Spend GS or save like always?

Given my only partial grasp of the key posts of this thread I could be wrong but @MadDjinn it seems like your calculations do not attempt to factor in the benefit of reaching science multipliers earlier like Gabriel was attempting to

Empirically agree it seems best to stop settling a little before Sci Th. However I question whether its optimal to go to Atomic Th before bulbing, aren't you better beelining straight for Apollo + Hubble then Space factories before going along the top part of the tree later?
 
Nor, on the other hand, the benefit of a trading post (or +2 food, or +2 hammers) instead.

In my one game so far of Gods & Kings, I had:

- academies at the capital on turns 125, 146, 157;
- a public school in the capital on turn 166;
- a research lab in the capital on turn 193;
- 10 RA's coming to completion after the third academy;
- 8 Great Scientists (including the two from Hubble) bulbing during turns 210-217;
- all techs researched on turn 218;
- a science victory on turn 223.
 
Empirically agree it seems best to stop settling a little before Sci Th.

- academies at the capital on turns 125, 146, 157;
- a public school in the capital on turn 166;

It begins to make sense.

Should i put an academy if my 1st gs appears a dozen of turns before Sc. Theory or use it to get that tech faster?

Ribannah talked about something important but rarely related : The science/production balance. There is a building path, different from a game to another, that can let you ''delay'' some techs and focus on others to maximize this balance. If you are ''late'', maybe it's better to bulb earlier. And for the opposite it's probably better to settle academies and get :c5science: bonus from this academy in the late turns.

I'm pretty sure that a ''consensus'' is nearly impossible due from too large and indirect factors.
 
Given my only partial grasp of the key posts of this thread I could be wrong but @MadDjinn it seems like your calculations do not attempt to factor in the benefit of reaching science multipliers earlier like Gabriel was attempting to

Empirically agree it seems best to stop settling a little before Sci Th. However I question whether its optimal to go to Atomic Th before bulbing, aren't you better beelining straight for Apollo + Hubble then Space factories before going along the top part of the tree later?

Atomic Theory is right above Plastics, which you need anyways. Plus, if you go Atomic first, you can use the time to get to Satellites as part of the 8 turns to wait before bulbing.

I've left some of the final calculations off as I was a bit pressed for time. that said, it wouldn't take much to incorporate the last bits (specialist @5 beakers vs pop at 2 beakers conversion) + TPs (1/2 a pop, unless in jungle then it's 1.5 pop).

So it can be extended from there.

Nor, on the other hand, the benefit of a trading post (or +2 food, or +2 hammers) instead.

not concerned about trade offs there for the moment. if you assume my calculations don't consider TPs (or 'add' a few TPs for pop, then subtract that from hammers) you'd get a 'full hammer/food' choice.
 
As for ruins, I built a scout with US and did some extensive save-load rounds.
Took Tradition, first 40 rounds I took every ruin I saw instantly, managed to get 6, wrote down the turn numbers, reloaded initial autosave.
Next time I picked ruins at the same turns, results were the same, regardless of which ruin I took.
Next reload I took Liberty and from then on they were different.

City border expansion will cause a random roll if two tiles are equal. I'm guessing the +culture difference from switching Tradition with Liberty changed the timing and disrupted the RNG sequence.
 
clap (and bump) for the scientific thread about science !
 
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