I've never planted a GE. The math really isn't that good for planted GEs or planted GMs. Actually, the math isn't good for GMs no matter how they're used, which is a real shame.
Consider: working a manufactory entails an opportunity cost that must be deducted from the bonus hammers. The minimum value of the opportunity cost is 1or 1
, which is what you could get by improving the tile normally instead of planting the manufactor. Considering that you're not likely to get a GE until wonders cost at least 300, you would need 100 turns of manufactory production to match the immediate investment. Now assume that instead of planting the GE, you just waited for 100 turns. At this point, the wonder value of the GE should be at least 500
and probably more like 1,250
. From this value, you would need to deduct gold maintenence, but I still can't see you ever getting a better hammer result with the planted GE versus an immediate wonder or waiting for a wonder. The exceptions are when you're desperate for units or a strategic resource.
Random aside: Custom Houses are total, unadulterated garbage. They need to be fixed. They're terrible beyond words.
Great mathematical analysis. I forgot about the gold cost of keeping a GP around. And yes, Custom House... WTH? What is it... 3 gold? A Trading post is almost as good as that... what a waste.
On a related note, does anyone know what the hammer value of the rushed GE is?
I forgot about the gold cost of keeping a GP around. And yes, Custom House... WTH? What is it... 3 gold? A Trading post is almost as good as that... what a waste.
And yes, Custom House... WTH? What is it... 3 gold?
GE's spent on early game hills are great, but I heard that the pro's don't even make GE's but GS's instead???????????????????????????????? Or least that was brought up in the thread....
I also agree that GPs really shouldn't be held onto for very long. GEs especially shouldn't be held for 100+ turns, even for Hubble. I can understand saving GSs (or GGs for potential citadel bombs in later wars), but none of the others.
However, there is one time I plant a Customs House: on an extra luxury I don't need that yields a lot of gold. If I find that I have a gems/river/hill tile, I'll sometimes plant the GM for a Customs House on it because I can't build a trading post on it anyways, and with a Customs House that tile produces a lot of gold per turn.
This is an interesting idea. I thought all GP improvements connected resources, though, not just the manufactory?
Most high level players don't see GEs because they micro all specialists into university slots to produce as many GSs as possible. Spawning GEs would delay your subsequent GSs by increasing the GPP cost. Admittedly, this kind of micromanagement is pretty necessary to stay competitive in Deity.
I prefer Emperor, so I build a variety of wonders from game to game and am pretty lax about my specialist placement so I get all GPs pretty frequently. That's just my preferred way to play.
I also agree that GPs really shouldn't be held onto for very long. GEs especially shouldn't be held for 100+ turns, even for Hubble. I can understand saving GSs (or GGs for potential citadel bombs in later wars), but none of the others.
I often have trouble spawning Great Anything because of a run away AI builds all the wonders first, and my cities don't put citizens in specialist slots for some reason.