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A case study on the utility of whipping

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  • A case study on the utility of whipping

    Okay then, a very simple test of the utility of whipping is for rushing settlers. It's a very simple comparison, because settlers use food, and growing uses food. So basically the question becomes:

    Q) Starting at a given population level, say 3 or 4, is it better to hold at that population and train the settler, or to grow and then whip the settler out, returning to the original population?

    Just to give some quick info: each population level costs 20 + 2*pop food, at size 1 it's 22 food, at size 10 it's 42 food. Granary halves that number.
    All examples are considered to be using a granary, as they are essential for whipping.

    So lets try a few different examples:

    CASE STUDY 1: Grassland with pigs:

    Food surplus = 6.
    There are abundant grassland forests.

    Cracking the whip:

    Size 3 to 4 = 2 turns
    Size 4 to 5 = 2 turns
    Size 5 to 6 = 3 turns

    Total turns = 7

    On turn 8, the city is size 6 and a turn of production is devoted to the settler, bringing it to a level where it can be whipped with the loss of 3 population.
    On turn 9, the whip cracks.
    On turn 10, the settler pops out.

    In this time, 30 extra hammers are produced, assuming working all grassland forest and the pasture pig. Some hammers might be commerce instead if working cottages or whatever.
    Over the 9 turns, 130 hammers were generated. That's 14.4 hammers/turn.

    The Old Fashioned Way:
    The city produces 3 hammers and 6 food per turn, a total of 9 stuff that builds settler. In 11 turns, it will produce 99 food. We will generously assume it starts with 1 carryover and will thus complete the 100 hammer settler in 11 turns.

    On turn 12, the settler pops out. During this time the entire production of the city was devoted to the settler.

    Train or Whip?
    Whipping requires 2 less turns, and generates 30 more hammers. We may not need that rocket scientist to figure out which is the superior option.



    CASE STUDY 2: The city on the floodplains:

    The city has an unlimited quantity of floodplains to work. This time we'll grow to size 8 and lash 4 population to death, exploiting the carryover to convert food to hammers. Thus the comparison starts at size 4.
    However, the city will have a happy cap of only 6.

    I love the sound of sobbing in the morning:

    Size 4 to 5 = 2 turns
    Size 5 to 6 = 3 turns
    Size 6 to 7 = 2 turns
    Size 7 to 8 = 3 turns (1 unhappy citizen)

    Total turns = 10

    On turn 11 the city is size 8 and tweaked to add not more than 9 food/hammers to the settler, such that it still requires 4 population to rush. Due to a bizarre quirk, angry people don't eat while training a settler/worker - the 2 unhappy people don't matter for this turn. So 9 is added (6 food from floodplains, 2 food + 1 hammer from city)
    On turn 12, the city feels the sting of the whip.
    On turn 13, the settler pops out. There is 35+ hammers overflow which instantly completes anything up to an axeman.
    The city has generated 12 additional commerce and 10 additional hammers.
    Total hammer value = ~142 in 12 turns, or 12 hammers/turn.

    I'm a wussy humanitarian:
    At size 4, the city works 4 floodplains and has the 2 food from the city tile; this gives it 6 food to work with, plus 1 hammer from the city tile. At 7 stuff/turn (and some carryover from previous build) it will take 14 turns to generate the settler, which will pop out on turn 15. During this time it will generate nothing extra, except ~4 hammers carryover.

    Wait! I think there's a third option:
    Imagine you found time to improve 2 mines to work.
    The city now generates 9 stuff/turn, it will take 11 turns to generate the settler, with him popping out on the 12th turn.

    Train or Whip?:
    Whipping gets the settler out 2 turns faster, with 40 extra hammers generated and 12 free commerce.
    Alternatively, if you make a couple mines you could generate the settler a turn quicker than whipping. But can you generate 30 hammers and 9 commerce in that one extra turn? I don't think so. Additionally you could create cottages on the floodplains instead of wasting time with mines, which gives a massive amount of extra commerce while growing-2-whip.


    To summarize and ramble on:

    If you can get somewhere around a +6 food surplus, it'll nearly always be quicker to grow and whip, rather than to build normally, especially with limited terrain improvement. When you're on floodplains, growing actually almost accelerates growth, since each population level costs 1 extra food to grow, but you get 1 extra food form working another floodplain. So you can continue to grow every 2 or 3 turns.

    Growing above the happy cap isn't lethal, each pop above happy is -2 food and above health is -1 food. It is okay to exceed the happy/health caps as long as you still have a +5 or higher food surplus (+4 is borderline), once the surplus gets low, then is the time to whip. A city with 2 food specials can easily go 2-3 population above happy cap.

    Generally to make maximum use of the whip you want to whip as much population as possible every 10 or 11 turns. Stacking anger is less than ideal and should only be done in emergency.

    To avoid whipping anger building up, you can grow even larger and whip out extra population, so that whips come not more frequently than every 10 turns. To make full use of this you need to remember that each pop is turned into 30 hammers, and to make sure you don't add too many hammers to the build. A settler costs 100 hammers, so as long as you whip at above 91 hammers (remaining) you'll kill off 4 population and get up to 29 carryover in pure hammers - it's a 2-for-1 whip deal.

    There aren't many other things the carryover/overwhip trick works well with, for a start any "accelerated" building (ie temples for spiritual) do not work - the carryover gets doubly nerfed down; NEVER over-whip such builds. Axemen, Spearmen and Jaguars cost 35 hammers, they are a good 2-for-1 deal. Swordsmen, catapults, missionaries and explorers cost 40 and are okay, although the 20 carryover isn't even enough for a whole archer. Macemen cost 70, but by then stuff costs so much that the maximum of 29 overwhip isn't much.

    A rule of thumb:

    Basically all population working marginal tiles like forest, coast or unimproved floodplain should be periodically killed off. Generally speaking, killing population working resources or floodplain cottages is a bad idea. Try not to whip more often than every 10 turns. Maximize food is your friend, always have maximize food on when running slavery and just whip away excess population.

    Remember:

    When you're about to train a settler, ask yourself: If I let this city grow 3 population larger, then whip it, will I get the settler out in fewer turns? If it has a decent food surplus, a granary, and isn't already at the happy cap, the answer will usually be "whip!". And in the meantime you'll get a lot of extra hammers towards another build.

    Now get crackin'
    Last edited by Blake; May 5, 2006, 00:52.

  • #2
    Good idea! Hadn't thought of that but will try it when I get home from work.


    On top of the extra hammers you get while the city is growing you'll get extra commerce for the additional tiles being worked.

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    • #3
      Yeah, if the extra tiles generate commerce , usually you'll work forests (if you have cottages you should be working them full time rather than whipping, most of the time). But for a fishing village it'll be commerce. Actually a fishing village is an ideal place to grow to 8 then whip 4, you get a "free" archer. This allows a city working pure food to create both the settler and garrison - a very nice little trick.

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      • #4


        As a Slavery fanatic, I think this should be required reading for anybody who's serious about getting the most out of Civ.

        There are no less than four absolutely crucial concepts here (astute terrain analysis, production planning, the whip mechanic itself, and the spillover effect) that need to be absolutely understood if you're gonna bump your game up to the next level.

        I realize that Blake's essay intentionally focused on the creation of Settlers and garrisons, but it should be noted that the above can easily be applied to any other build you could do (and is especially attractive where granaries are concerned, because rushing a granary essentially allows you to begin collecting "interest" on all the food you harvest)--other buildings will see similar dividends, but by far, the granary is the winner in this category.



        -=Vel=-
        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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        • #5
          Great post. Thanks for the information. I have always been a reluctant whipper, but I think I will crack more often now.

          I have been somewhat reluctant because of the implied threat of the cost (minus happy people) going forward from the whip. Should I neglect this completely, or what is the best way to allow for this? Any rule of thumb beyond "try to let the 10 turns expire before you whip again"?

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          • #6
            What role does difficulty level play (if any) in the whipping strategy? Please add a section on this!
            And her eyes have all the seeming of a demon's that is dreaming...

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            • #7
              The important thing to know is that regardless of how many people you whip, it always costs 1 happiness for 10 turns (an it stacks with old whippings in a way I don't quite understand, but don't believe to be good). If you whip 1 population 4 times, you generate four times as much unhappy as whipping 4 population once.

              So basically, make your whippings big ones, and ignore the happy penalty. By the time they've grown back it'll have faded.

              And never whip 1 pop if you can help it.

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              • #8
                Words on Difficulty Levels

                The important thing to know, is that you must have at least 4 food surplus while growing - for your final target population it's okay to be at 2 food surplus once you hit it, because you only spend one turn there then whip.

                Monarch starts the player out with a happy cap of 5 at the capital. The city can grow all the way to 6 before actually hitting it! This makes doing a 6-pop settler whipping perfectely feasible.

                Even with a happy cap of 4, such as emperor, or monarch secondary cities, the city can still grow through size 5 with only one angry citizen. As long as you have a base food surplus of 6 (altough 7 would be nicer) you'll be fine. However a 2nd whipping will be prove to be harder, because it'll be unhappy all the way through size 4 and 5, unless you have a silly amount of food growing will be like pulling teeth. You might want to work more hammery stuff while the whip-weariness fades away and whip about every 12-15 turns. Altough in a pinch (like you have nothing good to work) whipping will probably still be more effective than building workers/settlers the normal way.

                What you want to do at Monarch/Emperor is hook up gold, furs etc (great to found on them!), or to found a religion. If you manage one or both, it's a green light to whip with near impunity! every time the whip weariness fades, whip again!

                The 8-pop whip is far less practical on Monarch/Emperor until you've hooked up some happy resources. I would say the 8-popper is mainly a novelty for the lower levels and happy-rich starts on higher difficulty. However it's always bloody great for fishing villages! If you have fishing villages with dual workboats, then look to them for your expansion needs!

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                • #9
                  I've actually been coming to the conclusion that the usual mechanics that most people claim are too strong (cottages, universal suffrage, financial, chopping post 1.61) are in fact balanced, and it is Slavery that is overpowered. The main problem with it is that you can whip unlimited numbers of citizens without increasing the size or duration of the unhappiness penalty.

                  Another trick:

                  In the early game on emperor+ you're stuck at 3 happiness cap if you don't have religion or early luxuries. You probably have a city on 2 food resources somewhere. Let the city grow to 4. Whip it for 2 citizens for a granary. Then put it on a worker/settler to get maximum use out of the food surplus while the unhappiness is wearing off. Grow it out to 4 again, which will be quick, and repeat.

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                  • #10
                    The Slavery stacking penalty works like this as far as I can tell: If you whip with N turns left on the happiness penalty from previous whips, you incur an extra N turns on the penalty generated by the current whip. They each wear off independently.

                    so if you whip 3 turns in a row,

                    First whip causes -1 for 10 turns
                    Second whip causes -1 for 10+9 = 19 turns
                    Third whip causes -1 for 10+8+16 = 36 turns

                    Drafting works the same way.

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                    • #11
                      This is an intriguing analysis. Blake's case for regular whipping is quite convincing and I will certainly use it more than I have done so far.

                      However, if this is "required reading", I should better understand all the details or I might flunk the next test. Unfortunately, I get stuck at the first calculations.

                      If the growth formula is 20 + 2*pop shouldn't a size-10-city take 40 food (rather than 32) to grow?

                      Shouldn't, in the first example, the growth from size 3 to size 4 take three turns (with a leftover of five food)?

                      I'm sorry to be so inquisitive. None of this affects the validity of the argument. Maybe my brain just isn't working today, but I really do want to understand this properly.

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                      • #12
                        I find that whipping the citizens is superior to having them work the land only when the amount of food surplus the city can generate greatly exceeds the amount of hammers it can generate. Otherwise I find that in the long run I can get more hammers by keeping the citizens alive.
                        Those who live by the sword...get shot by those who live by the gun.

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                        • #13
                          Nice post Blake. I read this and thought, what are the chances of gettiing enough flood plains to get +8 food? Then later, I was starting a new game (Prince, Fractal, Toku, Standard Size, Normal Speed) and saw this:

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                          • #14
                            Re: A case study on the utility of whipping

                            Nice analysis. I think it goes much deeper than that though. Certainly playstyle and circumstance has a huge impact on the value of each method. (All the questions raised below have to be considered differently based on desired victory condition, early beelines/gambits planned, traits, terrain (city, and empire), neighbors, map type, ect. Even long term plans.)

                            Originally posted by Blake
                            We may not need that rocket scientist to figure out which is the superior option.
                            The "rocket science" is instead judging:

                            The opportunity cost of running Slavery vs Caste System.

                            What is the value of an early Scientist, Merchant, or Artist without needing to build a building (or research to the tech for the building) in relation to the population point being a Specialist rather than working a tile?

                            How do the Upkeep costs compare? (I forget this...)

                            What are the tradeoffs between going for Bronze Working + Pottery sooner than Code of Laws?

                            (If not SPI.) What is the tradeoff of the turn(s) necessary for Anarchy to either? What is the timing like in doubling up Anarchy in combination with other Civics to get overall fewer turns of Anarchy to get into the desired Civic combo? What are the long term Civics you wish to run?

                            When/If to build a Granary.

                            How many whips does it take to make up the cost of the Granary if it's otherwise not going to (in the near term) influence Growth or impact Health?

                            What are the tradeoffs to researching Pottery in time to get the Granary for any specific Settler production date?

                            Whether to Farm or Cottage (or even something else).

                            - If at pop X, what are the Commerce:Growth:Production implications between using all Cottages, using all Farms, or a combination?

                            - What is the cost:benefit of researching Agriculture instead of the Wheel to get to Pottery? (And if you start with the Wheel but not Agriculture does that change?)

                            - What is the worker turns:benefit of a building a Farm vs a Cottage?

                            - What are the long term improvements you wish to run in the city, and how does that impact any Farm or Cottage that will have to be plowed under in the future?

                            Whether or not to wait to normally produce Settlers at the "top" of the Health/Happiness restrictions.

                            Is it better to produce the Settlers at the low end of the pop spectrum, to match the equivalent (re)start population of whipping and get the (first) Settlers out sooner, or should you first grow to the extent of the Health/Happiness and then produce the Settlers?

                            Is comparing the "fluxuating" whip from pop X to Y with the "stable" non-whip stuck at X a valid premise? Or should it be the "fluxuating" whip from pop X to Y, with the "stable" non-whip at Y.

                            If so, how does the time from growth to Y from X take for the stable approach? What are the cost:benefits of the potential other projects that can be fit into that timeframe in comparison to the earlier Settler?

                            How close to Y does the stable approach need to be to come out ahead? (If it does?) Is there a point between X and Y that is better than either?

                            How does this affect the choice to build a Granary? Can it cut out the need for a Granary for a non-whip approach?

                            High Food tiles that can be swapped between cities.

                            If you can grow to Health/Happiness limit, and then pass on the Food surplus to other cities so they can to (or so they can whip even), when is it worth it to do so instead of just whip in the first city and letting the second grow naturally?

                            -------------------

                            That's all that comes to mind right off. I'm sure there are a lot of other concerns as well.

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                            • #15
                              You know Aeson most of those look like strategic judgement calls rather than questions with a hard and fast answer. That's precisely why I chose the settler case study - there IS a decisive answer, either one option or the other is going to be superior, given that you do one or the other and not some 3rd thing. I do think that building settlers ASAP is usually a strategically Good Thing, especially early in the game.

                              The opportunity cost of running Slavery vs Caste System.
                              What is the oppurtunity cost of getting Caste System before Slavery? . I do think that's the more important question.

                              (If not SPI.) What is the tradeoff of the turn(s) necessary for Anarchy to either? What is the timing like in doubling up Anarchy in combination with other Civics to get overall fewer turns of Anarchy to get into the desired Civic combo? What are the long term Civics you wish to run?
                              Given that the settler is typically coming out about 2 turns faster, with extra hammers, I think the 1 turn in Anarchy for Slavery is more than paid for.
                              I'm not a fan of Caste System for non-spi so can't comment on that. It's medium upkeep compared with low for slavery, btw.

                              How many whips does it take to make up the cost of the Granary if it's otherwise not going to (in the near term) influence Growth or impact Health?
                              Now this is a good and very valid question. However given that health/happy caps tend to go up, and reasonably quickly, in most cases I think it can't help but pay for itself. It's true you can go for much longer without a granary if you don't use slavery - the granary really is a tool of slavery. Of course if you need the health, you need the granary.

                              I think in cases where you are going for early religion, or other techs (archery for raging barbs?) it is best to build your first settler the old fashioned way, just due to the difficulty in getting both Pottery and Bronze Working.

                              What are the tradeoffs to researching Pottery in time to get the Granary for any specific Settler production date?
                              I don't see any tradeoff, I just see Profit. You get Cottages, and it provides a pre-req/discount on writing. Only rarely would cottages not be useful. It's a keystone tech, can't really argue with that.

                              Is it better to produce the Settlers at the low end of the pop spectrum, to match the equivalent (re)start population of whipping and get the (first) Settlers out sooner, or should you first grow to the extent of the Health/Happiness and then produce the Settlers?
                              This is a good question. Another question would be: How does it compare to build the settler, vs whipping the settler NOW and regrowing BACK to caps? Given that we know regrowing will take around 7-12 turns if it's got good food, and the happy hit will wear off in 10 turns, in most cases whipping the settler out will be a free lunch, the time the city spends at a low population would be time it's otherwise tied up with the settler. And the settler comes out NOW instead of LATER, which gives it a good head start on life.

                              If you can grow to Health/Happiness limit, and then pass on the Food surplus to other cities so they can to (or so they can whip even), when is it worth it to do so instead of just whip in the first city and letting the second grow naturally?
                              Well this case study does assume a food rich enviroment, early in the game where you can be choosey about where you found your cities and have the option of simply not founding a city if it wont have a good source of food.

                              I will leave the rest of the questions to the rocket scientists.

                              This is an intriguing analysis. Blake's case for regular whipping is quite convincing and I will certainly use it more than I have done so far.

                              However, if this is "required reading", I should better understand all the details or I might flunk the next test. Unfortunately, I get stuck at the first calculations.

                              If the growth formula is 20 + 2*pop shouldn't a size-10-city take 40 food (rather than 32) to grow?
                              You're right . A size 10 city will require 42 food. It's size 6 which requires 32.

                              Shouldn't, in the first example, the growth from size 3 to size 4 take three turns (with a leftover of five food)?
                              In reality, more often than not, there tends to be some leftover from previous growth - just statistically.
                              With a granary the respective amounts of food:
                              Size 3-4: 13
                              Size 4-5: 14
                              Size 5-6: 15

                              The total is 42, divided by 6 is 7. So it'll take a maximum of 7 turns, 2+2+3. In reality, due to the leftovers, the times taken are nearly always going to be some permutation of 2,2,3, the same is true of the Floodplains case, it'll be some permutation of the numbers given. This has only minor difference on the productivity, like 3-5 hammers/commerce.

                              I'm sorry to be so inquisitive. None of this affects the validity of the argument. Maybe my brain just isn't working today, but I really do want to understand this properly.
                              No need to be sorry! I'm a staunch supporter of questioning people who seem to know what they're talking about. These are questions I anticipated though - would have been disappointed if no-one bought them up.

                              I find that whipping the citizens is superior to having them work the land only when the amount of food surplus the city can generate greatly exceeds the amount of hammers it can generate. Otherwise I find that in the long run I can get more hammers by keeping the citizens alive.
                              I find this is only true of tiles that produce more than 3 "stuff", with 1 hammer = 1 food = 1.5 commerce = 1 stuff. Workers working 3 stuff tiles only bring in 1 stuff in net profit (they eat 2 stuff). It's best to kill them off for 30 hammers (which would take them 30 turns to bring in), they'll definitely grow back before 30 turns. Those bringing in 2 stuff take 15 turns to buy their freedom from the whip, whipping them is borderline. Those bringing in 3 stuff profit take only 10 turns, so they should only be whipped if there is urgent and specific need for hammers.

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