Zezima
Warlord
I understand that the general idea behind this tactic is to hoard your mid-late game GSes until rushing Hubble and then "bulbing" them all at once to rush the last few techs needed for the spaceship parts. Clearly the intent here is to hit SV as quickly as possible.
I keep seeing this being described as a generally accepted tactic in high level play (to the extent that it's just taken for granted that players will do this). I'm just failing to understand how this is nearly universally considered optimal play.
I understand that at that point in the game (information era), they provide the highest raw number of beakers, but isn't the number of turns more important? For example, if popping a GS in the medieval era wipes 8 turns from a tech, but popping a GS in information era only wipes 7 turns, the medieval era GS was technically more efficient.
Not only that, but early game GS-bulbs can help you reach key SV techs much quicker (Plastics, for example). There's the added maintenance cost of keeping them all around as well, but that doesn't have much direct impact on SV times.
Does the beaker-to-tech cost ratio just fall in a way that GS bulbing tends to shave off the highest number of turns during the information era? If it is too late to build an academy, I bulb my GSes right away, because in my mind having public schools or research labs 7-8 turns quicker is just huge and probably more than offsets the 1 or 2 turns (if any) I might miss from not waiting to bulb till Hubble.
I keep seeing this being described as a generally accepted tactic in high level play (to the extent that it's just taken for granted that players will do this). I'm just failing to understand how this is nearly universally considered optimal play.
I understand that at that point in the game (information era), they provide the highest raw number of beakers, but isn't the number of turns more important? For example, if popping a GS in the medieval era wipes 8 turns from a tech, but popping a GS in information era only wipes 7 turns, the medieval era GS was technically more efficient.
Not only that, but early game GS-bulbs can help you reach key SV techs much quicker (Plastics, for example). There's the added maintenance cost of keeping them all around as well, but that doesn't have much direct impact on SV times.
Does the beaker-to-tech cost ratio just fall in a way that GS bulbing tends to shave off the highest number of turns during the information era? If it is too late to build an academy, I bulb my GSes right away, because in my mind having public schools or research labs 7-8 turns quicker is just huge and probably more than offsets the 1 or 2 turns (if any) I might miss from not waiting to bulb till Hubble.