G-Minor XLVII

beelined to theo and got it before t60 (used GL for drama). After that, beelined for currency (petra!), civil service and education. . t96 astronomy, used oracle to open rat right away. got secularism the next turn and spt was already around 180 (cap pop 23).

alligned everything for t183 (rat finish, oxford). actually I had too much spt and one GS was not needed. I could choose any GP from mayan calander at t183 too, but that was not needed too as I had GE already and with that UN was already 1 turn.

Aha, somehow I overlooked this info earlier. Thanks, this is exactly what I was curious about! I used roughly the same start, although I used GL for Philosophy instead. Looks like I'll need to put more thought into my scientists at the end and work out the right number and timing, along with policies.
 
Thanks for all of the tips! I did some of those things right, like ignoring Chemistry and Fertilizer. (I did use Chem as filler to help with a timing mess I got myself into, see below.)

I know that I made a few big mistakes in my game. For example: Because I planted too many scientists and timed my policies poorly, I had to faith-buy a late scientist to avoid wasting the Rationalism freebies on cheap tech, which didn't leave me enough faith for an engineer.

Speaking of Rationalism, do you try to finish it as late as possible, as soon as possible, or something in between? I tried to use it late and wound up in a bind where the next policy came too soon but the one after would be too late.

If you don't mind, I'd also like your opinion on the Great Library and bee lining Theology. I normally ignore the GL, but it's easy to get on Warlord, and very tempting to springboard the NC and start the Long Count by turn 62. But I'm concerned that I'm hurting my long-term growth by giving up Artemis and delaying water wheels. Still, Long Count is super useful for early admiral exploration and hurrying Petra, if you get it soon enough.

(In this game, I popped Writing from a hut on the turn I finished Pottery, so GL seemed like a mandate from the RNG.) :D

It depends, but for diplo game your goal should be last 3 techs = rat finisher and oxford. For science game, as long as you use it for the late techs / pop rocketery or satellites it's good.

For emperor or below level, going GL is almost always a good option. starting long count on t62 is essential for faster finish here.
 
I bee-lined Theology and then Currency. Forgot to keep notes on tech, but I finished the Great Library on turn 36, founded my religion on turn 55, finished Theology sometime in the late 50s, used Long Count 62 to plant a scientist, used Long Count 72 for an engineer, finished Currency and the Oracle on turn 74, and then hurried Petra for turn 75.

I feel like I had a lot of luck with my map, and a strong start, then I squandered it with some key mistakes. :lol:

that's fast GL and theology - nicely done!

I did t62 academy and t72 engineer to petra too. I think I did t82 great admiral to explore.

Your oracle timing could be too early - I usually time it to open rationalism asap when I enter renaissance. I think after GL NC I went for artemis (for this difficulty lvl, you can get most wonders anytime) , HG, CI, and rushed petra sometime between.
 
Yeah, I see what you mean about saving Oracle for Rationalism. This game I'm building GL, NC, ToA, HG instead. Unfortunately, Harun grabbed Artemis early in my last game. I would've wonderfailed if I hadn't gone for Oracle. This time I got Artemis, no problem.

I'm playing a salt map this time instead of desert, so no need for a Petra engineer, but very slow faith, so I did my prophet second and admiral third.

I'm only at 9 population and 48 bpt at turn 82. HG finishes next turn though, so it might explode after that. If not, I doubt I'll be able to come close to your 23/180 by turn 96!
 
My game from yesterday: T-213. Could have been like T-206 if I didnt screw up rationalism finisher, had to wait about 7 turns. And also had oxford unused. Got a bit unlucky to only have 1 maritime CS in the game and far far away, so population growth wasnt that good. But otherwise pretty good game.

Got to:
NC at T-52
Petra at T-74
Education at T-93
Astronomy + 2 SPs at T-109
Scientific theory at T-146
Plastics at T-186

Btw why does everyone talk about needing aluminium? There is no need for it here imo. Only coal, but with every CS allied + GG + all hexes around your city its very rare not to have it.

And btw 2, is planting GSs really worth it? I always thought you get more science if you bulb them late in the game instead.
 

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Turn 109: Astronomy, Oracle, Rationalism, Observatory all together. Palenque has 19 citizens and 159 bpt. I'm a little bit off glory7's pace, but way ahead of my first try, I think. Already made some mistakes, like forgetting to manage citizens. I checked in once to find three unemployed citizens, oops! Probably would have saved myself a few turns if they had been working food instead.
 
Went yesterday with a try, but only managed to T274. NC came only at around T80, and I have no idea how to get it even fast, as I went straight for it, and after that to Theology (which I got early enough as to start another cycle close to the end).

Was 1st time on a frontier map, and I must say, I do find it nice to have all those mountain ranges, so that everyone leaves you alone, but scouting was a chore. I didn't even find one of my opponents.

I also got a mountain, a river, but no desert in the vicinity. Had enough hills though with grass, so I did get Palenque at 34 pop.

With a desert area instead it would've been great though. Tons of hills and flood plains, but I just don't feel like hitting the Restart button instead of playing (especially since my RNGs tend to be like Murphy's Law). I do see how with Petra it would've been a lot faster, and it's also the 1st time I manage to get Rationalism as the 2nd policy (but I completely ruined the finisher, as I could only take 2 cheap techs).

From what you guys have written here, I still need a faster way to get to Philosophy.
 
Still made a few mistakes, but overall I played much cleaner than my first attempt. Grew faster and used an observatory this time. Culture and great people were much slower this time, though. Didn't get Educated Elite until late, and I had much less faith without Desert Folklore, so even though I planted a lot fewer scientists than last game, I didn't bulb any more. Fewer academies offset the observatory, so I really only sped things up by growing a bit faster. I might try this one more time.
 
Yeah, I see what you mean about saving Oracle for Rationalism. This game I'm building GL, NC, ToA, HG instead. Unfortunately, Harun grabbed Artemis early in my last game. I would've wonderfailed if I hadn't gone for Oracle. This time I got Artemis, no problem.

I'm playing a salt map this time instead of desert, so no need for a Petra engineer, but very slow faith, so I did my prophet second and admiral third.

I'm only at 9 population and 48 bpt at turn 82. HG finishes next turn though, so it might explode after that. If not, I doubt I'll be able to come close to your 23/180 by turn 96!

that t96 astro was a really lucky one. I had 3 pop ruins (which helped a lot) and could keep WLTKD continued (which was really lucky too). I also got spearman upgrade and archer upgrade early and could bully CS to buy 2nd worker really fast (1st worker was fast too, bought this by selling 10 gpt for lump sum). with 2 workers, I could let citizen work at the improve tiles.
 
My game from yesterday: T-213. Could have been like T-206 if I didnt screw up rationalism finisher, had to wait about 7 turns. And also had oxford unused. Got a bit unlucky to only have 1 maritime CS in the game and far far away, so population growth wasnt that good. But otherwise pretty good game.

Got to:
NC at T-52
Petra at T-74
Education at T-93
Astronomy + 2 SPs at T-109
Scientific theory at T-146
Plastics at T-186

Btw why does everyone talk about needing aluminium? There is no need for it here imo. Only coal, but with every CS allied + GG + all hexes around your city its very rare not to have it.

And btw 2, is planting GSs really worth it? I always thought you get more science if you bulb them late in the game instead.

in most cases 1st GS should be planted, as it allows you to reach key techs much faster. espically for maya, if you get theology before t62 you can get GS at t62, and that GS academy gives you +12 spt (with NC). that would help you to reach education much faster, and it would let you reach astro and etc techs faster too.
 
just finished this.

great starting - moved one turn for this starting spot but totally worth it. lots of desert hills, river hill next to mountain.

had pop ruin at t2 and that helped a lot. Also, as I started with 2 scouts, I picked up lots of ruins and got 2 pop, culture, 2 tech before t40 (if I remember correctly).

No war at all for me. did not even steal CS worker.

beelined to theo and got it before t60 (used GL for drama). After that, beelined for currency (petra!), civil service and education. . t96 astronomy, used oracle to open rat right away. got secularism the next turn and spt was already around 180 (cap pop 23).

alligned everything for t183 (rat finish, oxford). actually I had too much spt and one GS was not needed. I could choose any GP from mayan calander at t183 too, but that was not needed too as I had GE already and with that UN was already 1 turn.

any comments are appreciated in advance.

Yay! Thak you very much!

I can't beat vexing in Civ5, but at least my prediction of a sub 200 time beat his prediction this time ;-)
 
My game from yesterday: T-213. Could have been like T-206 if I didnt screw up rationalism finisher, had to wait about 7 turns. And also had oxford unused. Got a bit unlucky to only have 1 maritime CS in the game and far far away, so population growth wasnt that good. But otherwise pretty good game.

Got to:
NC at T-52
Petra at T-74
Education at T-93
Astronomy + 2 SPs at T-109
Scientific theory at T-146
Plastics at T-186

Good job! I was keeping up with you pretty well in my Salt game, through Astronomy. I'm wondering if I should have used Oxford to open the Renaissance, like in Sadato's OCC science guide. That would've given me Secularism quicker – but it would also delay Aesthetics a lot, and I don't know whether that's a good trade-off. Faster observatory is all good though.

Btw why does everyone talk about needing aluminium? There is no need for it here imo. Only coal, but with every CS allied + GG + all hexes around your city its very rare not to have it.

I never got coal, even though I could see mined coal on my CS allies. My understanding is that they unlock techs once two civs have researched them, and the AIs in my game barely made it to the Renaissance. I think they might get military units faster if their ally is a tech leader, but not resources. No factory probably cost me about 10 turns.

And btw 2, is planting GSs really worth it? I always thought you get more science if you bulb them late in the game instead.

First, I suspect that it's better to use scientists as soon as possible. Each bulb will save about 6-8 turns. If you save them until the end, they simply cut the game short by a few turns each. If you use them right away, the effects are more complicated: You get quicker access to key science and growth techs, but you also research later techs with lower population (i.e., fewer beakers). I'm really not sure which effect is biggest, but I suspect that they roughly balance, and using the scientist now will spare you the unit maintenance and unlock policy eras sooner.

A similar argument applies to Oxford and the Rationalism finisher, with the additional complication that the benefit varies according to which freebies you take. Is it better to save 14 turns with Astronomy, 9 with Plastics, or 14 with Globalization? Probably the first or the last, but I'm not sure which.

Now for academies versus bulbs: An academy only makes sense if you can save significantly more than 7 turns with it. Otherwise, you're better off using the bulb now and getting one more terrain improvement. The hard part is figuring how many turns it'll save you, and whether that's enough to be "significant." When I planted my Long Count 62 scientist, it gave me 12 out of 42 beakers, and twenty turns later it was 12 out of 48. The academy saved me about 7 turns just in those first twenty, and of course it contributed 12-30 bpt for the rest of the game. That's much better than a bulb!

When I built my observatory in turn 109, I had 159 bpt and a 2.33x science modifier. Adding another academy at that point would bring me up to 178 bpt. In the short term, it would only recoup about 2 turns, and in the long term much less than 10% time saved. An academy at that point might have saved me 7 turns throughout the whole game, almost certainly less valuable than a bulb and another worked tile.

Earlier, glory7 recommended no academies after Scientific Theory, but I'd say the break-even point comes even sooner than that, probably Astronomy. Any scientists you can get before the Renaissance are probably worth settling, but of course it's tough to get them that early, outside of the Mayan and Babylonian UAs.
 
you should probably get a sub200 game before you give such strongly worded advice. bulbing as soon as you get is a bad idea, you definitely want to save up for a push post research labs. OCC makes planting more powerful as your overall total beaker count is limited. i ran a turn 194 game with 3 scientists planted.

if you go for early theology/scientist on turn 72, you'll be at the very most around 40 bpt. bulbing is an immediate 320 beakers, planting is 12 bpt, 14.6 with education, 18.6 with astronomy, 20 with free thought, 25 with public schools, 27.5 with planned economy, 32.5 with research labs.

you're immediately increasing your research rate by about 30%, and you're recovering more than the 320 beakers the bulb would have provided in about 20 turns. you'll probably get to education slightly later, but you will get to the end of the game much faster.
 
I bee-lined Theology and then Currency. Forgot to keep notes on tech, but I finished the Great Library on turn 36, founded my religion on turn 55, finished Theology sometime in the late 50s, used Long Count 62 to plant a scientist, used Long Count 72 for an engineer, finished Currency and the Oracle on turn 74, and then hurried Petra for turn 75.

I feel like I had a lot of luck with my map, and a strong start, then I squandered it with some key mistakes. :lol:

How do you get GL at turn 36?

I made a couple attempts now, but in this game my GL rarely finishes before turn 50. I typically go for two scouts (taking 8-10 turns) and then decide between granary, monument and pyramid. Typically I build the granary and buy the pyramid. That allows me to start the GL around turn 20-22 - and it takes around 30 turns to finish unless i stop citty growth in favour of production.

I don't know the exact numbers because growth always seems too important to me to try production focus, but my guess is that even with production focus finishing GL would take me at least 24 turns, meaning a GL finish i the mid 40s. I certainly can't imagine I could finish GL in 16-14 turns just by switching to production focus. So what is the secret to finish turn 36?
 
A similar argument applies to Oxford and the Rationalism finisher, with the additional complication that the benefit varies according to which freebies you take. Is it better to save 14 turns with Astronomy, 9 with Plastics, or 14 with Globalization? Probably the first or the last, but I'm not sure which.

Oxford, gives a free tech. You want the most expensive tech from it, or, possibly, plastics. First option makes more sense, because any GS can be used for plastics. And GS is weaker than Oxford.
 
you should probably get a sub200 game before you give such strongly worded advice. bulbing as soon as you get is a bad idea, you definitely want to save up for a push post research labs. OCC makes planting more powerful as your overall total beaker count is limited. i ran a turn 194 game with 3 scientists planted.

if you go for early theology/scientist on turn 72, you'll be at the very most around 40 bpt. bulbing is an immediate 320 beakers, planting is 12 bpt, 14.6 with education, 18.6 with astronomy, 20 with free thought, 25 with public schools, 27.5 with planned economy, 32.5 with research labs.

you're immediately increasing your research rate by about 30%, and you're recovering more than the 320 beakers the bulb would have provided in about 20 turns. you'll probably get to education slightly later, but you will get to the end of the game much faster.

Is this directed at me? If so, I'm confused! My advice wasn't strongly worded at all, and I definitely didn't say that you should bulb a scientist on turn 72! I said almost exactly the same thing you just did (emphasis added):

An academy only makes sense if you can save significantly more than 7 turns with it.... When I planted my Long Count 62 scientist, it gave me 12 out of 42 beakers, and twenty turns later it was 12 out of 48. The academy saved me about 7 turns just in those first twenty, and of course it contributed 12-30 bpt for the rest of the game. That's much better than a bulb!

I didn't even intend to give advice, but simply to question the practice of saving all of your bulbs and freebies for the end of the game, and to suggest that the Renaissance might already be too late to plant academies. I'd be happy to hear reasons why my suspicions are incorrect, but I don't appreciate being scolded and told I don't have enough experience to give advice. :sad:
 
How do you get GL at turn 36? I made a couple attempts now, but in this game my GL rarely finishes before turn 50.

Yeah, it's tough. In that game, I popped Writing from a ruin on turn 10, but I've also done it with less ridiculous luck. Your best chance for getting GL in the 30s is to have strong food+production tiles nearby, either salt/stone or lots of forest to chop. Finding +1 population ruins helps a lot too. In my second attempt, I finished GL on turn 38.

Oxford, gives a free tech. You want the most expensive tech from it, or, possibly, plastics. First option makes more sense, because any GS can be used for plastics. And GS is weaker than Oxford.

Right, but "most expensive" in beakers or in time? There's an ongoing discussion about this in Strategy & Tips, and I've seen past discussions too, with no clear consensus, but plenty of strong feelings. This issue also got me to thinking about whether it's better to bulb scientists early or late. I'm inclined toward early in both cases, but I don't know whether to trust my instincts.
 
In time? Not sure what you mean. I mean - in beakers. Plastics costs 4510, globalization - 9680 beakers. Just before bulbing plastics with GS you'll probably have 400 bpt, so you gain 3200 beakers. When you peak at 700 bpt (after plastics) you'll be receiving 5600 beakers from one GS. So, roughly speaking, you need 1.4 GS to bulb plastics and 1.7 GS to bulb globalization. Hence, oxford is better saved for last.

It also depends on your GS stock. For example, in my t.171 babylon diplo game on warlord (few gauntlets back) i used oxford for plastics, since i did accumulate 7 GS for a final bulb.
 
That's interesting, thinking of science expenses in terms of how many bulbs it would take at that point in the game. By time, I was simply thinking of turns to research: Plastics usually takes me about 10 turns, Globalization about 14. And I agree that you're better off using Oxford on Globalization rather than Plastics.

I wasn't thinking about that case, but instead Globalization vs Astronomy, which also usually takes about 14 turns at that point in the game. Also, it's an important gateway tech for unlocking Rationalism. So given that they both take about 14 turns, and they're both important for unlocking key goals, is it better to use Oxford early or late? My instinct is that earlier is better.

And I was wondering the same thing about bulbs: If a bulb will save you about 6-8 turns either way, isn't it better to get that earlier in the game rather than saving it until the end? I realize that there are disadvantages to doing that, but also advantages.

(And apologies for nattering on about that over here. Perhaps I should take the discussion over to Strategy & Tips.)
 
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