What to do with Great Scientists in no tech trading games

whats a navy

Prince
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Jul 29, 2009
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I've been heavily addicted to multiplayer the past few months and in most games tech trades are off in order to stop cheating between players. This eliminates the power of bulbs by Great Scientists so I was wondering what to do with them once I settle my first academy in the capital. So far I see three options.

1)Settle in the capital
I chose to settle in the capital when the game is still young (before 500AD) and I have a low slider because of war or mids with representations.

2) Make academy in other science cities
Usually when I have another great city that is running a lot of cottages or is just a beast. When I play earth evolution 2 or earth 18 I find myself in this scenario a lot because you can have some really good cities with the resource concentration in Europe/east Asia.

3)Use for Golden Age
I like this option a lot because in multiplayer the speed is always quick. This makes revolts a pain after you have multiple cities so the only civic I like to switch to without revolt is slavery. Using the Golden Age spiritual switch is a great play but if I don't have MoM I tend to shy away from golden ages with multiple great people that include scientists.

4)Bulb Anyways
I do this only when the race to lib or astro is looking very close and I need philosophy or education badly (or astro itself). I don't know if it is worth it but I talk myself into it because gaining liberalism is an extra 3000-4000 beakers and stops my opponent from getting the free beakers. This ends up in a 7000 beaker swing in my favor against the top civilization. Astro is also heavily important if I want to colonize the new world in earth evolution 2 before any other civs.

Note: Earth Evolution is the Rhye's Earth map with tweaks to make the 18 civs all old world and have the new world open to colonization by England/Japan/Portugal/Mali to make the game balanced between civs.
 
with rep after academy in cap settling can bring good results.
ever saw some of obsolete's saves? where he had like 15 settled great persons in cap (mixture of great prophet, scientist, engineer)
 
I've heard that Obsolete settled GP's a lot. Could you give a link to such a game please? I like settling GP's myself, would be nice to see how others do that.
 
Depends how long until you think you'll be deciding the game one way or another.

Academy in capitol is usually worthwhile. How worthwhile are secondary academies? It depends on the city, but even a city producing 50 :science: would take well over 50 turns to catch up to a bulb by building an academy. That's BEFORE you factor in things like "faster access to additional multiplier buildings", which actually skews things further in the favor of a bulb.

If you have a really good 2nd site early then an academy might be worthwhile if you think your research is going to matter for 100+ turns still. Otherwise, look to bulbing or golden ages (which is better will be situational).
 
I've heard that Obsolete settled GP's a lot. Could you give a link to such a game please? I like settling GP's myself, would be nice to see how others do that.

I hope this is one of those http://forums.civfanatics.com/showpost.php?p=11127679&postcount=23
couldn't check the save, but since I see from SS that obs build stonehenge first with stone in BFC I put my bets that I did find it.

@TMIT

I think that in normal game you would be generally right, bulb your way to techs and military win, but without TT you have tech ton of stuff yourself.

In some test games my SSE capital produced around 150 bpt just alone on 0% slider after a breakpoint (and we talk here about the era around finishing lib, means like 6-7 settled specs, don't remember now).

I consider building Mids, TGL as mandatory for such approach and I think Obs likes Stonehenge for the first GP.

Great Prophet actually in this circumstance is strongest great person due to yield.

In SSE game you make your capital bigger size in a way... each settled GP is "citizen" with pretty good yield (2H5G prophet, 1H3b scientist, right now don't remember engineer), so if you land 3-4 great person before 1 AD, grow your city to size 9 (easily done with rep) you look at size 12-13 capital and that is pretty strong.
The only person you definitely don't want is Artist ;-)

That's just one of alternate ways of playing.
 
If you have a really good 2nd site early then an academy might be worthwhile if you think your research is going to matter for 100+ turns still. Otherwise, look to bulbing or golden ages (which is better will be situational).

Since I play pitboss, and refuse to play on Quick, I often build a 2nd academy. With 18 players, odds of getting Lib are low (and you won't get more than Nationalism or Astronomy), so I often just avoid that race. Early GPs build a shrine, 1 or 2 academies. The next 6 are for 3 GAs. Then an engineer for Pentagon or Hoover if possible, and then the game is a nuclear wasteland with no food for specialists.
 
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