Can someone explain plastics to victory bulbing? Last game I played I got 5 city plastics at 167 combined with ~1500 BPT from scholasticism. I believe I had 10 great scientists generated, 2 from faith, 2 from hubble, and 1 from PT. After I realized I wasn't going to win until like 208 I just quit haha. That game was by far my best up to plastics. I got Borobodur, LToP, PT, SoL, Secularism on turn 115, Machu Picchu, Turn 70 4 city national college. I rush bought 3 schools and then rush bought 5 labs within 2 turns of researching plastics. I believe that game should have been the pre 200 I was searching for. I've won on 205 with that map with a significantly worse game up to plastics so I guess I don't understand proper bulbing.
So I know overflow is capped at 5x your BPT, but I don't understand how this influences the way I should bulb in the late game. I read the thread that Acken posted a while ago where he didn't understand how sometimes the game doesn't allow you to research a tech even if you bulb it but that thread just confuses me even more. It seemed to imply that the only safe way to bulb in the late game is when a tech has 5 turns left to research, otherwise you will probably lose beakers especially if you bulb multiple techs starting from a <5 turn tech. If this is true I actually don't understand how to finish quickly.
I don't bulb for satellites until after I finish railroad and biology, this leaves me with several techs that are 3-4 turns to complete like refrigeration, penicillin, flight, electronics, ballistics, electronics, radar, and then all of my most hated techs in the game at the very bottom of the tree, combustion, combined arms, and computers.
Its my understanding, that at 1500 bpt, if I bulb these techs I would be wasting some beakers ( and drastically hurting my finishing time.) That being said, I was forced to bulb a ton of techs before satellites to get Hubble before turn 195 and overall I'm pretty sure I just wasted an exorbitant amount of beakers. I will say that this game I had no RAs that were going to pop between plastics and victory so that may be holding me back more than I thought, but I didn't think that this would be too big of an issue considering that most the civs in the games will give me crap science from an RA and possibly even all of them.
I could not possibly have generated significantly more great scientists, I went education before workshops and got a rush bought university with a garden on turn 94 and had all universities up before 110 with most of them having gardens. I had a turn 70 NC with my fifth city planted within 5 turns after the NC, I rush bought all science buildings besides a library including an observatory in my capital the turn I researched the tech. I had every single civ signed to an RA in the post education pre plastics phase. Even if I was able to speed up the pre LToP phase of the game, I actually don't think its physically possible to do it 10 turns faster than what I did no matter how lucky I could possibly get so I can acheive a sub 200. There is no way I could do a turn 84 education or a turn 157 plastics or a turn 60 NC, so I'm guessing that the culprit to my game was my post plastics bulbing considering I was at +1500 BPT on turn 167 and couldn't finish until 207+.
My early game went almost perfectly. I was able to rush buy a settler the earliest possible time that I sold my mining lux to the nearest opponent and I chopped 4-5 trees for my next two settlers. I had something like 7 workers before turn 100 while only building an extra worker with the spare time my capital had for quick connections before Machu Picchu. 5 of those workers came before turn 50 and 3 came before turn 35.
How am I supposed to bulb properly?