ControlFreak said:
How does switching on the IBT let us start the next project faster? Shields go in the bin no matter what it's building. Unless the bin gets full, you don't finish any earlier.
EDIT: This paragraph is not quite correct, don't mind it.
If we switch on the IBT between turn 0 and 1, the uni is built on the same IBT, and we can start a new project on turn 1. If we don't switch on the IBT, we have to switch on turn 1, the uni gets built on the IBT between 1 and 2, and we can't start the next project until turn 2. This is because the bin is
already full, so indeed we finish earlier. But certainly, if the bin hadn't been full, it wouldn't have mattered.
EDIT: Gah, never mind my ramblings. I seem to have been playing too much with Scientific civs
![Roll Eyes :rolleyes: :rolleyes:](/data/assets/smilies/rolleyes.gif)
. Uni is 200 shields, not 100, so of course it won't matter.
This also has implications on the MMing to be done in these two towns, suddenly the lost spt is not irrelevant. Perhaps by using CF's technique with scientists in the towns on the bottom rungs will let you get the +4 bpt these two towns would have given, so that you don't need to relent on the building pace. (Or perhaps the lost spt for one turn won't affect the time it will take to the uni, or we don't care if we delay them one turn).
Agree with CF's other sentiment though, this is all just cream on the top, it's up to WD to decide what to do and how. As long as Edu comes in 1
![whipped :whipped: :whipped:](/images/smilies/whipped.gif)
, some lost gp won't matter much.
My suggestion for research path would be Edu, Astro, GP, Chem. Astro should come first since we want to upgrade to caravels, and I prefer GP over Banking. We have no real use of Banks yet, and from GP we get to know where the salpeter is (for some slight increase in commerce).
In the longer run, the only tech that can really help us is Magnetism, both for the better and faster ships, and for the overseas trade. I would argue we should go Chem, Phy, Mag right away during the next turnset since we have the necessary bpt to get all of those techs in 4.
Regarding the wonder builds, it's nothing that will finish in the next 10 turns anyway, so we don't need to decide at this point. I don't really know what I think, so playing a bit longer to see what happens sounds like a good idea to me.
Btw, CF forgot (or didn't have time), but I still want to see those strategy plans by each player.
![Smile :) :)](/data/assets/smilies/smile.gif)