Tips for early bulbing

Horatius

Prince
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Sep 30, 2006
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Below are some tips for early bulbing – basically for the first or second great person that you can get, no more.

They assume that you know something about the bulbing order (check the manual) and what technologies to research or to avoid before bulbing what you want (some experience might be needed; it's easy to screw up).
They assume that you are only getting great persons from your cities and not from events, etc.
They also assume that you understand that some tips are situational; many depend on the map, the difficulty level, your plan, your overall situation, your leader, etc.
Finally, they also assume that you know how to time your GP pops, if it is better to bulb or do something else, when to use pacifism or not if you can, etc.

Obviously, philosophical leaders with a peaceful start will have the easier time trying to put such tips into practice.

The tips do not exhaust the vast bulbing possibilities of the early game. These are just some that sometimes can be useful. For example, the great merchant can actually bulb Cartography - but why do that when it is such a cheap technology and you can use them for better things? In consequence I do not mention such bulb. The great merchant can actually also bulb hunting and sanitation - but that is too complicated and to bulb such technologies it's better that one uses other great persons (and if you are able to bulb sanitation with the great merchant you are having some funky tech paths there). I do not mention what I think is not worth it with a particular great person early on. Although opinions do diverge.

Enough of that. To the meat of things:


Great bard (having festivals and the carnival (or temple of leaves)):

  • Best first option to bulb → Exploration!
    (just kidding)
  • Fishing and animal husbandry start without ancient chants → hunting (while getting city states and the other worker techs and such, for example...)
  • You have education → Drama (rushing the cultural wonders and the free bard)
  • With Drama before bronze working → writing
  • With drama and bronze working or construction→ Sanitation


Great engineer (they start coming using the slots available from forges, the mines or guilds – or the Tablets of Bambur)

You will not usually get them early enough without the Tablets of Bambur.
I'll still say, though, that the Bone Palace (and the Tablets of Bambur also) can give you two GE points for free.

Realize also that, after bronze working, great engineers only give partial bulbs.

Anyway,
With mathematics and construction, engineering will be the first option.
Otherwise:

  • with bronze working → smelting
  • with smelting and archery → Beastly Firebows - ups, I mean Bowyers, of course
  • smelting without archery → iron working

Great merchant (market, temple of Kilmorph)

  • With calendar and animal husbandry and without writing → horseback riding (horses in time while continuing to tech what increases commerce and production)
  • With writing and without code of laws→ partial bulb of math (early bazaar or gambling houses if you care for such; can help a guild of hammers rush)
  • With calendar, horseback riding and education and without exploration or writing→ code of laws
  • With calendar, horseback riding, education and cartography and without writing → code of laws
  • With code of laws → partial bulb of currency (the first priority in the bulbing order and a no-brainer many times if you ask me)

Great prophet (having mysticism and temples)

  • With mining → RoK
  • with hunting and without mining → WoF
  • with fishing and without mining or hunting → MoD
  • with KoE and way of the wicked → partial bulb of corruption of the spirit
  • using WoF without philosophy (or if with philosophy at least without education (?) otherwise priesthood is the priority (- or have priesthood already to bloom first!)) → hidden paths
  • using AV and without education (or having priesthood) → partial bulb of Infernal pact
  • With anything using the Ilians → The White Hand
  • Without triggering a religion → philosophy (for a quick enough route to military strategy, the great commander and the heroic epic having started with God King)
  • With philosophy, education and without both KoE and way of the wicked (avoiding Corruption of the spirit - unless you already have it)→ partial bulb of priesthood (priests, monks; and this is also the technology that you want to and can bulb to rush fanaticism)

Great sage (from elder council or library)

  • With animal husbandry, bronze working or construction and without mysticism → Sanitation (helping sometimes a greedy economic start with Code of laws and writing; might actually be better to make the cities work as many aristocratic farms as possible than get one academy, depending)
  • With calendar, animal husbandry and fishing and without mysticism, bronze working or construction → hunting
  • With calendar, animal husbandry, fishing and hunting and without mysticism, bronze working or construction → partial bulb of animal handling (sinister ranger push?)
  • With mysticism → KoE (fast adepts to help a military rush – Mahala hasted troops, anyone?)
  • With mysticism and KoE → alteration (always useful, easily tradable and getting us closer to sorcery)



----------

There are many more options during the middle game. But they depend on a specific plan and the necessary buildings to use more specialists. Many times it's straightforward and sometimes it's not. You can have fun trying to figure it out.

In the late game, using scholarship or guilds, it's quite straightforward and each bulb can give you about 2000 or 3000 beakers.
A philosophical leader with a healthy specialist economy can easily continue to tech normally through a tech line while bulbing through another if you care and work for it. Dozens of thousands of beakers can be bulbed and such option will typically be more efficient than GP consuming golden ages assuming that you want to continue to research (with a specialist economy you're mostly using fat farms anyway...).



If you think that the knowledge is useful leave a comment or add suggestions.

Have fun and
Cheers
 
IMHO GE´s are way to good to use them on techs, i would rather try to get some wonder or simply settle them, in nearly any situation.
 
It is very helpful Horatius! I have to admit I find the bulbing issues complicated, so I pretty much get a great man, look at what he or she bulbs,a nd then make a decision - I haven't gotten to the stage of 'planning' a bulbing order. I suspect that it is these kinds of strategies that keep me an Emperor player.

So yes, it helps to see how to think ahead in the chart, and indeed, go to the next level of deciding exactly which great man to use (or buildings to get to use him) for specific bulbing benefits.

Best wishes,

Breunor
 
IMHO GE´s are way to good to use them on techs, i would rather try to get some wonder or simply settle them, in nearly any situation.

"In nearly any situation" is quite the dogmatic view.
Look, when I used to play monarch I also didn't bulb at all and I didn't see the point of it. I really didn't because it seemed too complicated in this game most of the time and I used to tech just fine. Just cottage or farm everything with financial leaders and use golden ages and there you go, it's easy.
So, who cares?

Then I started to play diety and what I used to get in time I would not anymore. But it's not only this - what is the use of the philosophical trait? - I used to think. Don't tell me that you need it for the altar victory because you don't - at all. Sometimes it's fun just to try to make something work even if it doesn't seem optimal at first - and, voilà, my tech progression started to be better.

What wonders are you rushing with GPs in the early game?
Why am I settling my first Great merchant for seven gold when I can get currency faster which improves the overall economy (and you feel more pressure for this in highest levels where you need more units and need to tech more military faster)?
If I can tech two things "at the same time" why wouldn't I do that?
If I'm playing an elf with the way of the forests why am I settling a prophet or building the shrine instead of bulbing hidden paths or priesthood to bloom in good timing? - it's not even close!

I don't care to convince you, I just don't want that new players read your comment and think what I said is useless or VERY situational.

I'm sure that at least a couple of people will figure out how to do a better and faster Hippus horsemen rush by bulbing horseback riding while teching what increases production just by reading this.
 
One of my favorite bulbing opportunities is, with Education and Bronze Working, to bulb Drama with a Great Bard and then use the free Great Bard from Drama to bulb Sanitation. It's a great deal of :science: from one Great Person, and it denies anyone else that free Great Bard.
 
Great Bards have some of the nicest bulbs around. Regrettably, it isn’t too easy to get Great Bard points unless you go FoL.

It is interesting to compare these strategies with RifE. In RifE, settled great persons give GP points, which is a nice incentive to settle them (even if bulbing is still probably better). RifE also has corporation-like entities which require GPs to create.
 
"In nearly any situation" is quite the dogmatic view.
Look, when I used to play monarch I also didn't bulb at all and I didn't see the point of it. I really didn't because it seemed too complicated in this game most of the time and I used to tech just fine. Just cottage or farm everything with financial leaders and use golden ages and there you go, it's easy.
So, who cares?

Then I started to play diety and what I used to get in time I would not anymore. But it's not only this - what is the use of the philosophical trait? - I used to think. Don't tell me that you need it for the altar victory because you don't - at all. Sometimes it's fun just to try to make something work even if it doesn't seem optimal at first - and, voilà, my tech progression started to be better.

What wonders are you rushing with GPs in the early game?
Why am I settling my first Great merchant for seven gold when I can get currency faster which improves the overall economy (and you feel more pressure for this in highest levels where you need more units and need to tech more military faster)?
If I can tech two things "at the same time" why wouldn't I do that?
If I'm playing an elf with the way of the forests why am I settling a prophet or building the shrine instead of bulbing hidden paths or priesthood to bloom in good timing? - it's not even close!

I don't care to convince you, I just don't want that new players read your comment and think what I said is useless or VERY situational.

I'm sure that at least a couple of people will figure out how to do a better and faster Hippus horsemen rush by bulbing horseback riding while teching what increases production just by reading this.


I never whanted to imply that what you say was useless or situational, and i was only talking about engineers, they are very rare erly in the game and getting the library, mines or titan, without competition and without blocking production is worth a lot.
 
I never whanted to imply that what you say was useless or situational, and i was only talking about engineers, they are very rare erly in the game and getting the library, mines or titan, without competition and without blocking production is worth a lot.

That is true, of course. For some reason I didn't read the GE because it blended in my mind with IMHO, lol.
 
I just realized how aggressive I started to become in this forum after UncleJJ pretty much insulted me. It's so silly.
Sorry Aline, for misreading your answer.
 
No harm done, i probly should have made my point a little clearer in the first place.
 
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