Ignoring the GPP, a specialist is a 0/0/3 tile which is utterly terrible. In a vacuum, a grassland cottage is much better.
Sure. But why ignore the
? Converting the
to
:
After 100
= 350
(assuming your first bulb is for CoL)
Means 1
= 3.5
So every specialist before the first GP and assuming CoL is 3
+ 3
= 13.5
/turn! (after a bulb)
Then, let's assume second GP (200
) is going to bulb Philosophy (800
):
800
/200
=4
/1
Meaning 3
/3
Specialist is a 15
Specialist (!?).
That seems OP. Is this right? I've always been bad at math. I know there's an article on it at hand, but thinking aloud in a discussion is going to make it stick in my brain more.
For your point on cottages,
@Araius, I know that cottages are OP in the late game - but for the early game with expansion I have always thought that it is better to forgo slow-growing cottages for specialists and just take the cottages of other civs. My principle is that first-mover advantage is more important.
And to your point on "at happy cap," I actually think that specialists are worth it to run prior to happy cap when these are true: a) growth is slow; b) new tiles are marginal (say, ocean tiles); c) specialists are strong due to buildings, civics, or golden age. -> The rationale again being that first-mover advantage coupled with aggression is the game-winner.