This thread is for a definite guide to whipping, when to whip, when not to whip and for discussion of case studies and such.
Whipping is an exceedingly useful tool and in some cases it's absolutely better than the alternative - the classic example of this is with training workers/settlers in smallish cities with a granary, it's better to use food to grow population and then whip the population to death, than to use the 1:1 food:hammer conversion you get from training these units normally.
Advise on when to whip varies, advice is often giving like "Every 10 turns" (or after the existing whip anger fades), altough in order to whip so often it is nessecary to adapt your playstyle, this typically involves increasing the governors growth-emphase (best done using Emphasize Food+Production+Commerce), founding cities at sites with ample natural food (pasture, crops or seafood) and building plenty of grassland cottages.
It is nearly always good to whip population which is unhappy, unhealthy and/or working poor tiles. When using whipping as a cure for unhappiness it is critical to kill off 2 or more population by whipping something large.
While discussion has focused on when to whip for a long time, it's also important to understand when not to whip. These rules of thumb provide a guide to both when to and when not to whip.
In short, you shouldn't whip a city unless one of the following conditions are true:
1) The build will increase growth (ie granary, or +health in an unhealthy city, or possibly a worker)
2) The city is already at or above the happy cap - in this case be sure to kill 2 or more population, preferably more if the city grows fast.
3) The city is training a worker or settler, has a granary, and is small. Generally in this case it's better to turn food into pop then whip the pop than to put food directly towards the worker/settler (better in absolute terms).
4) The city's workers are on marginal terrain. Here marginal is declared as forest or worse and remember unhealthiness reduces all yields by 1 food - it's worth working a town in an unhealthy city, it's not worth working a forest in an unhealthy city (1-1-0 or 0-2-0 tiles are terrible).
5) The city has special income from settled Great People, Shrine etc and the building will multiply that income. It may be that the increase in special income will outweigh the income from the tile workers remaining alive for the duration of construction. Trade also acts as special income, to a degree (small cities earn slightly less trade).
6) You just really need it asap (defensive unit, or wonder).
Furthermore, one of the following should be true:
A) There is no existing whip anger or it is about to fade. Most enthusiastic lashers agree that cities should spend every turn "cooling down" but that actually stacking whip anger is a bad idea.
B) The whip anger plus existing whip anger will fade before the city hits happy caps or the build will increase happy caps (this can be from whipped units conquering new happy resources, or just form whipping temple, forge, marketplace etc). Sometimes you just have a lot of happiness.
C) You just really need it asap.
Finally, consider this:
It is not generally worthwhile whipping if it will kill workers on tiles which are 2-2-0, 1-3-0, 0-5-0 or better (remember to consider health). Once you get State Property it is no longer generally worth whipping since a state Property workshop always tends to have at least these yields. Thus whipping does become obsolete.
In a city like a fishless-fishing village which grows slowly, whipping will basically permanently stunt the income from that city. In such a city it is often best to whip in the essential infrastructure ASAP then allow it to grow unmolested to happy cap, at which point whipping can resume, or it can be left stagnant with priest/engineer. There are however exceptions to this which will hopefully be covered in a case study.
Whipping is an exceedingly useful tool and in some cases it's absolutely better than the alternative - the classic example of this is with training workers/settlers in smallish cities with a granary, it's better to use food to grow population and then whip the population to death, than to use the 1:1 food:hammer conversion you get from training these units normally.
Advise on when to whip varies, advice is often giving like "Every 10 turns" (or after the existing whip anger fades), altough in order to whip so often it is nessecary to adapt your playstyle, this typically involves increasing the governors growth-emphase (best done using Emphasize Food+Production+Commerce), founding cities at sites with ample natural food (pasture, crops or seafood) and building plenty of grassland cottages.
It is nearly always good to whip population which is unhappy, unhealthy and/or working poor tiles. When using whipping as a cure for unhappiness it is critical to kill off 2 or more population by whipping something large.
While discussion has focused on when to whip for a long time, it's also important to understand when not to whip. These rules of thumb provide a guide to both when to and when not to whip.
In short, you shouldn't whip a city unless one of the following conditions are true:
1) The build will increase growth (ie granary, or +health in an unhealthy city, or possibly a worker)
2) The city is already at or above the happy cap - in this case be sure to kill 2 or more population, preferably more if the city grows fast.
3) The city is training a worker or settler, has a granary, and is small. Generally in this case it's better to turn food into pop then whip the pop than to put food directly towards the worker/settler (better in absolute terms).
4) The city's workers are on marginal terrain. Here marginal is declared as forest or worse and remember unhealthiness reduces all yields by 1 food - it's worth working a town in an unhealthy city, it's not worth working a forest in an unhealthy city (1-1-0 or 0-2-0 tiles are terrible).
5) The city has special income from settled Great People, Shrine etc and the building will multiply that income. It may be that the increase in special income will outweigh the income from the tile workers remaining alive for the duration of construction. Trade also acts as special income, to a degree (small cities earn slightly less trade).
6) You just really need it asap (defensive unit, or wonder).
Furthermore, one of the following should be true:
A) There is no existing whip anger or it is about to fade. Most enthusiastic lashers agree that cities should spend every turn "cooling down" but that actually stacking whip anger is a bad idea.
B) The whip anger plus existing whip anger will fade before the city hits happy caps or the build will increase happy caps (this can be from whipped units conquering new happy resources, or just form whipping temple, forge, marketplace etc). Sometimes you just have a lot of happiness.
C) You just really need it asap.
Finally, consider this:
It is not generally worthwhile whipping if it will kill workers on tiles which are 2-2-0, 1-3-0, 0-5-0 or better (remember to consider health). Once you get State Property it is no longer generally worth whipping since a state Property workshop always tends to have at least these yields. Thus whipping does become obsolete.
In a city like a fishless-fishing village which grows slowly, whipping will basically permanently stunt the income from that city. In such a city it is often best to whip in the essential infrastructure ASAP then allow it to grow unmolested to happy cap, at which point whipping can resume, or it can be left stagnant with priest/engineer. There are however exceptions to this which will hopefully be covered in a case study.
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