NothingBesideRemains
Warlord
- Joined
- May 14, 2021
- Messages
- 113
I think you need 2 cities to get 2/turn. But I've never tried it (no one has in a real game I'm sure.) If you test it, I look forward to reading the result.
Yeah you're right; I've now tested it and getting 300 GPP on turn 1 just gives you 1 GP and overfills your bar by 200, so you get another one the following turn.
From a maximization standpoint, that means the goal is just lowest # of turns to 100. In the event that flipping the city and reverting it takes time, might want to consider stretching for 300 or 600 points to get 2 or 3 GP before flipping.
I did some messing around in worldbuilder, and it it seems it is common but not guaranteed for an AI to use a specialist if they are on a single tile island with no resources. So with no special buildings, you could get an 'easy' 6 points per turn with just mercantalism and caste (9 turns with a philosophical/pacifist civ, or 6 turns with both) or 3 points per turn with just caste, for an earlier attempt.
This is significantly worse than throwing in the GL with a GE. Including 1 working specialist, that would be 11 GPP, which would be 10 turns, or 5 turns with pacifism / philosophical civ. This also needs a library, so creative civ would really help if this going to be on a single tile island. Or a swap to US from the mids to buy the library. Benefit here is that it negates the need for putting the AI in caste, so they can't run GA's on you.
And if you build the GL very early like this (with GE from a prioritized pyramids), you're going to want to get at least 1 G Sci out of it first - likely to bulb pacifism, or even 2 to do 1 bulb into education while the city swaps into power. So, after building the GL, I say you might as well build the NE while you wait. Would require some form of hammer of course, and most likely marble, but could be workable in theory, as arranging things to swap will take a bit of time anyway.
So, 13 base GPP might be the thing to shoot for. That's 8 from GL, 2 from NE, and 3 from a worked specialist. After the NA benefit, it becomes a 4 turn GP without pacifism/philosophical, or a 3 turn GP with either, or a 2-turn with both. If you are still doing this by the time you grab banking, 16 base GP with mercantalism becomes 2 turns with pacifism/philosophical leader.
Getting from 1 GP every 2 turns to 1 GP/ turn is a pretty big delay, probably a longer delay than just running the 1-per-2-turns method for twice as long, so I doubt that makes sense (needing the 8x16 worker turns for the forest preserves doesnt help either).Of course, if this is actually possible to do reliably, you could do both.
Final math: can this work just on G Merchants for some extra cash? For that prupose, I think a 'mega' city isnt as good (no academy + oxford multipliers), so you'd want this with simple buildings only (ideally, buy with US).
Ideally, especially given the civ at hand, it would be a Roman forum. Build one of those, and either work out how to have the civ work 2 specialists, or use mercantalism. 6 base GP points, x 125% after the forum, gives you 13 net points, which is a GP every 8 turns (without a forum, 12 net points needs 9 turns, so does shave a turn off). If you had 8 of these going at once, there's your 1 GM / turn.
Still not sure how to force the creation of a colony owning this yoj could attack, but it seems this is a known method; going to try and set that up in WB the next time I have some spare Civ time again.