mabraham
Deity
A GS bulb on Epic speed is worth 2250 + 4.5/population. So we could expect maybe 2500.
That's about right from my experiences in test games.
True cost of Compass (after prereq bonus) is 780 . So bulbing that is definitely quite a waste.
True cost of Optics is 1170. So not a great deal there either.
Machinery is 1365, so not bad value, but it has the added isue that a GS would rather bulb Calendar at this stage.
Astro is one of those few techs that gives no prereq bonus, so true cost is 4680. A double bulb of this is pretty good value.
So I guess the only efficient bulb if we're on a pretty strict beeline is Astro itself.
Other uses for the GS are of course to settle, build academy, or save to bulb something else (eg, Philo or Education). I'll assume the capital is producing at least 20 raw , so in that respect an Academy is more profitable than a settled GS. But, if the city is producing say 30 (couple of scientist specialists for example) then compared to a bulb of Optics it would take 78 turns to pay back the investment. I would have hoped that we would be almost done after 78 turns! And that's just to break even. The Academy is in fact a bit worse than that, because it's unlikely we'll be running 100% science slider.
In the T238 930AD test game I played to bulb out Astronomy, I was running 6 scientists+GLib in CC, running 50% sustainable slider to return 60/turn. So at that point an Academy was worth 30/turn. However, there's a hidden scaling factor in play - the game reported 156 produced by my empire, but Guilds went up by 190. That scaling factor was about 25% after the academy had acted. I put the academy down at about T140, and probably got the GLib+NE up around T180. So I've had ~50 turns of the ~40/turn from the academy, plus a bit more from earlier. So at this point it's close to breaking even compared with a bulb. I still have the whole Civil Service and Guilds trees to tech (so 26K beakers before prereqs activate, assuming Lib->Steel at the end. That's a lotta tech to swallow - but the academy is only producing one-fifth of our beakers anyway.
That said, this empire had much poorer land than it looks like we'll have available in the real game, and I hadn't expanded that empire as much as I could - was only after dates for fast-Astro really.
I think we still want Astronomy for the war effort - faster and bigger transports are great, and mobile frigates save lots of bombing time while harvesting caravels that occasionally get lucky on our loaded galleons. However with the discovery of Vicky, we don't need it so much for the economy. So it's more a second-last-minute-before-war priority.
Circumnavigation before Optics is now a serious possibility, and I think we want to send a workboat west ASAP.
A settled GS is pretty easy to calculate how many turns it pays for itself. Assume at least a library, representation civic, and maybe generously consider the 1=2, and it produces 13/turn, or 17 with an Academy. That would still take ~70 turns before it is more profitable than bulbing Optics.
I guess in conclusion, given that our expected time frame is really quite short (less than 100 turns), I don't think using GScientists for anything other than bulbing is going to help to get us to Astro ASAP. Beyond Astro, how much tech do we think we need?
Muskets+cannons was not what you'd call fast. I was taking losses, and shudder to think how things would have been if my cannons had not been good stack defenders. If trebs are our siege then we'll take lots more musket losses.
We might well want a four-tech force too. Frigates bomb down coastal cities for muskets + cuirassiers to take, while the cannons traipse slowly inland to bomb those cities. Our fast-moving city-taking stacks arrive once the defenses are down and we judge whether cuirassiers or cannons will take more losses. Rinse, repeat. Cuirassiers add Military Tradition to the list.