T154
Really having buyer's remorse over the research put into Aesthetics. If I had put in Monarchy, would be able to 3 turn feudalism instead of 4 turns.
So lets go through how am I going to develop these cities. Keep in mind that you want a city's base hammer production to be in multiples of 4's to take advantage of the forge 25% bonus. The bigger question is, when does it become worth it just to have a city produce based on pure hammers vs whipping? A 2 whip every 10 turns gives you raw 60 hammers plus what ever hammers the city is working per turn for 10 turns. 3 whip gives you 90 hammers. (I don't think you want to 4 whip unless you have to.) a city working 20 hammers per turn is 200 hammers over 10 turns. So does this mean that if you want to build 2 whippable things, the break even point is 14 hammers per turn and for 3 whippable things, 11 hammers per turn. However, you also have to keep in mind 1f = 2h equation that DTG explained, although with these city sizes, it is becoming more like 1:1 ratio. Assuming that our city target is size 10, you need 91 food to get there from size 7 (91:90 food hammer ratio) and 62 food to get there from size 8 (62:60 food hammer ratio). Both are very close to 1:1 so assume as such for simplification. a size 10 city stagnating for 20 hammers per turn gives 200 hammers over 10 turns but slaving a size 10 city starts getting better if it can produce more than 14 food+hammers per turn if plan to whip something that requires 2 pop and 11 food+hammers per turn if planning to whip something that requires 3 pop. But what point does the extra food makes slaving better in borderline situations?
Capital: Size 11 now. 4food per turn and 10 hammers per turn. Right at borderline but I think given how little food it produces, better to have it stagnate on hammers. At size 14, it can stagnate working 7 cottages and 20 hammers per turn. It can grow onto coast with more population. but I think the ROI is not worth it given the turns it would take.
Bambi: Already working 20 hammers per turn on this grassland poor city.
Discount card: This city is really crippled now that it has lost or will lose all its good tiles to other cities. Not much production potential so whip away.
Nan Madol: I want to emphasize food for the specialists so whip away.
DotF: Could stagnate on 14 hammers per turn but just seems off since its not taking full advantage of the forge multiplier. One of the few cities with access to a respectable number of cottages. Whip away.
Government Plaza: Whip the moai city?! Probably not worth it since I want this city to grow at least size 13. Also the colossus build. At what point is the ROI worth it? Well my proposal is actually that 1 hammer = 1 commerce since that is the ratio for building wealth/research. With copper, forge, and organized religion, the colossus is only 100 base hammers and just the commerce from this city will be worth it in 10 turns.
2 movement: Sad filler city. Whip away.
Jerseys: trying to grow this city ASAP to size 10 to stagnate on 20 hammers per turn. The commerce city TBD can pickup the extra cottages this city is working now.
Wonders: Civ6 wonders, except for Colosseum, seems to have very bad ROI. Sad given how powerful the important wonders in civ4 are. Trying to grow this city ASAP to size 9 to stagnate on 20 hammers per turn. due to lack of grassland and hammer potential. Probably Heroic Epic city.
Great Scouts: Sad whipping post.
Pillagers: FXS nerfed it but I can't believe how much pillaging gave with the initial GS patch. Still mad at how it affected the outcome of PBEM13. Not much food available but trying to grow this city ASAP to size 9 to stagnate on 20 hammers per turn.
Claustrophobia: Really don't like how the map scripts generate a lot of mountains now with very narrow passage ways. First of all, having a lot of mountains is not a good thing in your city and just makes the game unfun when movement is already an issue with the civ6 movement rule and 1upt. has a lot of cottagable land and can stagnate on 16 hammers per turn. Really important city going forward.
Shift Enter:
https://old.reddit.com/r/civ/comments/a4...hiftenter/ yeah FXS fixed it but when i tried it, it didnt work the correctly most of the time and never should have existed. Maybe he didnt realize that Shift-Entering didnt always got the multiplier boosts because he plays MP games at online speed where it might be hard to notice this unless you take time to do the math? Sad city now. The national epic definitely goes here though.