Oh Lord...I can't seem to resist this topic! Apologies to any who take offense at the continued discussion, and please understand that I'm not trying to change any minds at this point (the decision has already been made, and I fully accept that!)....but rather, am keen to continue the discussion for its own sake, and purely for the enjoyment of the topic!
Ennet...man, you are soooooo almost on the same page I'm on that it's not even funny! I mean we're just INCHES apart. And, your reply has shed some light on where I'm going wrong in my explanations.
To set the stage, let us agree to use your numbers, and first, let me acknowledge that yes....in terms of hammers generated from now to the end of the game, the stable hammers approach DOES generate nominally more hammers (13, using your own suite of numbers). That's very true. Now, you may be surprised at that admission, but bear with me and I'll attempt to explain why Abuse is a superior approach.
Let us begin with the acknowledgement that pop rushing generates its hammers in big sized chunks....large bundles, if you will. As such, on the turn that the (2-point) pop is executed, the Abuse methodology shoots ahead in total hammer counts, yes? (turn one, abuse method generates 60h from the pop, +1h from the capital = 61h, while the stable approach generates 12h), and it is precisely this mechanism that enables the five turns faster founding of the cities we want and need, yes--ie., it will take the stable hammer approach slightly more than five turns to generate this same volume of hammers.
If you're with me so far, then the next thing is to ask yourself what our current situation is, and what our goals and needs are. In my mind, I define those three parameters as follows:
Goals: Research Construction with all possible speed (our chosen methodology for dealing with Vox = Catapults).
Needs: The "Core Four" established as quickly as possible (four cities to enable us to carry out this fight and execute a dominating win).
Current situation: We are at war. Worse, we just found a third Civ on the continent with us, and we do not know what their affiliations may be. Because of this, and because of the fact that we cannot control them, we need maximal flexibility to respond to whatever they throw at us.
So my next question is....are the above a reasonable assessment of the current situation as you understand it? If yes, read on! If no, then we probably need to delay further discussion until we come to some agreement on the above.
Assuming you're still with me, the next question to ask is: How can we go about securing all of the above goals in the fastest possible timeframe?
The answer lies in a combination of pops and chops. Imagine yourself at the start of a new game of civ. You've started with Mysticism and want to grab one of the earliest religions. You have a choice between working a Flood Plain for maximum growth, or a wine tile that can net you more commerce over the short run, but at a price of less food.
Clearly, working the FP tile will help you more in the long term, but IF you do that, then you run the risk of losing that crucial first tech (and the prize that goes with it), so your optimal choice is to maximize commerce in the short run, grab the prize, and then start to grow. It doesn't matter that over the course of the game you'll generate slightly less food....your horizon is shorter than that.
The same principles that inform the answer to the situation above also work here (except that we're focusing on hammer counts rather than food), and in this case, our "prize" is flexibility and commerce in a 14 turn window, Abuse is ahead on total hammer counts (because of the aforementioned mechanism...it is mathematically IMPOSSIBLE for the stable hammer approach to produce more hammers by turn 14--which is the benchmark we were using cos that's when we get Pottery, and my original statement was that we could get ourselves mostly set up before we got that tech). If it were possible for the stable approach to be ahead on hammers at this point, then the Abuse method would not be able to churn out those cities five turns faster, each.
Now...what if I told you I knew a way to eliminate the (already minor) hammer difference between the two approaches? That is to say, what if we could have our cake and eat it too? Get ourselves set up fast, and not lose any hammers in the process (in fact, gain hammers slightly)?
We can, simply by chopping the two new forest tiles that come into range (inside our borders) when we get the expansion that also brings copper into the fold. That's 34 hammers worth of production just sitting there...free for the taking . More than enough to offset the nominal total hammer difference (17h per tile without changing the health equation at the Capital, which offsets the 13h loss you mentioned, and gives us 4 extra hammers besides)--thus completely eliminating the downside and leaving us with nothing but profit, in the form of production flexibility and faster research toward Construction (a total of 20 from Wines--extra commerce for the city tile--and 15 from FP2 = 35 beakers closer to our goal), AND all this before we get pottery (at which time, our worker is going to be terribly busy with cottages, which will pay larger dividends than chopping trees).
So if we can gain greater production flexibility faster (and the option to produce three things simultaneously is surely more flexible than only being able to produce one)
And if we can counter act the (very few) lost (total) hammers in some way,
And if we accept that 1c has a greater value than 1h (in general this is true, but in our case, I would argue that it is especially true, since our war is basically stalled out until we get Construction...and the fact that we've got plenty of hammers, but not really so much in the way of commerce)
Then Abuse is your clear winner in that it meets our goals, needs, and addresses the current in-game situation in the fastest timeframe, and not only that, but in a strategically vital timeframe as well....Pottery is one of our pivotal techs.
-=Vel=-
Ennet...man, you are soooooo almost on the same page I'm on that it's not even funny! I mean we're just INCHES apart. And, your reply has shed some light on where I'm going wrong in my explanations.
To set the stage, let us agree to use your numbers, and first, let me acknowledge that yes....in terms of hammers generated from now to the end of the game, the stable hammers approach DOES generate nominally more hammers (13, using your own suite of numbers). That's very true. Now, you may be surprised at that admission, but bear with me and I'll attempt to explain why Abuse is a superior approach.
Let us begin with the acknowledgement that pop rushing generates its hammers in big sized chunks....large bundles, if you will. As such, on the turn that the (2-point) pop is executed, the Abuse methodology shoots ahead in total hammer counts, yes? (turn one, abuse method generates 60h from the pop, +1h from the capital = 61h, while the stable approach generates 12h), and it is precisely this mechanism that enables the five turns faster founding of the cities we want and need, yes--ie., it will take the stable hammer approach slightly more than five turns to generate this same volume of hammers.
If you're with me so far, then the next thing is to ask yourself what our current situation is, and what our goals and needs are. In my mind, I define those three parameters as follows:
Goals: Research Construction with all possible speed (our chosen methodology for dealing with Vox = Catapults).
Needs: The "Core Four" established as quickly as possible (four cities to enable us to carry out this fight and execute a dominating win).
Current situation: We are at war. Worse, we just found a third Civ on the continent with us, and we do not know what their affiliations may be. Because of this, and because of the fact that we cannot control them, we need maximal flexibility to respond to whatever they throw at us.
So my next question is....are the above a reasonable assessment of the current situation as you understand it? If yes, read on! If no, then we probably need to delay further discussion until we come to some agreement on the above.
Assuming you're still with me, the next question to ask is: How can we go about securing all of the above goals in the fastest possible timeframe?
The answer lies in a combination of pops and chops. Imagine yourself at the start of a new game of civ. You've started with Mysticism and want to grab one of the earliest religions. You have a choice between working a Flood Plain for maximum growth, or a wine tile that can net you more commerce over the short run, but at a price of less food.
Clearly, working the FP tile will help you more in the long term, but IF you do that, then you run the risk of losing that crucial first tech (and the prize that goes with it), so your optimal choice is to maximize commerce in the short run, grab the prize, and then start to grow. It doesn't matter that over the course of the game you'll generate slightly less food....your horizon is shorter than that.
The same principles that inform the answer to the situation above also work here (except that we're focusing on hammer counts rather than food), and in this case, our "prize" is flexibility and commerce in a 14 turn window, Abuse is ahead on total hammer counts (because of the aforementioned mechanism...it is mathematically IMPOSSIBLE for the stable hammer approach to produce more hammers by turn 14--which is the benchmark we were using cos that's when we get Pottery, and my original statement was that we could get ourselves mostly set up before we got that tech). If it were possible for the stable approach to be ahead on hammers at this point, then the Abuse method would not be able to churn out those cities five turns faster, each.
Now...what if I told you I knew a way to eliminate the (already minor) hammer difference between the two approaches? That is to say, what if we could have our cake and eat it too? Get ourselves set up fast, and not lose any hammers in the process (in fact, gain hammers slightly)?
We can, simply by chopping the two new forest tiles that come into range (inside our borders) when we get the expansion that also brings copper into the fold. That's 34 hammers worth of production just sitting there...free for the taking . More than enough to offset the nominal total hammer difference (17h per tile without changing the health equation at the Capital, which offsets the 13h loss you mentioned, and gives us 4 extra hammers besides)--thus completely eliminating the downside and leaving us with nothing but profit, in the form of production flexibility and faster research toward Construction (a total of 20 from Wines--extra commerce for the city tile--and 15 from FP2 = 35 beakers closer to our goal), AND all this before we get pottery (at which time, our worker is going to be terribly busy with cottages, which will pay larger dividends than chopping trees).
So if we can gain greater production flexibility faster (and the option to produce three things simultaneously is surely more flexible than only being able to produce one)
And if we can counter act the (very few) lost (total) hammers in some way,
And if we accept that 1c has a greater value than 1h (in general this is true, but in our case, I would argue that it is especially true, since our war is basically stalled out until we get Construction...and the fact that we've got plenty of hammers, but not really so much in the way of commerce)
Then Abuse is your clear winner in that it meets our goals, needs, and addresses the current in-game situation in the fastest timeframe, and not only that, but in a strategically vital timeframe as well....Pottery is one of our pivotal techs.
-=Vel=-
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