I always bulb them.
Unlike recently changed Great Scientists, granting you more science the more academies you planted, you don't get more gold/production if you planted some towns or manufactories. Even GA/GM/GW have been reworked so that the more great works you own, the more effective their bulbed abilities are.
On Standard Speed, Great Engineers formula on CPB is 150 base + 30*population, nerfed compared to Vanilla 300+30*pop but still A LOT of hammers, it's going to take many turns of working the manufactory improvement to get there, and the advantages of a rushed wonder are obvious.
Great Merchants gold from diplomatic missions has been boosted instead, but if that wasn't enough it gives 20 turns of WLTK to all cities. That's a lot of growth, with added synergies from buildings/beliefs/UAs granting more of everything. It's also a great convenience being able to reset the resource asked in order to trigger WLTK, when it's the only copy of a distant CS or of an AI hating you.
GP improvements don't scale that well the more you progress through the tech tree, and in any case hammers/money NOW are better than hammers/money later, due to snowballing factor and the fact you save a citizen slot as well. I'm not asking for more yields on manufactories and towns (well, maybe) but make the bulb scale for the last two GPs as well, something like 150 base + (20+5*#manufactories)*pop GE hammers and 10+5*#towns turns of WLTK for example. Less gold and some influence would be interesting as well.
Bonus pic of early Medieval, when I don't even care much about the WLTK growth (but the reset on those damned resources I don't even spot on the map is very welcome), I actually need some more gold in the capital to combat unhappiness and I have a nice spot for a town over a road, over which I'm going to move a trade route soon. Let see, how soon is that tile going to pay it off...
... I'm still going to bulb the GM.
Unlike recently changed Great Scientists, granting you more science the more academies you planted, you don't get more gold/production if you planted some towns or manufactories. Even GA/GM/GW have been reworked so that the more great works you own, the more effective their bulbed abilities are.
On Standard Speed, Great Engineers formula on CPB is 150 base + 30*population, nerfed compared to Vanilla 300+30*pop but still A LOT of hammers, it's going to take many turns of working the manufactory improvement to get there, and the advantages of a rushed wonder are obvious.
Great Merchants gold from diplomatic missions has been boosted instead, but if that wasn't enough it gives 20 turns of WLTK to all cities. That's a lot of growth, with added synergies from buildings/beliefs/UAs granting more of everything. It's also a great convenience being able to reset the resource asked in order to trigger WLTK, when it's the only copy of a distant CS or of an AI hating you.
GP improvements don't scale that well the more you progress through the tech tree, and in any case hammers/money NOW are better than hammers/money later, due to snowballing factor and the fact you save a citizen slot as well. I'm not asking for more yields on manufactories and towns (well, maybe) but make the bulb scale for the last two GPs as well, something like 150 base + (20+5*#manufactories)*pop GE hammers and 10+5*#towns turns of WLTK for example. Less gold and some influence would be interesting as well.
Bonus pic of early Medieval, when I don't even care much about the WLTK growth (but the reset on those damned resources I don't even spot on the map is very welcome), I actually need some more gold in the capital to combat unhappiness and I have a nice spot for a town over a road, over which I'm going to move a trade route soon. Let see, how soon is that tile going to pay it off...
... I'm still going to bulb the GM.