Ok talking with Mackoti now, I still don't have these granary growth mechanics crystal clear in my mind. If you do 1T on deer before cow, the granary completes T46 and looks like this:
Deer First Wrote:t46: 7/24f 52/60gr 5/6 yield - granary completes EoT, food at 12/24
5/6 yield means 5F surplus and 6h yield, mentally that's 6*2 for granary bonus. This means at EoT we have a granary completing, a sz2 city with a foodbox directly on the midway point, and 2h of overflow (takes 4 [*2] hammers to complete granary, 6h total yield so 2h overflow). This means growth in 3t = 12 + 5 + 5 + 5 == 27/24F at EoT49.
In contrast we have T46 with cow first:
Cow First Wrote:t46: 10/24f 54/60gr 5/6 - granary completes EoT, food at 15/24
Granary completes at same time. 1 extra hammer of overflow this way. The food is 3F further, so that's why this seems better. At +5f/turn surplus, that means this grows in 2T. 15 + 5 + 5 == 25/24f at EoT48.
Now my question is, where are the food boxes at on T49? Talking with Mackoti, our understanding is deer first would store 12F (12/24 upon granary completion) for 12f + 3f overflow => 15/26F after growth. Cow first stores 9F (15/24 upon granary completion), so that's 9f + 1f overflow => 10/26F after growth. So in terms of food, this should even out, correct? Or is my understanding of granary storage wrong?
Cow-first: granary finishes and we are at 15/24. Two options.
1) Grow in 2t. Granary stores 10f out of 12f max, so we end up at 11/26f.
2) Grow in 3t (by turning on avoid growth on the second turn). In this case we end the second turn at 24/24 with 10f in the granary, and then grow the following turn after upping the granary to 12f, resulting in 17/26f, but a turn later.
Option 2 is simply 2f and 1c better than the deer-first way. Option 1 is only 1f worse in exchange for being able to work another tile. With the tile in question being improved gold, this seems clearly better to me.
No question the cow-first and grow in 2T is best given the gold. I'm just trying to quantify how much was lost by working the deer this turn because what's done is done (can't let that happen again). My understanding is 0F, 1H, and 1 turn of working the gold is lost. I'm trying to figure out if this is correct or if I don't understand how granaries work completely, as there's some fuzziness between what I'm expecting and what you're saying.
SevenSpirits Wrote:Cow-first: granary finishes and we are at 15/24. Two options.
1) Grow in 2t. Granary stores 10f out of 12f max, so we end up at 11/26f.
Ok, 15/24F=>25/24F means 10F is stored in the granary. We grow because of the gold, so that means 11/26 like you said. However in our current scenario, we'll have 12/24F=>27/24F (after 3T). In that case, is 15F stored? That seems off. Where will the foodbox be at sz3 after going from 12->27/24 at sz2? That should be 15F stored + 3F overflow for 18/26, but I'm pretty sure that's wrong, and I see you saying 12F max stored. Wouldn't it be 15/26 upon hitting sz3?
Finally, why is 10F stored and not 9? It seems like going 15->25/24 and then counting 1F overflow is counting a food twice, and it should be at 10/26F and not 11/26F.
scooter Wrote:Ok, 15/24F=>25/24F means 10F is stored in the granary. We grow because of the gold, so that means 11/26 like you said. However in our current scenario, we'll have 12/24F=>27/24F (after 3T). In that case, is 15F stored? That seems off. Where will the foodbox be at sz3 after going from 12->27/24 at sz2? That should be 15F stored + 3F overflow for 18/26, but I'm pretty sure that's wrong, and I see you saying 12F max stored. Wouldn't it be 15/26 upon hitting sz3?
Finally, why is 10F stored and not 9? It seems like going 15->25/24 and then counting 1F overflow is counting a food twice, and it should be at 10/26F and not 11/26F.
You can't store more than half the food box, which resolves to 12f in this case. So in the current situation we have 12f stored and 3f overflow, which means 15/26f at size 3, yes.
The granary stores food even on the turn of growth and even if the food was more than what was needed to grow. For this reason, it's possible to completely fill a granary even if the food box is almost full (or actually full, achievable via avoid growth) when the granary is built, as long as you have a high enough food surplus.
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.
Another thing. I'll be gone Friday night and the majority of Saturday. That probably means either T42 or T43 will need to be covered by somebody else. Turns are pretty clearly laid out right now, but I'm going to work more on the microplan tomorrow if I can.