and start to want only if you have to defend against an attack and require catapults or finally want to attack your opponent, sometimes never. Since Ironman games though are in their nature games where you most of the time have to build up your empire first (till around guilds the first big attack waves come), you don´t want to tech Construction too soon. Not a big argument against the Ball Court, but plays a role more often then you´d think.
The Hammam is an aqueduct which you get with Mathematics, which is very high priority. Aqueducts you build anyway and together with their usual +2 health make the Hammam crawl up in the build order even a little bit more. They come early (though aren´t required necessarily too early), come with a must have technology and the building they replace is a must build in Ironman anyway.
Overall Ottomans have great starting techs (and Janissary are nice, too in Ironman), India has the Fast Worker and Maya the Holkan for being safe early against an opponent sending a couple of chariots. For a long game of civ without a city elimination with lots of buildup it probably goes 1. India 2. Ottomans 3. Maya. Besides that there aren´t many other civilizations that can compete with those three as picks in such a scenario.
Here they rate the Hammam highly for cottage spam strategies because you can just sit on large cities working towns in the late game which we aren't doing.
Then again, the resources might be a red herring and the map is relatively happy barren. Even then the SA might be better because it can get units out faster.
Quote:I can try to do the math, but I will probably miss something. If we assume every whip is a double whip, and we whip this hypothetical city every time it is available, we get 6bhpt (base hammers per turn) with ottomans and 12bhpt with Aztecs. This means that the extra 2 citizens that the ottomans would have due to the higher happy cap would need to produce the equivalent of 3bhpt each, which seems very doable. The Aztecs also need more food to run their setup, as they need to grow their pop twice as fast. Also, each pop point for the ottomans gets to be productive for a longer period of time due to the longer schedule. If we aren't going for Kremlin we might not want to go for Aztecs.
That's the lower bound, Dp101. Slavery front loads your production, you get the hammers next turn as opposed to over time. So your estimate of 3bhpt per pop is much lower. The most obvious example of this is when you whip out a worker and improve a few tiles. Someone not slaving might output the same hammers per turn over some set of turns but they miss out on the worker turns because the worker was being slow built.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”