ABCDPuppies
Warlord
- Joined
- Feb 3, 2011
- Messages
- 298
It's not 15 turns vs. 50% science "for the rest of the game"; no one's denying that in most cases you should get an academy eventually, most likely with your second GS. So really it's saving ~15 turns vs. 50% capital beakers for the period of time it would take you to get your next GS -- usually something like 20-50 turns.
My point is that sometimes this will be a good trade-off, depending on how you are able to leverage the time savings, and how much science your capital is producing. If bulbing math speeds up your rush significantly, allowing you to take out a dangerous neighbor before they start to spam troops, it can be a great move, particularly if you are not running the slider or scientists in your capital in the meantime. On the other hand it's probably a very bad move if you have a good science capital and wouldn't do anything special with Math in the meantime anyway.
Don't get me wrong, I build academies often, and bulb math only in very specialized situations. I'm just saying, I think it's demonstrably not correct to say that bulbing math is the "wrong thing to do, period."
My point is that sometimes this will be a good trade-off, depending on how you are able to leverage the time savings, and how much science your capital is producing. If bulbing math speeds up your rush significantly, allowing you to take out a dangerous neighbor before they start to spam troops, it can be a great move, particularly if you are not running the slider or scientists in your capital in the meantime. On the other hand it's probably a very bad move if you have a good science capital and wouldn't do anything special with Math in the meantime anyway.
Don't get me wrong, I build academies often, and bulb math only in very specialized situations. I'm just saying, I think it's demonstrably not correct to say that bulbing math is the "wrong thing to do, period."