This is very slightly spoilery for Gillette in the Demogame so I'll hide it here:
In a city with a forge I put 15 hammers into a knight hoping to 2-pop whip it the next turn
(60 hammers * 1.25 = 75 hammers, 75+15=90 hammers = 1 knight!)
Civ didn't allow it though, insisting that I needed to 3-pop whip, which I couldn't do. What did I do wrong?
Not very spoilery I know. But that one knight could change to course of the whole game...
(March 28th, 2013, 11:25)flugauto Wrote: I believe the game calculates the hurry population cost before counting production modifiers, so the game sees it as 75 hammers equals 3 pop.
This is exactly right. Whipping won't factor in the current turn's production
(March 28th, 2013, 11:25)flugauto Wrote: I believe the game calculates the hurry population cost before counting production modifiers, so the game sees it as 75 hammers equals 3 pop.
This is exactly right. Whipping won't factor in the current turn's production
Well, it doesn't count the current turn's production, but it absolutely counts production modifiers, so I don't think that flugauto is correct. This is why it takes less pop to whip an EXP worker or an IMP settler, for example
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(March 28th, 2013, 11:25)flugauto Wrote: I believe the game calculates the hurry population cost before counting production modifiers, so the game sees it as 75 hammers equals 3 pop.
This is exactly right. Whipping won't factor in the current turn's production
So even if my
knight
had
29
hammers in it I'd still need
61
hammers, so would whip 3 pop for 90 hammers, then add the forge bonus for 112 making a grand total of
141
hammers rather than 2-pop whipping for 60 (75 with bonus) making a total of
104
hammers?
Thanks guys - I can't have been paying very close attention over this last few turns cos I've never noticed that before.
Edit: Crosspost with Mero - Aha! I thought I'd never seen it before! So why did it happen?
(March 28th, 2013, 08:56)novice Wrote: Does that mean you don't want me to read it and answer it?
(March 28th, 2013, 11:25)flugauto Wrote: I believe the game calculates the hurry population cost before counting production modifiers, so the game sees it as 75 hammers equals 3 pop.
This is exactly right. Whipping won't factor in the current turn's production
Well, it doesn't count the current turn's production, but it absolutely counts production modifiers, so I don't think that flugauto is correct. This is why it takes less pop to whip an EXP worker or an IMP settler, for example
Maybe EXP and IMP boni work in a different way to forges?
(March 28th, 2013, 11:25)flugauto Wrote: I believe the game calculates the hurry population cost before counting production modifiers, so the game sees it as 75 hammers equals 3 pop.
This was fixed a long time ago. Vanilla version 1.61 was the last time that bug existed.
I don't know what's wrong with an item at (obfuscated for spoilage) 55/130 failing to whip for 2 population for 75 hammers. My best guess is that the hurry cost is figured with each pop yielding only 37 hammers not 37.5.
Quote:Maybe EXP and IMP boni work in a different way to forges?
Only difference is in what counts towards your MFG in demos. Conditional modifiers such as EXP workers, CRE libraries, PS units, etc., don't count. Unconditional modifiers such as forges, SP bonus, etc. do count.
Whips will always get the same modifiers as slowbuilds.
Caveats: Drywhipping and Kremlin affects the base efficiency of whipping, but normal modifiers apply to the resulting base yield. Whipping EXP workers and IMP settlers is efficient because the trait bonus applies to the entire whip as opposed to just the hammer part of a foodhammer slowbuild.
X-post with T-Hawk, I think he's right about the specific rounding error you're seeing.