Took a sneak peak at the turn before leaving for class, pondered where I wanted to whip before switching into Bureaucracy and Caste System.
I'm sitting slightly bored in class and decided to calculate how much my impending GA is worth. Quick tallies:
Commerce bonus = 59 per turn = 708 commerce total
Hammer bonus = 44 per turn = 528 hammers total
GPP = 29 per turn (ignoring Moai) = 348 GPP
Anarchy = 2 turns saved = worth lots, but leaving it out in this analysis
Nice! Those values are calculated based on minimal growth, I mostly took the current status of cities. It's hardly surprising that it's good, but this analysis can help me figure out what to use future GPs for. Right now it's obvious that GA is a far better use of a GP than anything else, and I'm guessing it will be the case for the next GA as well. I've seen a 3:2 commerce
comparison rate before, so I take my bonus to be worth 1060 commerce. GPP I'm less certain about. If I guestimate that 1 GPP = 1 gold then a specialist has a value of 6 gold. That sounds close enough to use for further analysis, provided that you're able to convert the GPP into a GP in a reasonable time frame of course.
Using those rates of comparison, my GA is worth 1408 gold + 2 saved anarchy turns. If not for the anarchy turns (which are great), that's really not all that impressive compared with trade misisons or scientist bulbing. It makes me think that stringing a second GA on to this one is not a great deal, compared with saving it for later and using GPs for other purposes. There won't be anymore anarchy turns saved, and there's also the very real cost of making future GAs more expensive. So in a situation where I can gain 1500 gold per great merchant or 3000 gold from a golden age, the great merchants are by far the better option because they don't increase my GA cost. I'm not sure how to quantify that, but I'm guestimating that the break-even point is somewhere around +25% output from a golden age compared to the best alternative.
My GA plan is to work 5 specialists in Always Wrong and 4 in Foot Rubs. I wish I had more high food cities, as I'd much prefer working specialists during a GA in multiple cities rather than just one or two. That way I'm able to utilize a much greater total food surplus for specialists, and I'll still get them in a reasonable time frame due to the GA. On that note, I'll have a hard time putting the National Epic in Always Wrong as I've pretty much eaten all available hammers there. All that's left is 3 base production and whipping potential. I'll be working all merchant specialists, as I deem trade missions to be worth more than scientist bulbs, both in terms of output and flexibility. slowcheetah's city of Delft still seems to be the closest island city available. I get an extra 200 gold for that, seems well worth the wait. Several size 11 capitals are also an option, but sending a GM there seems risky. Payout on specialists seems quite weak, I wonder what I was thinking earlier on. Even without MoM, going straight for GS bulbs and GM trade missions seems far stronger than a small bonus each turn. Even with Representation and Oxford in my capital, I only get 25 beakers per turn from a scientist. Contrast this with an easy 1500 gold from a merchant by that time (5c trade route required). I'd be spending the next 60 turns chasing a profit on the settled GS, and by that time the game will likely be over. Money now is supremely better than money over the next 60 turns.
My military plan is to build a handful of archers on my Nakor border and make sure to put them where he can see them. I'll also build a stable in Vacuuming and produce a single horse archer which I'll make sure to flash to Nakor, using both upgrades on it. If he sees that I have archers behind walls and suspects that I am producing an army of horse archers with two upgrades, that may well be enough to make him abandon imminent plans of a military invasion. I'm guessing that I did indeed misread his research points (I messed up on how much pop points accounted for, I think) and he researched a level 2 tech instead of a level 1 tech (unlikely he'd spend 5 turns on one) or a level 3 tech (could only be Machinery). So, I was too cautious here and gave away a little bit of cash for free. Even so, I think that was cheap for 10 turns of not having to worry much about military. Especially given the timing of my GA plans, of course.
I'm sitting slightly bored in class and decided to calculate how much my impending GA is worth. Quick tallies:
Commerce bonus = 59 per turn = 708 commerce total
Hammer bonus = 44 per turn = 528 hammers total
GPP = 29 per turn (ignoring Moai) = 348 GPP
Anarchy = 2 turns saved = worth lots, but leaving it out in this analysis
Nice! Those values are calculated based on minimal growth, I mostly took the current status of cities. It's hardly surprising that it's good, but this analysis can help me figure out what to use future GPs for. Right now it's obvious that GA is a far better use of a GP than anything else, and I'm guessing it will be the case for the next GA as well. I've seen a 3:2 commerce
![hammer hammer](https://www.realmsbeyond.net/forums/images/smilies/hammer.gif)
Using those rates of comparison, my GA is worth 1408 gold + 2 saved anarchy turns. If not for the anarchy turns (which are great), that's really not all that impressive compared with trade misisons or scientist bulbing. It makes me think that stringing a second GA on to this one is not a great deal, compared with saving it for later and using GPs for other purposes. There won't be anymore anarchy turns saved, and there's also the very real cost of making future GAs more expensive. So in a situation where I can gain 1500 gold per great merchant or 3000 gold from a golden age, the great merchants are by far the better option because they don't increase my GA cost. I'm not sure how to quantify that, but I'm guestimating that the break-even point is somewhere around +25% output from a golden age compared to the best alternative.
My GA plan is to work 5 specialists in Always Wrong and 4 in Foot Rubs. I wish I had more high food cities, as I'd much prefer working specialists during a GA in multiple cities rather than just one or two. That way I'm able to utilize a much greater total food surplus for specialists, and I'll still get them in a reasonable time frame due to the GA. On that note, I'll have a hard time putting the National Epic in Always Wrong as I've pretty much eaten all available hammers there. All that's left is 3 base production and whipping potential. I'll be working all merchant specialists, as I deem trade missions to be worth more than scientist bulbs, both in terms of output and flexibility. slowcheetah's city of Delft still seems to be the closest island city available. I get an extra 200 gold for that, seems well worth the wait. Several size 11 capitals are also an option, but sending a GM there seems risky. Payout on specialists seems quite weak, I wonder what I was thinking earlier on. Even without MoM, going straight for GS bulbs and GM trade missions seems far stronger than a small bonus each turn. Even with Representation and Oxford in my capital, I only get 25 beakers per turn from a scientist. Contrast this with an easy 1500 gold from a merchant by that time (5c trade route required). I'd be spending the next 60 turns chasing a profit on the settled GS, and by that time the game will likely be over. Money now is supremely better than money over the next 60 turns.
My military plan is to build a handful of archers on my Nakor border and make sure to put them where he can see them. I'll also build a stable in Vacuuming and produce a single horse archer which I'll make sure to flash to Nakor, using both upgrades on it. If he sees that I have archers behind walls and suspects that I am producing an army of horse archers with two upgrades, that may well be enough to make him abandon imminent plans of a military invasion. I'm guessing that I did indeed misread his research points (I messed up on how much pop points accounted for, I think) and he researched a level 2 tech instead of a level 1 tech (unlikely he'd spend 5 turns on one) or a level 3 tech (could only be Machinery). So, I was too cautious here and gave away a little bit of cash for free. Even so, I think that was cheap for 10 turns of not having to worry much about military. Especially given the timing of my GA plans, of course.