SGOTM 11 - Fifth Element

Civics, Religion, Last-minute Worker Moves that aren't 100% Solidified, and Other Changes that affect the next Turnset. Also, Pausing Mid-turnset for Important Events
Spoiler :
Related to this, I suggest that we do NOT change civics or religions on the last turn of a turnset, because it eliminates an element of flexibility. I understand why it was done: so that the chop at Riverside would get the OR bonus. But it may have been a good idea not to move worker 2 on T120 either. Then we would have had full flexibility to do anything we wanted. Just a thought.
In this instance, we should be fine, as we wanted Org Religion and Slavery for Riverdale, regardless of what Delhi does. If Riverdale doesn't whip for 6 turns instead of 5 turns after switching Civics, it's also not the end of the world--what, one extra Gold for having run Slavery for one extra turn? Nothing to worry about, and we may whip sooner than that point anyway.

However, your point does make sense in general that if we're approching the end of a turnset and don't have a solid plan in place for the next turnset, performing actions such as a Civic switch should probably be planned out carefully, to the point that we may end a turnset a turn or two early.

The other option is to pause mid-turnset. This time, we had mostly been counting on the need to pause mid-turnset to see what Zara's Settler did, but it wasn't clear that Irgy was supposed to stop even if Zara didn't build a Settler (no one asked him to stop in that case), so he didn't do anything wrong. That said, we may have been sub-consciously counting on having his turnset split up and thus didn't think that much about implications for the next turnset. No worries. No one thought of this point and hindsight is 20-20.

But sure, in the future, we can watch for this kind of a thing and players can hopefully be open to splitting up their turnsets into multiple portions when things like Civics or Religious switches are planned, or things like heavy tech trading or AI-relations-affecting options come up partway through a turnset.



Slavery
Spoiler :
Okay, assuming that we whip a Granary in Riverdale and may or may not whip a Granary in Delhi, we will have a "down-time" period where Slavery won't be useful. Will that down-time period be long enough for us to switch out of Slavery and back into it if we choose to whip again, such as a Temple in Delhi? Likely, yes, so it's probably worth planning this fact into your test games.

If we decide that whipping the Temple in Delhi (doing so only really makes sense to me if we don't build a Settler after The Pyramids), then we can switch back into Slavery to whip it, otherwise we can stay out of Slavery until we're in Mitchum's turnset and are ready to whip Riverdale's Library.
 
OK, I ran a test and here are the basic results:

- Whipped granaries in both Riverdale and Delhi on T121 (just like Irgy).
- I revolted out of slavery on T125 (the first turn possible)
- Build queue in Delhi was granary (whipped) -> Pyramids -> Temple -> Aquaduct
- Delhi was going to grow into unhappiness before the 'Mids were built, so I worked the PH mine rather than the GH mine. I also worked a priest specialist (rather than the G farm) starting on T129.
- I did not get math on T132 (Irgy said it strangely worked out in his game, but not mine). Instead, I delayed it until T134 so that I could run 100% science the turn after learning it (could have had it on T133).
- I chopped 4 forests, all completed on T134. This gave me +6 base overflow hammers. The Pyramids were completed IBT T134 and T135.
- Delhi was at size 8 on T135. I hired one priest and focused on growth while completing the temple.
- On T139, Delhi grew to 9 and the temple was completed. I hired a second priest.
- I used WB to give myself a GPro and found out that he would give 1554 beakers (Civil Service costs 1872 beakers). So I kept my science at 0% until 2 turns before GP #2.
- I got a GPro on T146 @ 85% odds. I bulbed CS on that turn, switched to Caste Systems and Bureacracy, and hired 4 scientists in Delhi (no mines bieng worked other than the copper mine). Next great person in 14 turns. Delhi will grow in 6 turns IIRC. Odds of GSci are 75%. It should go up when Delhi grows and I hire a 5th scientist.
- on T146, I hired an artist in Wheaton for 4 turns to start the culture battle and to get the wheat resource.
- Since we don't know Fishing or Animal Husbandry, I decided to settle on the rice resouce since that city could work cottages right away (steal a FP cottage from Bedrock).
- I had 1 worker improving Wheaton and 3 near Bedrock and Rice.
- We are losing the cow battle in Riverdale. His second city had it's second border pop, so he is putting extra pressure on us from the SE. River finished its Temple on T129 with the whip overflow and started a Library.
- I started researching Alphabet after CS, but noticed that Zara was researching the same thing. If this is the case in our real game, I suggest that we not research Alphabet, but instead go for Fishing or AH. This would allow us to settle our GP Farm rather than Rice City. The more basic techs we self-research, the less we'll have to give away in trades.
- By T150, Bedrock is at 5 pops and is working 5 cottages. Since I had all workers up there for Rice City, I also finished the marble quarry (and a road to Rice City), so Bedrock can start working the quarry to finally finish the granary.
- By T150, the Aquaduct is 4 turns away in Delhi (even with 4 scientists). The Hanging Gardens would be built in 11 turns the slow way if we move our scientists to the mines (their poor little hands will hurt so much!). I recommend that we wait until we get our third great person before doing this though.
- The road to Wheaton helped Confucianism spread on T142. I went into WB and removed it because we can't count on this in our real game.
- I finished the granary in Wheaton with one PHFor chop, which I built a mine on afterwards. Border pop was perfect as the worker had just finished the mine and could start farming the wheat.

Attached are the test saves from T150 and T135
 

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I noticed there're many things to test, so i suggest to split UT's TS in 2 parts: the early 3-4 turns, until we know if we successfully settle wheat and where Zara is redirecrting his settler.

Thus, i suggest to plan carefully those turns with an eye to the following ones, take a short break to better define a PPP until the 15th turn, then finish.
 
I noticed there're many things to test, so i suggest to split UT's TS in 2 parts: the early 3-4 turns, until we know if we successfully settle wheat and where Zara is redirecrting his settler.

Thus, i suggest to plan carefully those turns with an eye to the following ones, take a short break to better define a PPP until the 15th turn, then finish.

I don't think this is really required. We will win the race to the wheat location by at least 2 turns. Even if Zara settles before us in the desert somewhere, it will not prevent us from settling where we want (1N of the Oasis on a desert tile).
 
I don't think this is really required. We will win the race to the wheat location by at least 2 turns. Even if Zara settles before us in the desert somewhere, it will not prevent us from settling where we want (1N of the Oasis on a desert tile).
I'm not so sure.
I know the AI always moves the settler with the archer, so we'll win the race.
Unless Zara notices our settler and settle in some horrible spot in the desert. Then, remember the 2-tiles rule. He can not block us, but he can negate us the chosen spot.

That's why i ask to play until the turn after the city is settled.
I'd also like to know where Zara is moving that settler, at least the direction...

UT's one is a crucial TS, which needs to be well planned. So, no reason to wait to see if we can reach our preferred spot. After that first target we can be better concentrated on the 'Mids race, the 2nd target of that TS.

BTW, i agree with that desert spot. After Bureau the wheat will be irrigated (i already used that in my games) and despite the desert tiles, it can work more land than in any other location on that area.
 
I think, rather than playing a mini-turnset until settling the wheat city, we should just assume Zara will settle somewhere similar to in the test game, and only pause if something different happens. We can't really plan for the next couple of turns without planning the rest of the way through, while on the other hand Zara settling somewhere odd won't muck up our plans for the turnset all that much anyway. Wheat city doesn't contribute much to the next turnset anyway, it just sits there working the oasis.
 
Irgy, can you post your save from your whipped-temple test? I'd like to compare our saves. Also, did you run your test to T150 or did you stop at T135?
 
I don't think this is really required. We will win the race to the wheat location by at least 2 turns. Even if Zara settles before us in the desert somewhere, it will not prevent us from settling where we want (1N of the Oasis on a desert tile).

I'm not so sure.
I know the AI always moves the settler with the archer, so we'll win the race.
Unless Zara notices our settler and settle in some horrible spot in the desert. Then, remember the 2-tiles rule. He can not block us, but he can negate us the chosen spot.

That's why i ask to play until the turn after the city is settled.
I'd also like to know where Zara is moving that settler, at least the direction...

UT's one is a crucial TS, which needs to be well planned. So, no reason to wait to see if we can reach our preferred spot. After that first target we can be better concentrated on the 'Mids race, the 2nd target of that TS.

BTW, i agree with that desert spot. After Bureau the wheat will be irrigated (i already used that in my games) and despite the desert tiles, it can work more land than in any other location on that area.

I think, rather than playing a mini-turnset until settling the wheat city, we should just assume Zara will settle somewhere similar to in the test game, and only pause if something different happens. We can't really plan for the next couple of turns without planning the rest of the way through, while on the other hand Zara settling somewhere odd won't muck up our plans for the turnset all that much anyway. Wheat city doesn't contribute much to the next turnset anyway, it just sits there working the oasis.

How about we test all the way out and agree to stop if Wheat City desn't settle as planned?
 
How about we test all the way out and agree to stop if Wheat City desn't settle as planned?
Mine was a suggestion to make our life easier and to keep things running.
But if you think it's better plan all the TS and stop only in case we miss our desired spot, np.
 
I don't think I actually saved the game (I did a few things wrong in the actual test anyway), but I can do it again and save it this time. Don't have time right now, but later tonight.

Here it is.

Don't ask me what the workers are doing or why I'm building a monastery in Dehli.

Dehli is at happy cap on the turn the 'mids are built, despite me whipping the temple two turns earlier. After representation of course it's below again. But on the whole I don't think it's true that this plan really puts us behind in population.

From playing through again, I've worked out the basically I can have everything in place to build them on turn 132 (for turn 133), except that I'm a handful of hammers short. Everything else is so tight that I doubt I could afford to change anything to get them. An extra chop pre-math would do it, but I don't expect it's worth it for the one turn earlier 'mids.
 

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@Irgy

Thanks for posting your save!!

I see how you could squeeze out a few extra hammers. Rather than chopping the forest E-E-NE (36 base hammers), which is out of Delhi's BFC, why not chop the forest NE of Delhi (44 base hammers). In addition to more hammers, clearing that forest allows us to lay down a second river-side cottage in Delhi. These extra 8 base hammers (18 after OR and stone bonus) may grab us the Pyramids 1 turn sooner.

Regarding Caste System, why use that now? We'll need it in 10 turns after the GPro is born to hire a bunch of scientists, so I think Castes and hiring an artist in Wheaton can wait a few turns, saving us some gold. Right now, Zara is winning the culture battle, netting a few desert tiles. I'm not too worried about this right now since we have time to fix this. His desert city is going to be small and inefficent for the whole game.

I checked the saves and every city is exactly the same except Delhi and Wheaton (which would be the same if you didn't hire an artist last turn).

For Delhi, the main differences are:

- You have a temple already. Mine will be built in 4 turns.
- You have 7 pops (grow to 8 in 3). I have 8 pops (grow to 9 in 5).
- You have 112/300 gpp with a great person due in 10 turns. I have 132/300 gpp with a great person due in 12 turns (with 1 priest). Once the temple is done in 4 turns and I hire the second priest, it will actually come out about the same time. This is because I hired a priest before the Pyramids were done, getting some early gpp. Doing the math, a priest for 4 turns = 6 * 4 = 24 gpp. I am currently 20 gpp ahead of you. So in 4 turns when I can hire a second priest, you will actually be 4 gpp ahead of me...

So you are few hammers ahead, but I have one extra pop, which could be converted into hammers with the click of a button... ;) Maybe you should play your save ahead another 15 turns to see how many scientists your smaller Delhi is able to afford to hire.

Pyrmids date: Advantage Irgy by 1 turn, maybe 2 turns if the forest chop switch gets them 1 turn sooner.
Hammers: Advantage Irgy since he has a temple in Delhi while mine is still 4 turns away.
Delhi's population: Advantage Mitch by 1 pop, which should lead to some advantage down the road.
Great person points: Advantage Irgy by 4 gpp.
 
More Direct Comparison is Needed in order to compare the Whipping the Temple Scenario vs the Not Whipping the Temple Scenario
Spoiler :
Hammers: Advantage Irgy since he has a temple in Delhi while mine is still 4 turns away.
Delhi's population: Advantage Mitch by 1 pop, which should lead to some advantage down the road.
Here you are discussing probably the most complicated calculation of the two approaches.

Knowing the exact differences of Basic Inputs will also likely help us to decide whether to whip the Confucian Temple or to build it manually.

Probably the "fairest" way to compare is to play two identical games. So, we'd want one person to save their test saved game at the point where a Temple would be whipped. Then, two scenarios starting from that saved game would be performed and compared against each other:
a) Don't whip
VS
b) Whip

Now, that part sounds straight-forward, but the real question becomes: for how long do we continue to compare the two scenarios?


Well, let's break things down.

In scenario b), you trade Food for Hammers. However, you also trade the opportunity to work more squares with citizens or to run more Great People with citizens.

In scenario a), you may or may not run into a Happiness cap, which may or may not cause you to work different squares in exchange for intentionally delaying growth.

If you are lucky enough to be near a Happiness cap level, the scenarios are more easily comparable to each other, as eventually you'll both be at the same City Size as each other.

If not, though, then the effect of not whipping but instead getting Food, Hammers, Commerce, and Great People Points from the extra citizen or citizens can drag on for a really long time.


I suppose that you could say something like:
Well, if we whip at the ideal time in scenario b), there will be one turn where we're behind by two citizens and then for a while we'll only be behind by one citizen. However, if you still have Happiness available to grow into with scenario a), you'll soon be back to two citizens ahead of scenario b).


The extra 1 Commerce per turn from working a River square plus the extra Food and Hammers received from working that square can be totalled-up using a spreadsheet. It might even be that such a square brings in more than 1 Commerce (by working a Cottage) or brings in GPP by instead running a Specialist.


Further complicating things are Maintenance Costs that may or may not be reduced by having a smaller City (generally, Maintenance in your capitol is pretty small relative to other Cities in your empire, but it could still play a factor). Also, you may or may not have Science bonuses from the extra Commerce in scenario a) (the non-whipping scenario) that either give us an additional Flask from the Library's bonus or an additional Flask from the tech's Science bonus (such as the 20% bonus to Science for knowing a tech's pre-requisite). To remove these items from complicating things, you simply need to play from the same saved game and also keep track of these numbers. If you play both scenarios out equivalently for all other factors (Worker actions, what other Cities do, etc) for a good number of turns, then you can simply grab the finalized Science and Gold values obtained, in order to see some of the differences there.


That way, you won't need to specifically calculate the Commerce value gained, you'll just need to calculate how the Food and Hammers worked.


On the plus side for scenario a) is that you get extra turns that citizens can work squares.

On the plus side for scenario b) is that you require less Food to grow your City to the next population size.

If you play for long enough, such that you've grown the City a couple of times in each scenario, then the total amount of Food won't necessarily have to be added-up like it would in a scenario where you played only a few turns.

Similarly, if you played for long enough, you could compare the items built and how many remaining Hammers you have invested at the end, to get a feel for which scenario, in the long-run (say, after 20 turns) ended up with more Hammers total.


Now, in order to make these comparisons "fair," you almost have to "cheat" a bit. For example, if we built The Pyramids and/or a Temple a bit earlier, the temptation would be to run a Priest or two a bit earlier. However, if you do so, you need to use spreadsheets to keep track of all of the variables.

Instead, forget the spreadsheets and aim to run specialists at the exact same time as each other. The whipping scenario simply then gets more time to "grow back" some of the lost population by not working Specialists earlier.

My suggestion, for the "easiest" and "fairest" comparison would be not to run ANY Specialists until after The Pyramids would be built in the slowest scenario (the non-Temple-whipping scenario) and run the same amount of Specialists at the same time in each scenario, such that the Specialists would equally benefit from the Representation bonus.

Yes, it is a bit more unrealistic, but what we are doing here is more accurately comparing whether or not the Food for Hammers tradeoff from whipping, which includes a tradeoff of citizens not working squares, is a worthwhile tradeoff.


Once we have those numbers available, we can say "well, we'll be ahead by X Hammers and Y Great People Points in this scenario but we'll be behind by Z Flasks, A Gold, and B Food. In addition, such-and-such a scenario gets us The Pyramids a bit faster, which gives us the opportunity to run Specialists a bit faster... do we care about this fact?"

Note that by playing out another 20 turns or so, you can also factor in the extra GPP from getting The Pyramids a bit earlier, making the numerical comparison even more fair. The only unfair part then is simply the fact that we can switch to Representation for higher-powered specialists sooner in one scenario than we used, so that judgment would have to be a qualitative one. However, we'd have turned all other values into quantitative values, so the comparison of them will be a lot easier.



The fastest way to do all of this stuff would be to fortify most units except for the Workers that chop and do things identically in the rest of our empire in both scenarios.

A complication might result in the non-whipping Scenario if you have extra citizens in Delhi that might have been able to work a Cottage had you built one, so you may need to have the Workers build an extra river-side Cottage if Delhi will grow large enough to work it before hiring Specialists. Build the same Cottage at the same time in both scenarios, but if Delhi won't be growing much more than that (due to building a Settler and hiring Specialists), then you can safely fortify the Workers to make the testing run quicker.

Another complication might result if you chop unequal numbers of Forests--chop the same number of Forests in both scenarios, if possible, and if not possible because a strategy would be messed-up by chopping 1 less Forest, then chop that extra Forest in BOTH scenarios, netting the extra Hammers in the scenario that didn't need the Forest chop for a different build item.

A final, minor complication could result from chopping Forests on different turns from each other--if in one scenario you chop 4 Forests in one turn but in the other you chop those same Forests over a span of 3 turns, your Organized Religion bonus and Stone bonus might not be fairly compared. However, if you chop 4 Forests on Turn 132 in one scenario while you chop 4 Forests on Turn 134 in the other scenario, the comparison will be about as fair as it can possibly be, since you'll get all of the same amount of Hammers being inputted on a single turn.



I suggest that after building the Temple, we build a Settler, but I'm not sure what to put in the build queue next. Pick SOMETHING (another Settler, a building, a Missionary) and build the same item next in both scenarios. It is extremely likely that the items built will not be completed on the same turns as each other, but as long as you keep building the same items in the same order in both scenarios, the comparisons should be as fair as they can be.


One more caveat is to ensure that you research the same techs and adjust the Science rate on identical turns in each scenario. Therefore, if you are approaching having 0 Gold in one scenario, switch to 100% Gold sooner than you think you'd need to, just so that you won't "run out" of Gold in the other scenario. That's about as fair as I can possibly suggest for comparing Flasks vs Gold across the two scenarios "easily" (i.e. without requiring a spreadsheet).


Playing 20 turns from the time that we whipped may or may not give us an accurate enough picture, but it is enough time that we should get a good picture of the short-term impact of whipping.


Other tricky parts come in, such as how soon we can run Bureaucracy. I would suggest switching to Bureaucracy at the same time in both scenarios, meaning that you'll do so on the earliest turn possible that the slowest scenario would allow for.


But what about running 4 Scientists? One scenario might not allow you to do so while another might? That's not an easy question to answer.

Here's where I would suggest you save the game again and start tracking a THIRD scenario:
a) Don't whip, but run 4 Scientists on XXXX BC
b) Whip, and run as many Scientists as you can on XXXX BC
c) Don't whip, and run as many Scientists as you can in scenario b) on XXXX BC

So, while it means a bit more work, we can more fairly compare the different scenarios here, while not ignoring the potential to regain some of the GPP from getting The Pyramids sooner by running another Scientist for GPP later, by comparing scenarios a) and b) together.

We also have a fairer way to compare the Food, Hammer, Flask, and Gold output by comparing scenarios b) and c) together.

Scenarios a) and c) would then be compared against each other just to see what the baseline differences are.

I suggest picking "XXXX BC" as the same date in either scenario, even if it means delaying the hiring of the Scientists in one scenario, just to again keep the comparisons as close as possible to each other, so that we can avoid having to generate spreadsheets to track all of the differences.


There are indeed a number of inaccuracies here--in the real game, we may perform other actions, such as whip a building that might reduce our Distance or Civic Maintenance or might increase our Unit Cost Maintenance, or perhaps build a Trade Route by Roads that might make us switch around our Science Rate on a different turn and thus the turn that we hire a Specialist for its additional Flasks might not provide us with identical Flask-bonuses, but what we care more about are comparing the scenarios relatively to each other with as many other factors as possible remaining equal, so that we can easily quantitatively determine which scenario is better than the other.


If someone wants to go nuts and compare values using spreadsheets, I warn you that it is going to be a very intensive piece of work, taking up many more hours of your time, but go nuts if you'd rather do so. Just keep a lot of saved games if you do, as invariably, someone is going to point out a missing value or two in your spreadsheets and you'll have to load up old saved games to look for said values on a turn-by-turn basis (such as Maintenance costs for Civics on a given turn, since they may differ by a bit across scenarios due to Delhi's size being different).
 
I see how you could squeeze out a few extra hammers. Rather than chopping the forest E-E-NE (36 base hammers), which is out of Delhi's BFC, why not chop the forest NE of Delhi (44 base hammers). In addition to more hammers, clearing that forest allows us to lay down a second river-side cottage in Delhi. These extra 8 base hammers (18 after OR and stone bonus) may grab us the Pyramids 1 turn sooner.

Ahh of course. That does indeed work a treat. Here's a save where I did that. I saved on the turn the 'mids were built rather than later, to leave more options for what to do next.

I think despite being 1 pop behind, Dehli in this save is able to work more priests, partly through having two temples (and time to build a third), and partly through being able to start working them sooner by having representation on turn 133. I'll try and do an actual comparison though rather than just speculating.

I played on a bit, and observed a few things
* We have no production.
- Riverdale is working cottages and very slowly building culture buildings. It should probably work an artist once it runs out of cottages to work (which will take a while). Now that we're not racing for a specific tech, it should go back to working the farm to grow faster. No production to be seen.
- Wheaties is just working an artist and the oasis, later the wheat. No production to be seen.
- Silverado is still a sacrificial lamb to the alter of working the silver. No production to be seen. It's probably worth getting it off the ground now that the mids are built. Or maybe wait until we get alphabet.
- Bedrock is working floodplains cottages and struggling to build the granary. It should probably whip the granary when it can actually.
- That leaves just Dehli, and there's just too much Dehli wants to do. Aside from anything else Dehli is busy working specialists as part of our grand schemes, so there's not much production there either.
* We don't need that much production really, but I do think it's probably getting close to time to fill out the rest of the cities to the west.
* Popping an engineer was a pain. I wanted to build the AP, but couldn't get confucianism to spread to where I wanted it (Wheaties). I connect Wheaties by trade routes, and Hindu spread there, which caused Confucianism spread to fail. I should have just built the AP in the capital and been done with it (I wanted the culture for Wheaties though.
* Once Wheaties works an artist, it holds its own ground at least in the culture battle. Although it's not winning either, and honestly the tiles to the east are all worthless desert anyway
* I'm not really sure how to settle the rest of the land. In the southwest, there's crabs (W), fish (S) and cows (in the middle), no two of which can be worked by the same city. So there should be three cities there, but it's a little squashy. That looks like it leaves us with a crab city up north, and a Rice city west. I wouldn't want to settle on the rice if civil service is on the way.
* Dehli wants to grow, we can build a third temple and a confucian missionary there while it does. Or we could build an Aqueduct to head towards the Hanging Gardens?
 

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Partial-lightbulbing of a Tech--Micromanagement Efficiency
Spoiler :
- On T139, Delhi grew to 9 and the temple was completed. I hired a second priest.
- I used WB to give myself a GPro and found out that he would give 1554 beakers (Civil Service costs 1872 beakers). So I kept my science at 0% until 2 turns before GP #2.
- I got a GPro on T146 @ 85% odds. I bulbed CS on that turn, switched to Caste Systems and Bureacracy, and hired 4 scientists in Delhi (no mines bieng worked other than the copper mine).
A minor micromanagement point:
If you Lightbulb a tech in which you have Flasks invested such that the tech is immediately, you will get 0 overflow Flasks from the Flasks that were already invested in the tech. You will, however, get all of your current turn's Flasks invested into the next tech, but those won't be overflow Flasks--they'll just be the amount of Flasks that you can produce in one turn.

If, however, you Lightbulb a tech and it isn't immediately learned, you'll get all "excess" Flasks as overflow Flasks.


So, if you can calculate Flask values precisely, such that you won't research too many more Flasks than are required to complete a tech's Lightbulbing, then you can possibly "make up" for these lost Flasks by the fact that you can use the tech one turn sooner (Civil Service for Bureaucracy is one such example). However, you may need to run non-Binary Science for one turn, meaning that you'll probably lose a tiny bit of Science and Gold (1 of each, plus an extra possible loss on a Library's bonus for each Library that you own, plus, say, a bonus Flask lost from knowing a tech's pre-requisite, making for 3 Flasks and 1 Gold lost). So, if you can research a tech to within a very close value of the exact amount, you will only lose:
3 Flasks + the number of Flasks over the minimum amount of Flasks that you lost
1 Gold
1 turn's worth of higher Civic Costs in Maintenance for running Bureaucracy

in exchange for:
The extra Commerce from Bureaucracy for 1 turn
The extra Hammers from Bureaucracy for 1 turn


In this case, since Bureaucracy is so powerful, it's probably worth running non-Binary Science for the last turn of research and incurring those minor losses, as they *should* be made up for by the Bureaucracy bonus. However, if we're planning to run a lot of Scientists at the point that we could switch into Bureaucracy 1 turn sooner by Lightbulbing immediately, then a calculation will probably have to be performed to see if it's worth learning Civil Service at the end of the turn that you Lightbulb instead of learning it on the same turn that you obtain the Great Prophet, since running Scientists instead of working squares with your citizens drastically reduces Bureaucracy's bonus.

For most other techs, you'll probably want to learn the tech at the end of the turn that you Lightbulb it, so as to reduce the losses that are not likely to be offset by learning a Lightbulbed tech 1 turn sooner.
 
Further Cities in the West
Spoiler :
* I'm not really sure how to settle the rest of the land. In the southwest, there's crabs (W), fish (S) and cows (in the middle), no two of which can be worked by the same city. So there should be three cities there, but it's a little squashy. That looks like it leaves us with a crab city up north, and a Rice city west. I wouldn't want to settle on the rice if civil service is on the way.
That's easy.

One Great Person Farm gets Pig + Cow + 2 Fish. There's only one spot where that works.

Another City gets Crab + Fish (one of the Great Person Farm's Fish), so that it can grow fast enough when borrowing the Fish in order to whip its own Workboat or Granary or Lighthouse, then giving up the Fish back to the Great Person Farm.

One City on the Rice or 1W of the Rice.

One City by the 3 Clams.

That should be it, from what I recall from memory (without looking at a screenshot or the game).
 
More Direct Comparison is Needed in order to compare the Whipping the Temple Scenario vs the Not Whipping the Temple Scenario

Personally, I don't see too much value in this level of effort. Based on my quick analysis of Irgy's game and having played a test myself, I think if whipping the temple can get us the Pyramids 2 turns sooner, it's the better option. Two turns is two turns, which gives us a better chance (however small) of actually getting them. It allows us to hire two Representation-powered priests sooner, which should help with our science rate. The city grows back very quickly with so much food surplus and a granary. Sure, Irgy's test is one pop behind, but it is the equivalent of one pop worth of hammers ahead. The other differences I saw are pretty small, but Irgy's test should be ahead with respect to the Pyramids date, hammers, great people points, and science (thanks to two earlier representation priests).

As you said, there are so many variables that any example we set up trying to make the two test exactly the same would lead to two sub-optimal games rather than two optimised tests using the pop and worker actions available tailored to the given situation.

The only thing I suggest is that Irgy (or Unclethrill) play Irgy's game forward another 15 turns just to see how many scientists can be hired and when. I'll try to do it on Monday if no one has done it by then.

Or, if someone has the time to run Dhoomstriker's test, go for it.
 
Ahh of course. That does indeed work a treat. Here's a save where I did that. I saved on the turn the 'mids were built rather than later, to leave more options for what to do next.

Great. So you got the Pyramids IBT T132 and T133. That's two turns sooner than in my game. Very nice!

* We have no production.

This is by choice. We're exchanging production for quick Civil Service and bulbing Philosophy.

Wheaties is just working an artist and the oasis, later the wheat. No production to be seen.

I still don't see the advantage of running Caste System and an artist this early. I would wait until after the GPro is born. As you said, the tiles we're fighting over are all desert, so there is no rush.

Bedrock is working floodplains cottages and struggling to build the granary. It should probably whip the granary when it can actually.

In my test, I had the marble quarried, so Bedrock can start working a hammer tile along with 4 or 5 cottages.

Popping an engineer was a pain.

Yes, I struggled with this in my last diplo game. If we get a Great Engineer, I suggest that we save him for the UN. We'll need to start generating some GE points in Delhi once our 2nd and 3rd great people are born. Once we get our GP Farm set up, it will be hard for Delhi to pop out a GE at very high odds. We could get lucky at > 50% odds, but I'd rather not count on luck.


Dehli wants to grow, we can build a third temple and a confucian missionary there while it does. Or we could build an Aqueduct to head towards the Hanging Gardens?

I don't see the need for another temple in Delhi. After we get our second GPro, we won't need another temple in Delhi for a long time, and only when we need it for happiness (we shouldn't be running priests anywhere once we've bulbed Civil Service). Building a missionary or two is a great idea though. We'll also want to build an aquaduct and the Hanging Gardens so that we can start working on that Great Engineer.
 
Here you are discussing probably the most complicated calculation of the two approaches.

Knowing the exact differences of Basic Inputs will also likely help us to decide whether to whip the Confucian Temple or to build it manually.

Probably the "fairest" way to compare is to play two identical games. So, we'd want one person to save their test saved game at the point where a Temple would be whipped. Then, two scenarios starting from that saved game would be performed and compared against each other:
a) Don't whip
VS
b) Whip

I have to respectfully completely disagree with this idea.

An optimised game without whipping will run completely differently to an optimised game with whipping. One of the biggest things I think the whipping plan has going for it is how neatly everything works out. In that test, I complete the pyramids with barely a hammer of overflow, I have multiple turns where I have exactly the amount of food required to grow, and research Math with almost no overflow and 1 single gold left in the treasury.

If you want to know the difference in the basic inputs, I'll tell you: It's 90 hammers for 2 population (at pop 7->5 in this particular case) worth of food. But, what are the flow on effects of that loss of food/pop? What are the flow on benefits of those extra hammers?

I contend that running an artificial experiment using suboptimal micro for both is simply not the comparison we want to do to answer that question. What we're going to run is an optimised game of one or the other, so that's what we want to compare. Mine is already optimised other than the details of what the workers do in their spare time, and I expect Mitchum's isn't too far from optimised either. We need to optimise whichever choice we end up with, so doing so isn't wasting time at all.

Your suggestion sounds to me like both more work and less accuracy. And at the end of it, we're still left with the same problem of comparing differences in food/population, hammers, beakers, and gpp. The fact is we can't get out of making that comparison.
 
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