Been doing some thinking...
As for Wat, it probably depends on the length of the game we're shooting for. If we are stopping at Communism, getting the Prophets quickly becomes more important, and we would need only 3 scientists for bulbing (1 for PP and 2 for SM). If we are playing through to MM and Med, we could use 7-10 GSs. The longer the game, the more likely the AI will build the shrines for us, and the longer X-ville will have to produce Prophets.
It seems that we are to a point where we should consider which direction this game, shorter or longer? Our decisions are affected, even now, as shown in your post above.
If we beeline to Radio and MM, we add 7 wonders to the list of Pre MT wonders. This means skipping Engineering and Chemistry as Shannon pointed out above.
This would be:
T155 MT
T160 Gunpowder
T165 PP
T172 SM
T183 Physics
T188 Electricity (part bulb?)
T191 Lib-> Radio free
T198 Mass Media
Yes, this would be the beeline for the slightly longer game. It is still only about 65 turns away and we need a lot of hammers!
In my simulations I calculated the number of beakers needed for beelining a number of selected techs and also calculated the number of Wonders enabled (E(t)) by the techs in the beelines. Using a function that simulates the scientific output in terms of beakers per turn it is possible to translate the sum of beakers needed into a number of turns and by dividing this number into the number of enabled Wonders, E(t), it is possible to make an estimate of E(t)/t. I ran simulations with different sets of beeline techs and also with different research speeds and the conclusion was that E(t)/t reaches its maximum when you beeline for MilTrad and Divine Right. This holds with and without Astronomy. Another maximum was Mass Media i.e. the E(t)/t curve has a global Maximum after MilTrad/DR and then a local maximum later at Mass Media. By increasing the simulated beaker output the difference between the two maxima was reduced but it didn't disappear i.e. the conclusion was clear regarding the global maximum for E(t)/t. The numbers for E(t) and beeline beaker sums were the exact number from the game and since the placement of the maximum did not change when the estimated beaker production was pertubed I don't think there can be any doubt that this result is correct.
Are we researching at a greater rate than in Fred's simulation, does anyone know? A faster research rate would help to make a build gap larger because the number of hammers available to build becomes the bottleneck instead of the number of beakers?
Obviously, maximizing E(t)/t is not the whole story since this is only an upper bound on W(t)/t. There are two more important factors: The abilty to close the "capture gap" B(t)-W(t) (i.e. capture the Wonders controlled by other civs) and the ability to close the build gap E(t)-B(t) (i.e. build the remaining Wonders). If the build gap is large and the capture gap small logic says that most hammers should be invested in Wonders and less in units and vice versa.
This tells me we need to find hammers to use to close the build gap. Do we do this at the expense of beakers and research?
Returning to the issue of VC selection Shannon described the 3 most promising scenarios: 1) Religious VC after MilTrad and DR, 2) Diplomatic VC after MM and 3) Domination after MM. It's not easy to select any of these and I will only list some of the pro's and con's of each of them:
1) Pro: Few extra hammers are needed for VC (Missionaries), E(t)/t has it's maximum here.
Con: There is little time to close the build gap.
2) Pro: No extra hammers are needed for VC.
Con: May be unable to fully close the capture gap due to need for votes.
3) Pro: Capture gap is closed 100%
Con: Expensive in terms of extra hammers (units) needed for VC and possibly slower.
Seems we could achieve victory more quickly than we can close the gap.
There must be more pro's and con's. It would be interesting to see an analysis quantifying some of these like how many hammers do we have available from now until DR/MilTrad, and from now until MM. This should give us some indication of how many Wonders and units we can build within a given time frame. An analysis of attack speed also seems necessary in order to understand if option 3) is slow or not. Without an analysis selecting one out of the 3 is random and could potentially lead to achieving a lower W(t)/t than otherwise possible with the current favorable state of the game.
I have been trying to do this. Over the next 30 turns, with our current cities, and reserving Ivoryville and Horseville to build units, we have about 2300 hammers available to us, without Golden Ages. In addition, once we get Jute and our new city, Furville(?), online this number will increase by about 24 hammers per turn.
The build gap is quite large, even with discounts for resources (stone, marble, ivory and gold). Given the techs we know, my estimate is about 1,650 hammers. For the run to Military Tradition and Divine Right, (excluding Drama and Engineering) that adds another 3,300 hammers needed to complete the wonder builds. These estimates do not include forest chops.
Should we choose to go the Mass Media beeline, the wonders would increase the requirement for hammers by 5,625. This is a total of 10,575 hammers.
As I said earlier the game is moving to a phase where decisions on techs and builds will be more and more influenced by the objective of maximizing W(t)/t. What this means is that any decision to research a tech that is not on the beeline to DR/MilTrad and/or Mass Media should be carefully examined since this will cause E(t)/t to decrease. In my opinion it must be possible to show that the loss in E(t)/t can somehow be more than compensated by turns gained in closing the build gap or closing the capture gap. One example is Communism. Its not on the MM beeline (and so are several other techs listed as en route to MM). In order to justify researching Communism it must be shown that this will enable a faster closure of the build gap thus regaining lost turns (this may be the case due to Kremlin and State Property but its not a given thing). Other off beeline techs should be subjected to the same scrutiny before they are researched. The same process can be applied to builds. Using hammers for Wonders will help close the build gap and using hammers for units will help close the capture gap. Using hammers for more infra structure is getting increasingly dubious as we approach the end of the game and we should be pretty confident that using hammers for Markets or Courthouses (or other buildings) will significantly contribute to the tech rate before doing so.
We have focused thus far on maximizing beaker output. Is it time to sacrifice some beakers for hammers, such as in Ulundi?
Currently in non-golden age, X-ville and Ulundi are producing about 75% of our hammers, with Pigville, Canalville and Marbleville making up the other 25%.
Horeville will produce 14 base hammer per turn, without the golden age. Perhaps we should devote Horseville to wonders as well?
I think the game is going very well and its certainly a candidate for laurels if we can bring it home carefully.
Yes, what do we need to do to make this happen?
The current value of own wonder points W(t) = 60, and W(t)/t = .451
The current value of built (by anyone) wonder points B(t) = 80, and B(t)/t = .602
The current value of enabled wonder points E(t) = 155, and E(t)/t = 1.165
So the build gap is quite large right now.
Right now, about 1,650 hammers.
It's quite clear that we will need Astro for whatever VC we choose, so 12 turns from now, E(t)/t will be 1.069 unless one of the AI researches Divine Right.
I agree, Astronomy is a must.
Then the question becomes: How close to E(t) can we get in ~30 turns?
Not close enough, without more hammers.
1) Only 3 shrines have been built so far. The Buddhist shrine may be built by the AI in the next 30 turns, but the Taoist, Christian, and Islamic shrines may not. And we probably can't reliably grow more than 1 Prophet in the next 30 turns. So that probably leaves 2 wonders on the table.
Joao has the Taoist city where the shrine must be built, Coimbra.
2) The units that we can build in the next 30 turns don't give us a large military superiority. We can probably conquer 2 AI within that time, but that might leave the Great Wall and the Buddhist shrine out of our hands, assuming we are able to locate the owner of the 3 other wonders quickly. Our military superiority (Cuirassiers, Airships, and Frigates) will continue to grow as we conquer useful cities and continue through the tech tree.
Agree with your assessment.
3) Besides the 4 missing shrines, to close the build gap, we would need to build 18 more wonders (plus 6 courthouses and 6 theaters). It's obvious that we can't do this in anything close to 30 turns with our current 8 (soon 10) cities. We clearly need to double or triple our holdings to have the productive capacity to build all the available wonders.
We might be able to capture cities with Courthouses from Joao?
I agree with your assessment of our need to expand. This will hurt our current beaker output. How much of a hit can we afford? Waiting to expand until Military Tradition will allow for fast research but slower city development. Is this trade-off worth it?
Our GP farm in Ulundi is really starting to come into its own now. In the next 30 turns, we'll probably get 4 more GSs from Ulundi, and those GSs can't help us get to MT much faster (they can be settled but not bulb anything on that tech path). The increasing rate at which we get GSs from Ulundi (at least for a while) suggests that we should at the very least play through Communism (bulbing PP and SM), and use the power of State Property and Kremlin to build wonders faster. That tech path only adds 1 more wonder, so E(t)/t will decrease over that period, but without being able to close the build gap, there's no choice.
What if we are able to bulb it. Or if we can bulb some of the beeline techs, we get it with Liberalism. Although Liberalism isn't on the beeline either, it can get us a more expensive tech on the beeline.
The only question in my mind now is whether it is better to use Liberalism for Communism and skip the wonders from Elec-Radio-MM-Bio-Med, or whether our increasing research and potential for generating GSs will allow us to increase E(t)/t and W(t)/t by playing a longer game. In Fred's initial simulation, he predicted a E(t)/t = .98 if stopping at Communism (I guess this didn't take into account getting Communism as the free tech) and E(t)/t = .94 and .93 if stopping at MM and Med respectively. Later, when I gave him some more realistic bpt numbers to plug into his model, he said the difference between stopping at MT and stopping at MM was only 0.1. So I assume that means that he predicts stopping at MM is better than stopping at Communism.
It seems like, given the size of the build gap, we need to look seriously at the Mass Media beeline with a diversion for Communism?
It almost seems like the faster we research, the greater our build gap grows? And, as other civs aren't building wonders, the emphasis for us then becomes building the wonders.