Sherlock
Just one more turn...
I usually only plant the first two.
Agreed, any GS that arrives after the Renaissance Era arrives too late for an Academy to be worth it.
Popping them though shouldn't be immediate; but there's somewhat more risk of waiting too late to start popping than too early due to the hard science overflow cap.
I plant more now that I have been caught by this in a few games. I would have 3+ GS on deck, GE bulb Hubble, and 2500+ faith stored up for GS. So that is 7+ GS -- with not that many expensive techs left in the game!...there's somewhat more risk of waiting too late to start popping...
Since someone asked, GS bulbs give 8 turns of science and the overflow has a couple limits (I forget the details, but one cap is the cost of a single tech)....than too early due to the hard science overflow cap.
It is close enough -- so long as you are not throwing away bulbs because of the cap.I pop em 8 turns after building research labs in my main science city/cities. I'm not 100% this is completely optimal
Because it is so much sooner than your first natural one. Planting that one is an obvious easy choice.I don't see why Babylon's ingenuity overturns this preference.
I haven't heard of anyone else having this problem where hubble makes no difference but I run into it all the time. By the time the project is finished I have all the techs I needed for spaceship parts already and am just a few turns from launching.
I am prejudiced towards Liberty myself (but still run Tradition more) and work the tech tree the same. I will run Order as much as Freedom, but again that does not change the way I pursue SV. The only difference to my mind between Order and Freedom is Railroads before Replaceable Parts, accommodating unlocking the Wonders of course.I agree with your strategy for the tradition/rationalism/freedom build. I run that less these days now that I've developed an addiction to liberty and big empires.
Well, I think that is your problem then. I find the nuclear plants to be less turn sensitive than Hubble. So by working the tech tree way, you risk losing Hubble or making it irrelevant. And is that not what you were asking about?Though I often go for boosters before spaceship factories to reveal uranium and have the option to buy a nuclear plant in the apollo and hubble cities.
What tech are getting with the Rationalism finisher? Maybe you are just getting everything done so much sooner than I am that my late game play makes no sense?This is because I usually double-bulb to get rocketry and satellites early so I can start apollo and hubble at the same time.