what determines the type of GP you generate?

Specialists contribute the most to GP generation, then Wonders, then National Wonders. For reference, each specialist produces 3 GPP every turn, no wonder in the game gives you more than a raw 2 GPP, no NW gives you more than 1.

That is arguably technically true but somewhat misleading, given the free specialists for the Great Library, Statue of Liberty, and Temple of Artemis - and the effects of the National Epic.
 
how do i bulb my scientists?

i normally let them make academies in every cottage city there is and save them after corporation is being tech'd.

i think bulb them for a single tech is a waste such as '+1686 :science: towards printing press' when i can increase as much as 30:science: per turn with academies and such.
 
how do i bulb my scientists?

i normally let them make academies in every cottage city there is and save them after corporation is being tech'd.

i think bulb them for a single tech is a waste such as '+1686 :science: towards printing press' when i can increase as much as 30:science: per turn with academies and such.

Are you deaf blind or what? I just said bulbing techs are for getting something fast if you are hurried by some factors like getting an edge faster.
Bulbing is something more about higher levels though where the AI's press you with the super tech rate. I admit. But that doesn't change the fact if you want to get something now like cuirassiers, sometimes bulbing helps. Yes, it seems worse in the long run, but the gains for earlier cuirassiers are not beakers, but cities and more production and...well...a win! Something you don't believe in.

If you have so many cottages cities with possibly mature villages, well, don't you think PP boosting those villages/towns good?

We bulb by taking the same effing buttom that determined you bulb PP right now.
 
I don't want to interfere with the whole teacher/student disciplinary action but, I think

how do i bulb my scientists?

is supposed to serve as a segue into

i normally let them make academies in every cottage city there is and save them after corporation is being tech'd.

i think bulb them for a single tech is a waste such as '+1686 :science: towards printing press' when i can increase as much as 30:science: per turn with academies and such.

I take it as a strategic question rather than a technical one. At least that seems more reasonable than to preclude that our dear CivNoobie is possessed of a diminished intellect. :D
 
hi think bulb them for a single tech is a waste such as '+1686 :science: towards printing press' when i can increase as much as 30:science: per turn with academies and such.

30 :science: a turn would then catch up with that bulb after 57 turns. The game only runs for 500 turns or so (on normal speed, and assuming you need until 2050 to win, and you've played quite a lot of those already). But wait... PP gives you extra commerce, and if you bulb it, you'll get it straight away. It'll take half the remaining game for 30 :science: a turn to catch up with the bulb; and jam today is worth more than jam tomorrow.
 
30 :science: a turn would then catch up with that bulb after 57 turns. The game only runs for 500 turns or so (on normal speed, and assuming you need until 2050 to win, and you've played quite a lot of those already). But wait... PP gives you extra commerce, and if you bulb it, you'll get it straight away. It'll take half the remaining game for 30 :science: a turn to catch up with the bulb; and jam today is worth more than jam tomorrow.

The only extra PP commerce you're getting is the 3-4 turns' worth of difference between bulbing and teching 1686 beakers the boring way.
 
The only extra PP commerce you're getting is the 3-4 turns' worth of difference between bulbing and teching 1686 beakers the boring way.

Which could still be a fat multiple of 30, in a large empire with many towns. What's your point?
 
What's your point?

If you really haven't got it already, it means you have so much ego invested in knowing/doing everything better than a noob like me, that there would be no point trying to get it through to you. I post for the benefit of those who are willing to benefit from what I have to say.
 
Ah, this makes more sense. Still, assuming libraries generally in your empire, and universities generally not, 4 commerce become 5 beakers. With a strong Bureacap, I'd say 4 becomes 6 overall in your empire. I might be under-estimating, though. it would take ~1100 commerce to become ~1650 beakers, and if it was 4 turns, then you'd need 225 commerce per turn from your PP. No empire has 225 villages and towns, so it'd definitely fall short, either that or the game is already over. But I believe damerell's point was that there is an additional bonus commerce that needs to be added. His point was that 57 turns to pay for itself is too long, and when you factor in another few turns because you got a commerce tech earlier, it will in fact take more than 57 turns. If, for 4 turns, you got 80 commerce which became 120 bpt, then that would be 4 turns of 4x the bonus, which adds another 9 turns until it pays for itself, boosting to 66 turns until it pays for itself. I think that's what he meant.
 
Its not just about some 1500 (or whatever) beakers.. There is something more - if you get some tech 1st, you have chance to trade something else for it and it can give you back 2-3 or even 4 times more beakers than could expect... yes, its not so important on lower levels where its easy to outtech AI and only has to take care about defense.. but when every techs is important, 1 single tech really can change chances to win the game :)
 
If you really haven't got it already, it means you have so much ego invested in knowing/doing everything better than a noob like me, that there would be no point trying to get it through to you. I post for the benefit of those who are willing to benefit from what I have to say.

You're putting up a smokescreen here. It's a simple question of arithmetic; what multiple of 30 :science: might the extra from towns from getting PP early be?
 
His point was that 57 turns to pay for itself is too long, and when you factor in another few turns because you got a commerce tech earlier, it will in fact take more than 57 turns. If, for 4 turns, you got 80 commerce which became 120 bpt, then that would be 4 turns of 4x the bonus, which adds another 9 turns until it pays for itself, boosting to 66 turns until it pays for itself. I think that's what he meant.

That's exactly what he meant. 57 turns is way too long to pay for itself. If you add the extra commerce for having PP earlier this is a no brainer. Add to that (situational but still worthy to notice) that you will get Lady Liberty faster (or at all), having more production because you got replaceable parts, steam power and/or assembly line faster etc, etc.

On average I build about 2 academies in my cities. Other than that I have production cities, mix cities and a GP farm or a money machine (depending on running SE or CE). When taking AI land, you will usually at least have academies in their capitals, so you can put your cottages or science specialists in THERE after you conquered them.
 
I understand that bulbing can give a huge advantage on Marathon speed where you can bulb a tech in a single turn instead of slowly researching it for 30-40 turns. But is it really worth it on Normal/Quick game speeds where you can research, let's say Printing Press, in up to 3-4 turns?
 
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