fallout3dc
Warlord
- Joined
- Jun 29, 2014
- Messages
- 289
I had about 4 sitting around and I was never sure on which ones to actually bulb for.
Why does it matter? Given you do not waste any science on getting techs too early via bulbing and you bulb a tech that you would get anyway, it shouldn't matter when you bulb.
If you have to spend 1000 "units" on science, it wouldn't matter if you skip 500-550 or 750-800, regardless of the techs.
Given the bulbing gains you a fixed amount of science, regardless of the tech you are bulbing. Following this idea it would be best to bulb as soon as the techs become expensive enough to not waste any science.
When you bulb, you get an amount of science based on your beakers per turn at the time you use it. The later in the game you are, the more beakers per turn you make. So you generally want to wait as much as you can before using them. However, using them to get to science making technologies can also speed up how long it takes to make more beakers per turn, so it is also quite useful to use them to get those science making techs. And lastly, you want to give your self time to make spaceship parts before you finishing getting every tech, so you don't want to waste GS's to get to your last tech before you are capable of finishing the space ship parts, so timing when they are used is important.
I thought they changed this in BNW, I thought when the scientist spawns his bulb power is permanently at that point (so if you have 800 beakers, that GS bulb power will always scale off of that, and not what every you decide to bulb it at).
If they did, they changed it back.
Holy Crap! I didn't know that, I've been burning them immediately if I was planning on it! So good to know!
You're telling me if I'm gonna bulb I should put all my cities on research and run all science specialists and I get free extra bulb power. Then I can just change it all back? That seems exploitive but okay I guess...
Or is it a running average? I'm pretty sure they took out the "only consider this turn" part of the power. Like, it might now be a running average of the past 20 turns or something...that would make more sense.
You're telling me if I'm gonna bulb I should put all my cities on research and run all science specialists and I get free extra bulb power. Then I can just change it all back? That seems exploitive but okay I guess...