
Originally Posted by
REM018
This calculation really only works if you have 10 turns available. If your opponent is pressing, you should probably switch to different tactics. Or what if one of your 1 pop barb cities gets captured 8 turns in? You lose all your banked hammers there. That is a huge loss and will set you back.
What I usually try is to get my HA together as quickly as possible. Which could mean that working gold in the barb towns and working 2 trees in your cap is better, since your cap is basically doing 6 hammers a turn (if you have 2 barb cities). So one horse will be ready in 4 turns, the next in 3 and the last one in another 3 turns. That is a total of 10 turns, but you will have 1 horse out in 4 turns and a 2nd in a total of 7 turns. Whereas if the barb towns worked trees, you would get 1 horse in 5 turns (from cap) and the other 2 after 10 turns. Well, you could argue that after 10 turns, your cap would have produced a 4th horse by that time, so you get a free horse. Which is nice too, but your 2 horses out quicker can explore, get more barb towns and start gaining XP for vet status.
In general working hammers is better than gold, but not always - especially if time is critical. But if you have 10 turns of time and you know your opponent is not going to show up and take one of your barb towns, then working hammers will result in 4 horses in 10 turns rather than 3. But I think it is key to get that HA together and I usually take the earlier horses over 1 extra horse later.