Discussion in 'Team Epsilon' started by DaveMcW, Apr 27, 2007.
This thread is where all the special interests in our nation can lobby for government handouts.
What should we do with our Great Scientist?
I see 3 options right now:
1. Lightbulb half of Scientific Method (short-term benefit)
2. Join our capital (long-term benefit)
3. Build an academy in another city (very long-term benefit)
I don't like this for a few reasons. Scientific Method doesn't give much of a short-term military benefit. We have to gift all our techs to Piffle until we are the only 2 civs left, so it's not like we can build on it for a long-term advantage.
We will soon have a 3.25x science multiplier in the capital, so the scientist makes 19 beakers/turn there. I don't have the exact numbers in front of me, but assuming 1600 beakers from the lightbulb, we get
1600 / 1.2 / 19 = 70 turns to repay our investment.
The scientist also gives +1, maybe that can be a tie-breaker if things are close. Additionally, the scientist gets +50% beakers under representation.
The numbers are pretty simple here. At 60% science and trying to beat 19 beakers in the capital, we need:
19 / 0.6 / 0.5 = 63 base commerce.
I don't see any city getting 63 in the near future. The question is, will we get one that high in 70 turns? Will we get another city up to 100 before the game is decided?
It seems like specialist is the way to go.
We will still be very much in the tech game 63 turns from now, and I expect we'll be a bit past Chemistry and Railroad. The payoff of Lightbulbing scientific method won't be as large a benefit once we're out that far.
I would wait a bit until we can work out if we are going to get a city with enough commerce. I am thinking that eventually that Port of Mist might be a good commerce site, which does make me think that if it is worth us trying to get the Emancipation civic with the double growth of the cottage/hamlet/village, which would make using the scientist in another city as a viable option.
I'm sorry – It's been so long since I did it, I just can't remember – but don't super specialists add GPP to our city also?
I'd see that as one more argument (in addition to the +1 hammer) for joining him to the Capital. Increase our odds of getting another Great Scientist and maybe be useful for lightbulbing something after the deal with Piffle is over.
But maybe it'll take so long to get our next great person that it won't matter?
Great specialists don't give GPP.
Ok. Thanks Dave.
Well, I was thinking I was going to vote for the Super Specialist… but then I had a thought – what about Loco's capital?
Couldn't we save the Great Scientist and maybe build an academy there?
It's likely to be a pretty good city.
That's assuming we beat Innovia to Loco's capital. There's no guarantee of that.
If Innovia hadn't already started their attack, AND if Innovia wasn't higher than us on the power graph, I'd agree with you, G_W.
Academy in Sunset Fortress is my recommendation.
With 1 Cottage built now, and no more whipping, this city will grow and work the cottages.
Also it has 2 Gems for a total of 14 Base .
Finally the added Culture here will be good for a large Buffer Between us and Pfiffle for when the time comes.
Ok, here are some numbers.
Size 12, villages
Size 20, maxed towns, free speech
Even after 70 turns of growth, PoM and SF still can't beat a scientist. They will eventually get ahead after 100+ turns, but the margin is small enough that we might never recover our losses.
Overlook Bay will beat a scientist after 70 turns. It has the potential to double a scientist's output in the long run.
So this comes down to a choice between an academy in Overlook Bay or a super scientist in the capital.
Well Given that Overlook Bay is One of our eastern fronts, and is behind the game culturaly I think an Academy here would be the best bet.
Since it will pay back over time I think it is the way to go, also with enough border expansions we can get rid of the "LOS" unit.
I vote Academy.
Finally an issue that someone agrees with me. I want an academy also.
Yeah, when you add in the culture factor, an Academy in OB does seem pretty appealing.
We just need to make sure that spot is well defended from Innovian attack.
Which is made easier with Cultural defense
We are going to get another scientist in 40 turns. I wonder if we could join this one to the capital and use the next one for an academy?
Hmmm. - well, since the main benefit of the Academy won't be kicking in till about then anyway, that's actually pretty appealing.
Only drawback is that we won't really be building any significant culture… but that was just a fringe benefit anyway.
What will our odds of getting another Great Scientist in 40 turns be? 75% again?
True when looked at that way maybe a specialist is the way to go?
I Am Assuming we are going full tilt ahead on Economics.
But are we sending the Unit (GM) to Loco's Capital Still?
No way! Loco is a war zone now!
Our new deal with Piffle calls for him to go to Piffle anyway, I believe.
Either way, he ought to go there.
Well - just looked it up...
Tech plan for reference:
We for-sure agreed to share the gold with Piffle - but also apparently are supposed to be working on Engineering right now!
Hopefully they won't mind the little detour.
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