Golden Ages Explained

Hugethman

Chieftain
Joined
Jan 3, 2016
Messages
17
So this is my first strategy article and will by all means be incomplete and possibly incorrect, but I'm going to try my best.

The reason I wanted to write this is that I just played a huge marathon game with Spain where I had four successive Golden Ages with MoM. Yes, that is, indeed, 96 turns of Golden Age. Three great people, one Taj Mahal, and one random event (best random event, ever).

But I have been wondering whether or not they are worth it, and how they compare to others. I'm an immortal player, and want to get the token deity win, and the first question I am asking is, when shall I use a GA?

The appropriate metric of comparison will be beakers.

Conditions:

- 5 cities,
- average city size 6 (7 tiles worked, suppose each has some commerce and some hammers, then you're getting 7 extra commerce and 7 extra hammers per turn)
- cities can build research
- we're not spiritual
- we're not using great people
- No Mausoleum of Maussolos (its been said that if you plan for GA then you plan for MoM. Not always possible. But all you need to do is times everything by 1.5 for MoM)
- research slider at 100%
- normal
I understand these conditions are wildly irrelevant but lets start! The basic premise will be to consider what we could get from a GP, and then compare (in beaker terms) what using the GP(s) as a Golden age do for our civ.

Suppose each city is building research. Then 8 turns, 5 cities, 7 tiles, you're going to get 8x5x14 = 560 extra beakers. This really isn't that good. Even the philosophy bulb is like 800 beakers so forget that.

It goes without saying that we'd rarely want a GA unless we had a relatively large empire size anyway. So suppose we have ten cities. That's still only 1160 beakers which isn't that great.

SO let's make things more interesting. Suppose we've got about 15 cities with average size of 8. That gives additional beakers of 15x18x8=2160 so just about worth taking this over a philosophy bulb.

However after this things become harder, because GA's become more expensive. It goes without saying that the Taj is worthwhile, even to use a great engineer. But imagine using say, a merchant AND a scientist, when that scientist could be bulging engineering or getting 1000 odd beakers towards education, AND using the merchant who could trade mission for a few thousand gold? the GA is simply not worth it at two or more, on beakers alone, in this restricted model, where all 15 cities produce research.

You lose out on about 2000-3000 beakers for the second golden age (equating one gold to one beaker - I think this is right?), and just about break even for the first. 15 cities, size 8 on average, all building research.

GP Farms

The question is, is, do I really want to spend this Great scientist on a golden age? well the chances are, there will be a gp farm city in this civ of yours somewhere. If we are not philosophical then the golden age is going to reduce the time of getting great people by 33% with NE (in the national epic city, since the base rate is already modified by 100% for National epic), 50% without. Assuming you want to run specialists for 8 turns (the length of the GA), you run them for 8 turns instead of running them for 16. This gain is very important. In terms of the tiles scientist vs high commerce is fairly innocuous. But if I am spouting great scientists here it might allow me to bulb a tech 8 turns earlier than I otherwise would. Similarly great people might be necessary for tactical reasons (GA for culture vic, spies, engineers for wonders, you get the point).

So the advantage of GA if you have a gp farm is that you get a technology 8 turns earlier, or thereabouts. This can be important for a number of reasons. It might allow you to trade it, to exploit an advantage (most wars can be won in under 8 turns after all, on marathon). Similarly if you use the first golden age to get a second, and THEN to get GP to get techs (most likely, you have two GP farms going on), then if time isn't a factor you can get a bigger payoff but later using the successive golden age strategy

No anarchy

being spiritual is overlooked. If you're producing x beakers a turn and you decide to revolt into bureaucracy and cast system then on marathon you'e looking at like 2/3 turns of anarchy. Thats awful. If you have a big empire you're losing thousands of beakers. In the model we have, we've got 15 cities, size 8 on average, each producing research with the slider at 100%. Suppose each city is stagnant growth, and the average tile has like three commerce/hammers and two food (think riverside grass/hamlet, or whichever the cottage with two commerce is). Then each city is producing about 25 beakers per turn. 15 cities during anarchy lose you about 15x25x3=1125 beakers!

Not only does the GA eliminate this beaker loss, but it also allows you the advantage of using the traits straight away. It also is very useful if you want to switch BACK into a civic, which can be done at the end of the GA. So depending on whether or not you are spiritual, this can be an enormous advantage, to the tune of maybe 2000 beakers.

Three Great People

The third golden age is usually overkill. You need three great people, and while running great merchants is fine, in one city you'll need an artist (Or you'll have to sacrifice a spy for a golden age! disgusting behaviour. I love spies. Infiltrate tech leader/neighbour please). hence for all the turns where you're running the artist you could have had beakers producing using scientists or been working tiles to produce units in that city. There is also the added risk that in most GP cities you'll have a few wonders which obviously dilute the gene pool which can make your plans to have a third GA incredible. The saving grace of the third golden age comes as follows.

IN my last game I had an enormous empire, a massive tech lead, huge armies, the lot. About 35 cities average size 11, AND the mausoleum of Maussolos. Quick calculations and you have a golden age creating an additional 35x24x24 = 20160 beakers! (marathon) Thats 35 cities, all producing research, slider 100%, 24 turns of golden age. Even with three Great people, that's bloody worth it. True, you have to wait 24 turns (8 turns in normal) for the beakers to be realised but if you are in such a position then this is another example of getting a bigger payoff later.

In the time it takes you to generate a scientist, a merchant, and an artist (say) you could have had 15000 beakers put into tech. By waiting for the GA you get more beakers on aggregate, spiritual bonus, and great people bonus spread over the following 24 turns. So with a large enough empire you see that Golden Ages, even with three great people, can be worth it.

Multipliers

When you run a golden age there are likely to be multipliers already in play. For example, if every city has a library, slider is at 100% and all cities build research, then the additional beakers you get from the golden age will increase by 25%, which is quite significant. Secondly, this ignores the fact you might be playing a bureaucracy capital, with other multipliers like universities, oxford, laboratories perhaps. These in turn, make the golden age even more effective. Similarly, so long as the slider is not at 0%, commerce multipliers will also influence how much extra beaker points you get per turn.

Moral of the story - How is your tech lead?

We saw that with 15 cities at average size 8 the first golden age was just about worth it. This can be scaled accordingly, so that with more cities that are bigger, a golden age that uses two great people can be justified. It is even more justifiable in the presence of MoM, a lack of spiritual trait, the philosophical trait, and multiple GP farms.

In fact, with a large enough empire, even three great people is worth it in beaker terms. However this ignores probably the most important thing. Many of these articles on civilisation focus on beaker for beaker comparisons but not comparisons over time. Golden ages last 8 turns. 8 f'ing turns! Thats ages for the additional beakers to be realised. Whereas using great people to bulb techs is INSTANT. In Turn 100 I can bulb education and hence research liberalism one turn before Mansu Musa, or I can spend my scientist on a golden age that gives me just as many beakers but means that I miss out on liberalism and hence military tradition. No cuirassiers, no win.

The golden age is therefore only viable if the tech that you would bulb can be researched later, i.e if time is on your side. I used the phrase a bigger payoff later quite a lot and I think it is true with golden ages, because in the right conditions they're really quite good, but if you need a technology right here, right now, then the GA is a mistake. Those of you reading this might think of a cuirassier rush, a liberalism beeline, founding a religion first, getting a monopoly on a technology more quickly, and so on.

Conclusion

I'm very sorry this article is so long and wordy I'm conscious it also isn't very concise but I just wanted to put the word out there that if you have spare great people and it fits with your strategy that Golden Ages are really great and there's no point just doing a needless if you're ahead. I've tried to compare everything in per beaker terms - I know the assumption of all cities building research and the slider at 100% is unrealistic but it's just meant to be an indicator! These are all just napkin calculations and I hope you find this useful.

Will be especially grateful for any additions or corrections

- Hugethman
 
Thanks a lot for those "napkin calculations" because I'm also often lost over the "bulb vs Golden Age" decision! This gives me some rules of thumb to work with.

I think you might attract more readers by giving numbers for normal speed instead of marathon because that's what most people play.

For expanding the "no anarchy" chapter, it's quite common to switch to a civic combination (like Caste + Pacifism or Slavery + Theocracy + Police State) during a Golden Age and switch back before the Golden Age ends. This gives you the best of both worlds - for instance, Great People generation AND production from whipping - and is not viable to the same extent without a Golden Age, as you would be looking at 3-5 turns of anarchy on normal speed (more if you also choose a religion for those few turns).
 
And remember that if you're in a GA when you build TAJ, you effectively get an extra turn of GA.
 
I agree with georgjorge that it would be better if the examples were made for normal speed. I would also add that they should probably be made with MoM, because you should really have that wonder if you plan on doing many golden ages. If someone else beats you to it, then you capture it before starting a GA chain. If capturing MoM isn't possible, then you should reconsider your golden age plans and not do as many. But the point is, if you plan for golden ages, plan for MoM. Hence, the majority of your golden age plans should be made assuming that you have MoM.
If we are not philosophical then the golden age is going to reduce the time of getting great people by 50% with NE (in the national epic city, since the base rate is already modified by 100% for National epic), 100% without.
This math is wrong. Reducing the time by 100% would mean all GP are created in no time. ;) The time it takes to create GP is reduced by 33% in NE city and by 50% without NE (assuming not PHI and no pacifism). If you switch to pacifism for the duration of the golden age, the time it takes to create a GP is reduced by 50% in NE city and by 66% without NE. If you also switch to caste for the duration of the golden age, you can reduce the time needed to produce GP by a lot more.

In your beaker calculations you don't account for multipliers. Golden ages increases raw commerce, which is pushed through all kinds of multipliers. For example in your bureau capital with Academy, library and observatory, 1:commerce: is worth 3:science:. Add uni+Oxford and a monastery, then one :commerce: is worth 5:science:. If you do a golden age in a later era, for example in a space game, most cities should have forge, factory and power plants to double the hammer gain.

As for the actual gain, slider position would also need to be considered. Usually when you are in a golden age, it's very easy to keep slider at 100% by building wealth. This also increases the value of the hammers, as they let you ensure that all your commerce goes through your science multipliers.

In competitive space games it is very common to also do the 4 person golden age. With a large enough empire, it is worth it. And as rah mentioned, you should always make sure to already be in a golden age when you complete Taj Mahal, this gives you an extra turn of GA.
 
I guess this is a smaller factor, but GAs also increase your production significantly. In your situation where every city builds research, that could be another significant boost to GAs over bulbs. Anyway, thanks for posting this!
 
OP does account for hammers as well.

What wasn't mentioned yet is the research bonus from direct prereqs. You get 20% bonus to beakers for every tech you have with a direct arrow to the tech you are teching in the tech tree. If you are bulbing anything but Astronomy, the real gain from bulbs compared to teching is beakers from bulb/1.2, sometimes even divided by 1.4. You also get an additional 5% bonus for every civ you know that knows the tech.

Unlike most other multipliers in the game, the prereq multiplier is not additive, but it's applied to the total research output of your entire empire after other multipliers. This multiplier also applies to beakers produced by building science (normal science multipliers don't).

The actual beaker value of 1:commerce: with slider at 100% is 1 * commerce multiplier (only bureau cap) * science multipliers * prereq multiplier. In your bureau cap with oxford and all multipliers mentioned in my post above, if you know one direct prereq to the tech you are teching, 1:commerce: would be worth 6:science:. In a city with only library, with 20% prereq bonus, 1:commerce: is worth 1.5:science:. If you build research in a city with forge, factory and power, knowing one direct prereq, the value of 1:hammers: is 2.4:science:. In Ironworks city, the value of one hammer would be 3.6:science:.
 
Elite troops,

Thanks very much for pointing out my shoddy mathwork I should've noticed that!

I agree about the MoM point.

I also agree that a paragraph on multipliers would really work very well. By the time we are having a golden age then players will indeed have various multipliers going on here, but obviously the size and availability of these is quite difficult to model, which is why I originally left it out. Though I left out the prereq multiplier because admittedly I dont really know much about it ;) When you say bonus to beakers….I thought each tech shaves off the amount of beakers you need to get a technology rather than provide a bonus to the beakers you are already producing? Or is this not correct?

The library point is a point well made, however. In the model we have everyone producing research, slider at 100%. So if every city has a library (which it well might) that's an increase of 25% on your golden age beakers! REally nice!
 
When you say bonus to beakers….I thought each tech shaves off the amount of beakers you need to get a technology rather than provide a bonus to the beakers you are already producing? Or is this not correct?
Technically it reduces the amount of beakers you need, but it does it by applying a multiplier to the beakers you produce at end of turn. The easiest way to see how this work is to open up any save, see how many beakers you have invested into the tech you are teching by hovering over research bar, check the reported beakers/turn next to slider and end turn. Hover over research bar next turn and you will notice that invested beakers have increased by more than the reported :science:/turn value. How much more depends on how many direct prereqs you have and how many known AI civs know the technology already.

This multiplier is not applied to GP bulbs.
 
Sounds like it is in a strategy article somewhere that I ought to have read

Have updated article for normal speed
 
Top Bottom