Turn 200-209

At this stage of the game lightbulbing starts to become a bit useless, though, unless it's going towards a very needed tech. I think we should build an academy if there's any decent science cities that doesn't have one yet.
 
The way I figure it specialists and academies are worth less and less as the game goes on because you get their benefits for fewer turns while lightbulbing has a static value. I would normally opt for a GA over all three but I really don't see the need for production boost (and I think we'd need two more GP's).

I don't think we've explicitly stated it but what victory are we aiming for? I think space race looks like our best chance.
 
I know that's the popular way of seeing it but consider this: the benefits of lightbulbing in beakers is almost constant - right now it's probably around 30% than in the beginning of the game - while the benefits of settled scientists and academies, in the long term, don't really fall much in the first half of the game. This is because the majority of beakers procuded in a game is produced in maybe the last 20% of the time. While the amount of time left to make use of an academy or a settled specialist shortens, the per turn benefit rises.
If this game is going to be concluded by space rise, I think (without having done any real math) that we will gain more beakers total by settling as a specialist in the oxford city than by lightbulbing.
 
Hmm, ok. Well as slow as the game is moving right now maybe I'll have time to do some math and test it out.
 
First of all we need to build Oxford in Wheelville. We can finish it in about 19 turns with forest chop, workshops and priest specialist.

Okay, we have two scientists. They will give 1836 beakers toward physics saving us about 3.5 turns.

but we just started Oxford (due in about 19 turns with forest chop, workshops and priest specialist)

Next specialist due in about 16 turns (80% for prophet) could be used with the scientist for a GA. That would be worth about 110 gpt for 8 turns and we don’t have much need for the hammers so this is clearly a bad option.

An academy in Wheelville will produce about 36 beakers per turn. So if the game lasts longer than 51 turns this would be the best choice. However Wheelville and Ploughland both have academies so the next best would be Polynesia. An academy there would give only 12 beakers/ turn.

Settling in Wheelville would give 11 bpt, 20 bpt after Oxford The correct numbers are 20 and 30 bpt respectivly. Scientists also produce a hammer, with bonuses almost two. So on balance this is our best option if the game lasts more than 90 turns 67 turns.

Lightbulbing isn’t a bad choice but the restrictions take away some of the value. I thought Aloha was going to research Physics so we’d have to coordinate with them before we use them and that is a hassle.

So in the end I vote to settle them both in Wheelville.
 
The turn needs to be played tonight (about 12 more hours I think) so please post your opinions.
 
Just settle them. By the way did you calculate the Representation bonus?
 
... did you calculate the Representation bonus?
It doens't seem to be included. With representation a settled scientist gives ~20 beakers before Oxford and ~29 beakers after.

As such, my proposal of settling still stands. :)
 
A short chat of the Innovian Executive Committee...

Spoiler :

1889 says:
Got a minute Dutch?
erik says:
sure
1889 says:
The MTDG save is in and I was going to play...
erik says:
okay
erik says:
be sure to check the city names
1889 says:
Will do.
1889 says:
I was thiunking of settling our scientist in wheelville but wanted to check with you first.
erik says:
it sounds best to me
1889 says:
I posted a little analysis in the turn thread if you want to look it over.
erik says:
by the way, does Epsilon already have Physics?
erik says:
(I already posted there)
1889 says:
Nope.
erik says:
hmm, getting the free scientist might be worth something too
1889 says:
Well No telling how far away they are from it but if we lightbulb both scientists we can have it in maybe 5 turns?
erik says:
yeah, I suppose
erik says:
shall I invite Theoden into this conversation by the way?
1889 says:
Please, I'm talking in another thread already.

Mikkel has been added to the conversation.

erik says:
Theoden added
Mikkel says:
hi again
erik says:
we were thinking if it was worth it to bulb Physics, to get the free GS
1889 says:
Ok Dutch was thinking of lighbulbing both scientist to get Physics in 4 turns and pick up the free scientist by getting Physics firts.
Mikkel says:
but the plan was to get it from Aloha, right? we'd have to clear it up with them then, to not make a competition among allies
erik says:
that's correct
1889 says:
I thought that was the plan but why did they just send us economics?
erik says:
because they finished it?
1889 says:
Haha, but what happened to Physics then
erik says:
Loco: Physics, Electricity, Railroad, Chemistry, Economics
Innovia: Steam power, Steel, Artillery, Replaceable Parts Combustion, Rifling
Aloha: Economics, Corporation, Assembly Line, Rocketry, Scientific Method

erik says:
Loco was supposed to do both Economics and Physics
Mikkel says:
seems they really needed economics then, since they passed up on a free GS...
Mikkel says:
unless Epsilonalready got it?
1889 says:
Well we finish Steam power in two. I'll be sure to check with Aloha before we start our next project.
erik says:
okay
erik says:
it might be best to wait with the GSs until we have confirmation from Aloha
1889 says:
One last thing. How about building Research in some of our cities. I don't see many vital buildings in most of our build queues.
Mikkel says:
yes, in any case we shouldn't use them before the turn that they'll be albe to finish Physics in one turn
erik says:
building research is terrible in vanilla, only 50% of hammers
erik says:
better build some cannons
Mikkel says:
I just used a calculator to verify the math behind settling a GS... it's actually 20bpt without oxford and 30bpt with oxford
1889 says:
Okay, a few more gold per turn in unit costs hardly matters.
erik says:
or just some useful buildings, like granaries, courts etc.
Mikkel says:
we don't have granaries and courts in all cities??
erik says:
not in our newest cities at least
1889 says:
Ok, yes I did make a huge math error didn't I?
erik says:
well, I've got to go now, I'll see you later

erik has left the conversation.

Mikkel says:
you probably calculated 9 * 2,25 instead of 9 * (1 + 2,25)
1889 says:
Yup.
Mikkel says:
so... what is the conclusion?
1889 says:
If we both agree to settle then lets just do it. I don't really want to wait another turn and hope we get a response from Aloha.
1889 says:
I'll also check past chats and find the quote saying they were going to burn scientists on it./
Mikkel says:
I seem to recall that as well
1889 says:
How about this. If I find that quote I'll settle in wheelville. If I don't find it we'll wait one more turn and try to get verification.
Mikkel says:
that's a deal
1889 says:
Okay, talk to you guys latter.
 
Some things came up so I'll play the save later tonight but I wanted to fill you in on something I just discovered after a review of old chats.

The chat Theo and I were thinking of was about Aloha and Loco both wanting to use their scientist to lighbulb scientific method. Physics was never mentioned and it happened way back in July anyway.

So I think Dutch's idea might be worth a shot. We are two turns from finishing Steam Power but we can pick it up after a short diversion. What should do is change to Physics now and use our scientists in 4 turns. The risk is that Epsilon will get there first but by saving our scientists until the end it should hurt too bad if they do.

I'll send a message to Aloha and inform them of the plan.
 
1530 AD, I wonder what turn this is.

loco gave us their map and all their gold (57).
Aloha gave us economics, allows Free Market.

Started Oxford in Wheelville, sent 4 workers to chop forest and build workshops. Also converted 4 scientist to priests to help hurry production.

Stopped Steem Power, started Physics and put science to 90%. We may be able to rush in 2 turns. acording to scores I figure Epsilon started researching a new tech in 1510, so thats a 4 turn head start (if it is even physics).

Also dropped a cavalry unit near Aloha so we can finally see for ourselves what is going on over there.

...and check out the new city name, I can almost see my house!
 
Aloha gave us economics, allows Free Market.
I think Mercantilism is better for us, since we don't have a lot of open borders.

Also, remember to use the scientists only when we're sure we're going to get there first.
 
Does anyone have any idea what happens if we finish it the same turn Epsilon? Does it help that we take our turn just before them?
 
Does anyone have any idea what happens if we finish it the same turn Epsilon? Does it help that we take our turn just before them?

I believe overflow is the tiebreaker, so don't turn science down on the last turn.
 
Yes, it goes to the civ with the most overflow. But if we wait with the scientists until we can bulb Physics, we'll get the tech, and therefore the free GS, immediately, right?
 
Built a missionary for one of our newer East coast cities. Epsilon has a frigate stationed between us and Aloha. Piffle just got Steam Power. I think We'll rush Physics next turn.
 
Built a missionary for one of our newer east coast cities. Epsilon has a frigate stationed between us and Aloha. Piffle just discovered Steam Power. I think we'll rush Physics next turn.
 
Two great scientists used up, but as soon as I hit "End Turn" we finished physics and got another scientist. Kind of reminds me of that scene at the end of Lion King, circle of life and all that...

Shall we have Francis Bacon settle in Wheelville?
 
Sounds good.

I'm back from skiing :D
 
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