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Guess I got here too late. Scientists in MM was a bad idea. MM has its ratios of gold:science multipliers higher (more towards gold) than our national average. It's correct to run merchants in MM in order to elsewhere push the science slider higher or build Research over Wealth.
Not that the difference amounts to any more than a couple pennies, though.
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(July 11th, 2013, 16:47)T-hawk Wrote: Guess I got here too late. Scientists in MM was a bad idea. MM has its ratios of gold:science multipliers higher (more towards gold) than our national average. It's correct to run merchants in MM in order to elsewhere push the science slider higher or build Research over Wealth.
Not that the difference amounts to any more than a couple pennies, though.
The trade-off was "scientists in MM" against "Build Research" - we weren't building wealth anywhere this turn.
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Nice.
I trust we won't have to, but if we're somehow 1-6 beakers short, we could look into capturing one or both of those German cities to boost the value of the scientist. Otherwise, bulbing should be the first thing we do once we get in, though we'll probably want to observe how many beakers we have to see which of our calculations was correct.
I thought that running scientists in MM would be correct because we'd rather effectively convert 1.5 gold to 1.25 beakers than 1 hammer to 1 beaker.
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Sweeet. Printing press now, then. And let's plan to set off a golden age with the next two great people on T180/T181. Good!
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Yes, known tech bonus is for number of teams at the start of the game. I only skimmed the last few pages, hope you guys got it correct.
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(July 11th, 2013, 16:47)T-hawk Wrote: Guess I got here too late. Scientists in MM was a bad idea. MM has its ratios of gold:science multipliers higher (more towards gold) than our national average. It's correct to run merchants in MM in order to elsewhere push the science slider higher or build Research over Wealth.
Not that the difference amounts to any more than a couple pennies, though.
The trouble with that type of calculation is that it never manages to capture the edge cases (like Seven's tile yield economic model). In this case, the goal wasn't to generate as many beakers as possible, but an amount of beakers that were as precise as possible - via wealth builds, scientists, and the slider - all due to the hope for a bulb from a great scientist.
In general yes, run merchant specialists in Mansa's Muse (or almost any other city we have). But this was the turn where we literally sweated every single beaker, for maximum bulb efficiency. As Cyneheard noted, the alternative with a higher slider would lead to lower total income, due to many wasted beakers. As Zargon noted, the alternative to scientists was wealth builds.
We could have run scientists in other cities, sure, but only by giving up strong tiles (ie those giving commerce) and with a greater impact on micro.
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And APTmod reports that we are at 845/2880 beakers into Printing Press. We have 2 pop to spare!
And yes, the known tech calculation apparently uses the number of civs alive, not the number of civs at game start. We added 740b to our total last turn, to go with the 105 we had the previous turn.
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I guess all the documentation is wrong then? Does the number that we got actually fit with 3/8 rather than 3/9?
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Yes. Waterbat's reverse-engineering equation is the one to use.
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Great job on the micro and computations guys! Also, yay for scientist
Kalin
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