Citywise beakers per turn benchmarks

Having pyramids simply screams for playing SE, assigning specialists. The problem I assume is that you are building cottages as well. Your cities cannot grow back easily if you use cottages, you need to farm cities. Those cities will grow back in few turns literary. After that assign maximum number of specialist. But this is not a formula, sometimes you want to assign some specialists as you grow.
The point of slider is that its not important for SE, the fact that you cant run at 100% doesn’t mean anything, since you dont have cottages to begin with. Rather you use that extra commerce for culture so you can raise happiness cap. Having representation that early in the and running specialists beats any other combination. If you have representation so early, don’t waste your time on cottages.
So are you saying growing up to happines limit with no specialists and then assign max specialists and wait until the city goes down 1 step or more? and then do it over again?
 
I've got everything farmed with the possible exception of a couple cottages in the capital, particularly if I can't irrigate, and my intent is to run a SE.

OK, if the tile can't be farmed it gets cottage, there’s nothing to be done with it

My worry was if I let the cities max before assigning scientists and run a very low slider, I am generating no research until those cities regrow. So usually I try to power my research by the slider at a deficit until my cities max and I can assign scientists. It keeps me up with the AI in early research, but hurts me later when my GSs arrive later and I have no cash to upgrade units.

So to tie this back to the original topic:
Is this period of low research while cities regrow expected of an early SE?
or
If I'm going to slow my growth by assigning scientists to nonmax pop cities, what ballpark beaker per turn or turns per tech should I shoot for?

OK, first, you could still assign specialists as you grow. Second, you have to see what civics you are running. Unless running caste system, you can really only assign two scientists, or whatever the limit is according to building you have in you city.
As far as how many beakers you aim for, I honestly have no clue, I never check it really. Its something you develop a feel for, you'll know if your progressing or not, if you know what I'm saying. That’s why this might seem harder than simply planting cottages at the beginning. You need to develop the feel of how other AIs tech around you so you adopt accordingly.
Remember that most of earliest research comes from GS, so plan your game ahead accorind to that. If your waiting for GL to get your first GS, usually too late. All you need is a one fish to work two scientists, so food is never a problem that early. Going early for writing is important.
Yes, your research will stagnate a little bit after excessive whipping, that’s normal, there’s obviously nothing you can do about it. The question is how quickly those cities go back to their initial state.

As to the save game progress, I would love to see that too. There are plenty of good guides on this site for opening build orders in the initial city. And once you have that tech/power lead it should be clear where to go from there. But for us newer players it would be great to get a concrete example of how to progress from that opening city to that massive lead with a SE.

Now I feel those pictures I posted in my game are useless, you should’ve gotten from them at last something
 
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