shyuhe
Deity
Dhoom - is there an up-to-date test save (for just our empire)? I'm not really convinced on the whole currency first plan and want to try playing around with it.
Math 585 488
Philosophy 1872 GS
Compass 936 780
Machinery 1638 1365
Optics 1404 1170
Astronomy 4680 2xGS
CS 1872 1560 GM+210b
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Subtotal 5363 4013
Currency 936 669
Construction 819 683
Okay, I have apparently confused two people now.Pigs City should not build a warrior since Stone or other cities can. Pigs needs granary+lh asap (if it doesn't have them yet).
Not yet. I can try and put one together, but it will take some time.Dhoom - is there an up-to-date test save (for just our empire)?
I'm not sure where these numbers come from. If I set the Science Rate to 100%, we are losing 17 Gold per Turn, not 33 Gold per Turn.Current
88bpt -33gpt @ 100%
7bpt +41gpt @ 0%
8.1bpt -7.4gpt per 10% slider
Just to be clear, there will not be a 7th Settler (i.e. a Settler for the City that gets built after Iron City is built) for a long, long time. I don't think that we'll even be able to settle a 7th City prior to getting Astronomy, but I guess it depends upon what we build where (Stone City might have the best chance of pumping-out a 7th Settler, but we may not want to invest our Hammers into a Settler).After copper city:
Hmmm... I guess I should've opened the save, rather than quickly glancing at your screenshots. Oh well, it should be done more carefully, but I can't get back to calc 'till late tonight.I'm not sure where these numbers come from. If I set the Science Rate to 100%, we are losing 17 Gold per Turn, not 33 Gold per Turn.
I don't disagree that additional Settlers could be useful.A 7th settler for fur may be worth it, if only for the extra whipping capacity it gives our empire.
Well, I can certainly offer some data that will help:I'll try futzing with the math myself.
Yeah, sorry... the screenshot was done very quickly and I hadn't deleted Fur City in it.Hmmm... I guess I should've opened the save, rather than quickly glancing at your screenshots. Oh well, it should be done more carefully, but I can't get back to calc 'till late tonight.
I agree that 150 turns is too long, that's why I suggested that we'd also prioritize a Monastery there, after completing a Granary + Lighthouse, for +3 Culture per turn (+4 if we are lucky enough for Confucianism to appear there, but I won't count on that possibility).150 turns is too far out (or even 75 with a double cultured monument). We'll be in full war mode by that time so it's not worth it. If we really need the silk, we can just dump a city on it. I doubt we'll have that issue though.
Well, we want Confucianism in at least 4 of our Cities before founding Taoism, right?You need a religion to build a monastery.
Yeah, I'm pretty convinced on the math, too. That is, the math of "not knowing math" before we learn how to make coins. Haha. Hopefully, we won't have our mathematically-challenged City officials bumbling away our coffers!Why don't we just tech currency without math? We'd give up a slight discount but it'll let us sell some small techs for cash.
Another thought that I want to run by you guys:
We can either settle Iron City so that we have 2 Clams in its initial-9-square radius, as mdy suggested, or one west of there, having only one Clam in its initial-9-square radius.
Sure, which is why I'm assuming Math-Currency, which also reduces the actual cost of Currency to 669b. We def. shouldn't be delaying our civic-switching. I think the math works even better for Currency, now that I know our per-turn money loss is less, btw.mdy said:One critical point that has not been mentioned is that, in the best case scenario the date we stop researching and go to war will be determined by the date at which we generate the final GP, not by our research, so even if currency-maths would give us slightly more beakers over maths-currency it would still be counterproductive if it delayed our final GP by even 1T which it would.
Another (minor) benefit of building a Monument as our first build item in Iron City would be that it would reduce the threat from Barb Galleys.
Looking at things from this perspective, then Math -> Currency would take at most +1 turn to complete compared to Currency -> Math, since we may need to spend 17 turns instead of 16 turns (having 1 turn of 0% Science Rate in between Math and Currency).One critical point that has not been mentioned is that, in the best case scenario the date we stop researching and go to war will be determined by the date at which we generate the final GP, not by our research, so even if currency-maths would give us slightly more beakers over maths-currency it would still be counterproductive if it delayed our final GP by even 1T which it would.