(August 4th, 2015, 23:51)Qgqqqqq Wrote: Are you in apprenticeship? I don't imagine that you'll be going many units during the GA, but especially afterwards that'll start to cost.
Well
yes ... but of course that can be changed at the same time as Nationhood ... aaaaaand I guess you want me to justify the entire package change, right?
So first off, this would be an end of GA switch if it happened at all; at the start, Noggin will still (likely) be the only city with OO and will have finished its Temple the turn before so have grown out of unhappiness anyway due to Incense. So no value to be gained from an immediate switch there. Furthermore, with Deruptus expected to finish soon after, other unhappy cities will start working their extra pop and there should be a civ-wide tick up in productivity.
Nationhood/Apprenticeship is currently giving me +1 Happy in Bagpuss through the Training Yard and 2xp per unit - i.e. 1 promo.
vs.
Religion/Apprenticeship would give me +1 Happy in all OO cities (# of which will increase as border pops required), +1 Happy with Temple, 2xp/unit, and (roughly) -2 hpt per unit build.
At this point we have 1 Temple & 1 Training Yard, so that Happy pop would just move cities. Then what it comes down to is a trade of -2hpt when building units for the ability to work an extra pop point in each OO city. An extra pop point could be worth e.g. 3f/3c for a riverside Farm, which would be a better exchange rate than using the hammers to build Wealth. Of course that assumes an established city, but if we assume that we only spend 50% of the time building units, then that -2hpt becomes -1hpt and so it is even better value (not accounting for the potential to grow an additional unhappy pop for the extra hammer).
That seems like a swap that could be argued for, but what alternatives are there to Apprenticeship?
Tribalism - would trade the 2xp/unit for the -2hpt build penalty ... YMMV, but the starting promo is probably worth it.
Arete - not going RoK, so move along
Military State - a worthwhile trade IMO, but without a high-xp unit to enable the Titan, it would be the only reason to research a 320b tech. That doesn't seem worthwhile.
Slavery - hmmmm, now this could be worthwhile. Trades the 2xp/unit for the -2hpt build penalty, the chance to gain Slaves, and the ability to whip. (for the record, yes there's +1h for Quarries, but those are too rare for it to every really have an impact)
So how much would it be likely for us to whip? Well, prime candidate would be the Manors in new cities; emphasise growth and then 2-3pop whip it to completion. It's probably also getting to be time to start considering Breeding Pits in established cities, which would increase the value of the whip. Slavery requires Philosophy, which we're already talking about soon as a gateway to bulbing Priesthood....
So in summary: I think that Religion/Apprenticeship is justifiable provided OO is spread far enough so that the additional pop offsets the lost unit hammers, however Religion/Slavery might be a better option in the short term for getting new cities up and running, if we prioritise the necessary tech (it's 3-4t at 100% outside GA).