From some recent posts -
a) How far should I walk for a whale?
b) To stop a riot, use an Elvis or an Elephant?
c) To mine hills or to settle?
If you are willing to accept some assumptions, and a little math, here are some answers
. But if combat formulas, for example, put you to sleep
, then please read no further.
The assumptions are - that you mainly want a lot of shields per turn from your cities, with beakers counting less and you don't care much about city size. And the values are about
1 Shield = 1.2 Beakers = 2 gold = 1.4 arrow = 0.4 turns of labor (by 1 settler or ele)
a) 20 turns! I assume the terrain nearby is just grass, so Option 1) is to settle now, and build a new settler in about 20 more turns, which will also settle nearby. Option 2) is to walk 20 turns to the whale, and settle. With a whale and perhaps a forest, the new city will produce every 10 turns, matching the 2 cities of Option 1). I see some objections coming
-
- 1) may require extra militia for defense/peace.
- 2) may cause more corruption/waste.
- 1) saves the distant whale for future settlers.
Conclusion: It seems unlikely that a settler couldn't find a good square closer than 20 turns. But in general, yes - I'd walk a long way for a good special.
b) Elvis costs one city square. I'll assume this is a forest, adding two shields per turn to the city. That's 0.8 ele/turn of labor, so it the cheaper option. A phalanx would be cheaper than the Elvis. If the Elvis square is ocean (102), then the cost is 30 per cent less, about the same as a phalanx or horseman.
Conclusion: Base your decision on whether the unit is needed elsewhere, but do not build ele's in advance just to use them as militia. Prefer warriors/Elvi's/horse in that order.
c) Mining hills takes 10 turns IIRC, which is a cost of 10/0.4 = 25 shields. Assume mines will add about 1.5s/t to production. Using interest theory (assuming 5 per cent/t) the future production is worth about 12 s right now, and not worth the labor costs (these should also be reduced about 30 per cent though).
Conclusion: don't mine hills, unless
- you don't want more cities
or
- the current cities are truly pathetic (eg in swamps)
or
- the settler needs over 8 turns to find other work
Warning - this is by an ICSer, playing for early conquest on Deity. Results may vary. Constructive criticism is preferred over silence.
a) How far should I walk for a whale?

b) To stop a riot, use an Elvis or an Elephant?

c) To mine hills or to settle?

If you are willing to accept some assumptions, and a little math, here are some answers


The assumptions are - that you mainly want a lot of shields per turn from your cities, with beakers counting less and you don't care much about city size. And the values are about
1 Shield = 1.2 Beakers = 2 gold = 1.4 arrow = 0.4 turns of labor (by 1 settler or ele)
a) 20 turns! I assume the terrain nearby is just grass, so Option 1) is to settle now, and build a new settler in about 20 more turns, which will also settle nearby. Option 2) is to walk 20 turns to the whale, and settle. With a whale and perhaps a forest, the new city will produce every 10 turns, matching the 2 cities of Option 1). I see some objections coming

- 1) may require extra militia for defense/peace.
- 2) may cause more corruption/waste.
- 1) saves the distant whale for future settlers.
Conclusion: It seems unlikely that a settler couldn't find a good square closer than 20 turns. But in general, yes - I'd walk a long way for a good special.
b) Elvis costs one city square. I'll assume this is a forest, adding two shields per turn to the city. That's 0.8 ele/turn of labor, so it the cheaper option. A phalanx would be cheaper than the Elvis. If the Elvis square is ocean (102), then the cost is 30 per cent less, about the same as a phalanx or horseman.
Conclusion: Base your decision on whether the unit is needed elsewhere, but do not build ele's in advance just to use them as militia. Prefer warriors/Elvi's/horse in that order.
c) Mining hills takes 10 turns IIRC, which is a cost of 10/0.4 = 25 shields. Assume mines will add about 1.5s/t to production. Using interest theory (assuming 5 per cent/t) the future production is worth about 12 s right now, and not worth the labor costs (these should also be reduced about 30 per cent though).
Conclusion: don't mine hills, unless
- you don't want more cities

- the current cities are truly pathetic (eg in swamps)

- the settler needs over 8 turns to find other work
Warning - this is by an ICSer, playing for early conquest on Deity. Results may vary. Constructive criticism is preferred over silence.

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