2 turns from Math bulb. I'm still at 40% research rate and 2nd in GNP at 0%. At current breakeven bpt the Math bulb will be worth 10 turns of research, plus 10 turns of Currency commerce (an additional 10 * 9 * 2 = 180 => additional 5 turns of breakeven). This ignores the natural growth over those 15 turns as well as the opportunity cost of 10-turn delay to the Academy: 12 bpt if running 100% slider for those turns, but 7 turns is more accurate with the treasury when the GScientist will be born => 3 turns if rounded up. So the discounted benefit of the bulb is roughly 8-10 turns for Currency and the following techs. That is approximately equivalent to the turns saved by bulbing a later more expensive tech, but earlier speed is better for the snowball.
I have been strapped for time lately so I apologize for the lacking screenshots. But here is a text update on the foreign intelligence and C&D front:
• My current contacts include Ichabod, Jowy, AT, Piccadilly, and Frozen/Dulland ... 5/24 rivals.
• I have OB with all rivals so I don't need my own island city(ies) to get 2c routes, and half of my cities currently have 3c routes from my rivals' island cities.
• Jowy and Ichabod appear to each have a starting "blob" with just 2 land neighbors, similar to me. My scout is just starting to explor Piccadilly.
• Marble and stone are abundant on the map and assumed to be readily available to everyone
• two rivals know Masonry, one of which is confirmed to be Jowy
• Jowy founded Judaism last turn in his city that borders Piccadilly. I find the early investment in religion to be questionable for an AGG/CRE Byzantium which starts in a tech hole and still doesn't have Fishing unlocked at T82! But at least that gives Piccadilly and Jowy a Bone of Contention to growl over.
• I continue investing EP into Jowy about 3 turns out of 4 to keep research visibility. Ichabod continues investing EP into me probably trying to achieve research visibility, so the odd turn goes into Ichabod in order to keep his graphs.
• I'm currently 6th in food on the demographics playing against 8 IMP rivals and 5 CRE rivals, while running 4 scientist specialists.
Map Theory: Donut-of-Donuts
My starting dounut is boxed in red, and then copied 5x for 25 players total. I'm 90% sure I remember seeing a Frozen scout on land in Jowy's territory indicating that we are connected by land. AT met us from the northeast by a very early workboat indicating that he is close, but clearly not connected by land to Jowy or I.
In this theory, each of us in our dounut is separated by a tiny wine-island on the center sea-spoke, and a slightly larger fur-island on the outer spoke. In the center of each donut there is a "goodie" island with a unique-to-the-donut calendar resource. In our case Frozen settled the goodie-island, but my city of Wounded Knee claims the incense via CREative border pop and will be able to maintain control with a cheap library. Presumably the other donuts have a mix of different resources on those islands so that we can trade across the seas with different donuts later in the game, while having access to a limited number of the overall resource types earlier in the game.
What jumps out to me here is that nearly every city on the map will be coastal
and there are a ton of islands. Each of the 5 donuts had 16 islands for 80 island cities total
oof, what a slog to capture all those. Culture victory will be difficult due to the abundance of coast and scarcity of inland cities. But ultimately a large and prosperous nation is the long-term goal, and the specifics of victory can be brought into focus based on how the game develops.