VoiceOfUnreason said:Don't forget about Lightbulb research - this can easily be the most effective use of a GP, provided that you learn your way around the tech preferences for the Great People. (Prophets are the classic example here - right now he wants to research Meditation, which is useless to you. But if you research that for yourself, he then researches Civil Service! a very big difference).
Andorim said:Is there a list of GP research priorities?
Danthemansta did an analysis in another thread where he compared settling scientists all into your super science city vs putting acadamies all over the place. It was very interesting. As you might expect, having Oxford and just 1 Academy made that city really crank out the science. Especially if you are running a SE with Representation, that's your best option for any kind of long term strategy. Even in a CE it's a very favorable alternative.karr1255 said:I rarely merge them except sometimes a great merchant if the city can grow another pop with that +1 food. Sometimes useful when you have one of those food poor cities with 2 gold and horses.
Wodan said:Danthemansta did an analysis in another thread where he compared settling scientists all into your super science city vs putting acadamies all over the place. It was very interesting. As you might expect, having Oxford and just 1 Academy made that city really crank out the science. Especially if you are running a SE with Representation, that's your best option for any kind of long term strategy. Even in a CE it's a very favorable alternative.
Wodan
True, but the commerce boost could also help you finish researching one or two SS techs.Shillen said:Golden ages are great for building space parts or building up a military quickly in the mid-late game. The commerce boost is nice, but it's not really game-breaking. The hammer boost has a much bigger impact.
I've used a GS for that before. BUT it was in a city that I knew I was going to spam cottages, so I didn't feel too badly about it.Andorim said:Academies can also be useful in cities that aren't the main science city -- they give 4 culture per turn. If you are struggling to keep a resource within your cultural borders, the extra 4 points can be a big help -- especially before theatres and some of the other +culture improvements are available.
DaveMcW said:Hammers are worth 2-3 commerce.
If you are planning to start a golden age, you should try to get 1 base hammer on every tile. Farm plains and workshop grassland. Switch to universal suffrage.