@Notacop, T-Hawk has this interesting read on the number of cities, too.
http://www.dos486.com/civ5/index/science.shtml
Yes thank you, very interesting read. Although see below.
Yes, I mostly get a tech every turn after Satellites. I start by filling in whatever cheapest techs are available (Navigation - Biology) which are 1-turn by themselves. I spend a bulb on any turn when I don't have enough beakers to finish a tech, and overflow from the bulb usually carries through 1-3 more turns of 1-turn techs. The bulb value maxes at about 14k beakers, which is enough to cover a second-to-last column tech (about 12k) and overflow to something cheaper as well. (The last column isn't really important; you only actually research one of them; you only need two for the spaceship and Oxford claims one.)
I see. I start losing steam at telecommunications/combined arms techs if I start bulbing right at 8 turns after plastics, as the bulb value isn't quite as high with fewer cities (which I'll address below). I'll fire up an end game and practice correct bulbing. Do you usually have ~12-13 gs for post lab bulbing? So roughly 1 gs for 2 first column atomic era techs then 1 gs + overflow for remaining techs?
Edit: Nevermind, I'm reading your Poland Polymath report. Looks like you use 8 post plastic bulbs, getting around 20 techs with the bulb and overflow. That higher city count is doing work.
City count is essential for that to work. 5 cities isn't enough. I prefer 10-12 cities on a huge map. Waiting for the 1100 GPP great scientist is too long. I aim for 700 or 800, and for that plus all the endgame GScis (Porcelain, Hubble, faith, Liberty finisher) to be enough to finish the tech tree. To finish the tech tree on that requires getting the bulb value up to about 14k, which requires 10-12 cities.
I now always spend exactly two bulbs between Sci Theory and Plastics. To have enough surplus scientists to do that again depends on getting that beaker count way up, with more cities.
I agree that more cities are optimal. However, the way it actually plays out is dependent on map size and difficulty. I usually play standard size map, pangea or great plains, with deity level ai, and CFC HOF rules (except for reloading). Not a whole lot of room for expansion on standard maps, plus the deity ai taking a lot of land for themselves early on. I don't typically play wide (because I'm absolute trash at it), so I'm not saying that 10-12 peacefully founded cities can't be done on standard size map, I just can't personally do it. I can run out to 6, maybe 7 cities if there's good terrain and enough luxuries, but I like to spread my cities out a bit to give them enough room to grow, so I run out of space for more cities pretty fast. On huge maps it's definitely easier to settle that many cities because of the larger area to work with and more viable city locations (because each city has to pull its weight science wise to be worth founding).
Porcelain tower can be tricky on higher difficulties as well. I've had deity games where the ai builds it in turns 150s-160s, and other games where they never build it. I've lost it enough times to not take that risk anymore, building it soon after it's available. It's annoying because the game won't show that the ai's have taken the rationalism opener, so it's hard to judge if it's safe to put off building it. Building pt early can delay the last gs by 4-8 turns depending on number of cities and which gs it displaces.
For an optimized science game, I can see a huge map with 10-12 cities and a lower difficulty ai for less wonder pressure being the way to go. Your reports prove as much. I just haven't been playing that way, been stuck on standard size maps. That will be the next thing I try when I get some time to play again.
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