I think we can actually generate a GP on T+6 instead of T+7
Just to clarify for anyone that didn't look at the saved game, T+6 puts us at the 2nd last turn of our Golden Age, meaning that the Great Person could Lightbulb on that turn and then giving us a chance to learn Civil Service in 1 turn by T+7. T+7 is the turn that we must switch Civics.
Regardless of the answer, I think that this turnset should stop play on T+6, so that we'll have time to decide upon build items that will be whipped on T+7. T+6 is really the "decision-making" turn, whereas T+7 doesn't have much in the way of decisions remaining to it.
So for the cost of 1 pop in gold and 2 in pigs we can get our final GP on T+6. In order to do this we would need to mass hire scientists across our empire which would be no barracks in the capital/iron/stone by the time our research finished. Depending how the MM worked out we also might not be able to finish the forge in stone. (If we could get aesthetics n trade things would of course change-but this would not be that likely.)
So the question is: Is the cost worth it to be able to revolt to CS at the same time we make our other revolts.
That cost is too high, so the answer is: "No, let's not severely handicap our empire just to be able to try and revolt into Civil Service on the last turn of the Golden Age."
Let's think about it:
The additional Hammers in Bureaucracy are stated as being +22 Hammers per population point whipped (+44 Hammers per 2-pop-whip), plus some additional Hammers when we're working the Mines. Of course, if we're doing a lot of whipping, then we aren't getting many Hammers from working Mines, and if we're working a lot of Mines, we aren't getting many Hammers from whipping. So, there is a limit to how many Hammers that we can make here.
There is also a gain in Commerce from Bureaucracy.
Other Cities will still offer 45 Hammers per whipped population point. However, to starve off 3 population points in other Cities would mean that Paris would have to 2-pop-whip FOUR TIMES before we'd start to see much of a payoff in Hammers (remember that heavy whipping in Paris means that we won't be getting more than a couple of Hammers per turn from citizens working squares--2 Hammers from the City Centre, yes, but probably very few from the Mines). That's not to say that we really SHOULD be doing heavy whipping in Paris, but if we do light whipping there, then the return on investment of pushing so hard to get Bureaucracy before the end of our Golden Age would take even longer to pay itself off.
Also, if we have to be extremely focused on generating Flasks, we'll be wasting not only current production but also future production.
For example:
Marble City can continue hiring its current amount of Scientists and will shrink in Size in 7 turns. To regrow that Food in the Foodbox will take a while and does have a cost in terms of lost future production. Even worse, if we are so focused on trying to squeeze out Flasks and GPP, we might have mistakes, such as accidentally allowing Marble City to shrink, increasing the cost of getting earlier Bureaucracy even higher.
In terms of current production, it would mean losing out on the base Hammers and the Golden Age's bonus Hammers in Iron City and Stone City.
The cost is too high.
In fact, we can actually afford to "let up" a bit in terms of Science.
Our real bottleneck is going to be production.
Any City that shrinks its Foodbox below the halfway mark is going to take a while to regrow that lost Food (which brings us below the Granary food level, making regrowth take longer than normal for a City that has a Granary)--while it is not as bad as shrinking the City, it comes close to being as bad as shrinking the City if we have an empty or nearly-empty Foodbox.
Thus, I think that for a City like Marble City, we should actually FIRE a Scientist. We have no "rush" on Science... Civil Service can come anytime within the 5 turns after the Golden Age. Far better will be to get the extra future production in Marble City by keeping that Food in our Foodbox.
Similarly, it's going to be better to be working 1, probably 2 GH Mines and an Engineer Specialist in Paris in favour of working some of the Scientist Specialists there. It's not like we even have a Library or an Academy there to multiply the Flasks.
Production has been our bottleneck and will continue to be our bottleneck, so let's focus on maximizing production.
As for Gold City versus Pig City 5th and 6th Great People, here's what I see:
Gold City can just keep merrily hiring its 6 Scientists and with a bit of micro in Pig City, we can get Gold City to generate Great Person #5. After Great Person #5 is generated in Gold City, we should fire a Scientist and work the Gold. Not only do we gain more Flasks overall this way, but we also gain some production to boot. So, if we need a real reason to decide between the Cities generating Great Person #5 versus #6, then this reason is a pretty good one to use.
From my calculations, here's what we have for Pig City:
Pig City has 576 GPP.
It makes 45 GPP per turn, but will have to only make 36 GPP for one turn by firing 1 Scientist for 1 turn so that Gold City can generate Great Person #5.
So, 576 + 36 = 612
After rehiring the 5th Scientist, we will have 6 turns remaining in Caste System, giving us only:
6 * 45 = 270 GPP
612 + 270 = 882 GPP
That situation leaves us 18 GPP short of generating Great Person #6, as seen here:
shyuhe said:
T+7: Continue construction (437+222*1.2=703, short 116 beakers!!!). Revolt to police state + slavery + paganism(?). Pig-fish only has two scientists but it will still reach 900 GPP on T+8.
Unfortunately, we can't do what is quoted above, since Pig City does not have a Library.
So, we will be painfully 18 GPP short of generating Great Person #6 with no way of easily obtaining it on T+7 without either whipping an otherwise-useless Library or without delaying the switch into Slavery until after the Golden Age ends (i.e. costing us 1 turn of Anarchy).
Of course, BEFORE we reach T+7, we have 6 turns of generating GPP with 5 Scientists--if we hire a 6th Scientist for 2 of those turns, we simply get +9 GPP at a cost of -6 Food from not working the Pig square. We just have to remember to do so. That's why I'd like to see a turn-by-turn breakdown just so that it's clear which turns will be used to fire, rehire, and hire yet another Scientist in Pig City, so that mistakes don't happen--as a mistake here would be very costly.
There are other things that I didn't really understand in shyuhe's proposed plan:
shyuhe said:
T+0: Set research to machinery (1545/1638)
Why research Machinery now? Doing so would just given Willem a boost on his research. We still need both Compass and Machinery before we can Lightbulb Optics, so we might as well stick with Compass -> Machinery, instead of the opposite.
shyuhe said:
T+1: ...Trade code of laws for monarchy + 70 gold with Cathy.
We have yet to make a Demand from Vicky and we need to do so before trading with Cathy, since Cathy is Vicky's Worst Enemy. We should first Demand all of Vicky's Gold. Vicky is still Pleased with us, so we could Demand all of Vicky's Gold (I think it was 40 Gold) on T+0, just to be sure to remember to do it... also, we don't know how long we'll keep Pleased status with Vicky, so I would rather take the money and run than keep delaying and risk losing that Pleased status with Vicky (meaning no more free Gold).
shyuhe said:
T+2: ...Trade philosophy for calendar + remaining gold with Cathy.
I looked at Diplo opportunities. For example, we could currently bribe Vicky with Philosophy + Monotheism + a sum of Gold (I think it was about 60 Gold) <-> War with Joao. I don't really want to do so, but it's an example of what was on the table.
There was also a chance to pay Ragnar to stop trading with Willem. However, since Ragnar is the most backwards AI, there IS NO TECH TRADING that will go on between these two, so it is a "trap" set by Ragnar... "ho ho ho, pay me techs so that I won't trade techs with Willem... but the only way that I might trade techs is if you are foolish enough to give me techs... and then I can begin trading techs with all of the other AIs... ha ha ha... a self-fulfilling prophecy." So, no, we don't want to make this trade, either.
The only Civic swapping that I saw was Vicky into Caste System, but at Pleased, she will refuse--she must be Friendly before you can switch her Civics. But, this situation got me thinking:
sure enough, the XML says that Cathy will switch Civics upon request at a CAUTIOUS Attitude!
So, after we trade Code of Laws to Cathy, we might be able to use Philosophy's "excess value" to also get her to revolt into Caste System.
Why would we want that?
Well, think about it: Cathy might build us an Academy or perhaps settle a Great Prophet for us. Cathy in Caste System can't whip up an army when we attack her.
So, if she'll switch into Caste System as part of that Philosophy trade deal (and there will be a lot of "excess value" in that "Philosophy <-> Code of Laws + a small sum of Gold" trade) it will be a good thing to get her to do so.
shyuhe said:
Why would we need to do so immediately? Why not wait? Well, actually, it is a good idea to Lightbulb Optics as soon as possible, since then we'd get +1 visibility from our Cultural Borders, meaning an immediate boost to fog-busting.
shyuhe said:
T+5: ...Double bulb astronomy.
This item I would be tempted not to do. We should probably leave the decision to the next player, since we won't be focusing hard-core on Science and therefore won't have a race condition with Civil Service. It will probably be worth our while to whip Galleys instead of Galleons. Only after the Galleons exist (not the turn that we whip them but the turn after we whip them) would we then need to Lightbulb Astronomy. If our research is such that we'd learn Civil Service, well, we can just set the Science Slider to 0%, perhaps even with a different tech selected, since we'll be mostly accumulating Gold anyway, while a delay in getting to Civil Service won't hurt us.
Again, PRODUCTION is going to be our bottleneck in this game, so the more "cheap units" that we can build or whip, the better.
If we'll use the "build some Barracks-enhanced Warriors" idea, then there will be no rush on Civil Service for Macemen, either.
Bureaucracy will have to wait to be used until 5 turns after the end of the Golden Age, if we use it at all. I'm thinking that Bureaucracy will be worth 1 turn of Anarchy, since most of our production will come from whipping, but it will be a bit of a short-to-medium-term investment that we may or may not choose to invest in at that time.
As for our Warriors, I suggest that the Fur Island Wariror moves 1E for now (1N of the PForest). Once we get Optics, we might be able to move him 1N, so probably keep him Unfortified so that he can move 1N (and allow for possible Forest growth on that square) once Optics arrives.
I think it was already the plan, but just in case it wasn't, I suggest that the Warrior going to the SE Horse island should stand on the PH square (1S of the GHorse). That way, the northern Coast of that island will be spawn-busted.
Actually, on that note, I suggest the following for Iron City:
Once it grows to Size 4, instead of working the PH Mine, hire an ARTIST Specialist for 4 turns (4 Culture per turn for 4 turns = 16 Culture), in order to expand the City's borders. Doing so will give us better fog-busting plus a +20% Cultural Defensive bonus in our border City, both of which will be useful to have.
We will have no need of more than 15 Culture, so once we have that amount (we'll actually have 16), we can work the PH Mine.
We won't have this opportunity once we switch into Slavery, so we might as well get this border expansion now.
As for the western Trireme... nah, no point in following Ragnar. If anything, we just want to see if his Galleys come back or if his capital sends out a new one. With this goal in mind, I suggest moving that Trireme 1SE (1E of the DesH Iron) and Skipping its Turn on each turn, so that you'll have visibility of most of the surrounding area. Ragnar with his 3-movement-point boats could probably "slip by" in the worst case scenario, but we'd see most of his naval action this way, while still doing a bit of spawn-busting on the western edge of our empire.
As for the Warrior at the north of Silk Island, we might want to Skip its Turn on each turn instead of Fortifying it... and thereby checking the F2 screen to see if we are paying Unit Supply costs. If we are paying such costs, we should probably aim to bring that Warrior back within our Cultural Borders, particularly when we have the Workers outside of our Cultural Borders on the SE Horse Island.
Again, if we aim to expand Iron City's Cultural borders using an Artist Specialist, then we'll be able to keep this Warrior "a bit closer" to the Silk but still within our borders, giving us a balance of additional spawn-busting and a lower Unit Supply cost.
By generating the 5th Great Person in Gold City, Gold City will not have to stop working any of its lucrative Seafood Resources (6 Food + 3 Commerce or 5 Food + 3 Commerce during a Golden Age). As I said above, it will also, after generating Great Person #5, be able to work the Gold square instead of hiring 1 Scientist, meaning that we'll get additional production and additional Flasks... the GPP at that point will be of no use, thus the Gold square becomes better than a Scientist Specialist as soon as we generate Great Person #5 there.