More talk about techs - turns are going by and I'm on the way to Physics.
My options were:
* Military Science. No immediate use.
* Steel. Drydocks would be good to get going. Ironclads are meh. Cannons, I guess it might be good to build a few. (Currently, all military unit builds are Cossacks.) Ironworks: Maybe good? Where to put it...
* (Steel->)Railroad. Mild defensive boost, and a bonus to mines. I am windmilling almost every hill so this isn't so useful. Also required for Mining Inc (more later).
* Democracy. Can build statue of liberty which is insanely strong but insanely expensive. Civics and buildings that I don't want.
* Economics->Corporation. Economics is useless. Corp is worth a about 100cpt from trade routes. Not bad. It also allows corporations (more later).
* Scientific Method. Obsoletes parthenon and some monasteries.
* (SM->)Physics. Free scientist. Airships, which are nice. Needed for many important techs not mentioned here.
* (SM->)Biology. Quite a bit of food.
* (SM->)Liberalism->Communism. State Property and that's it. Well, I guess Free Religion could potentially be decent during a golden age. State property is not that much better than merc, I think. So I don't know if I will ever get these techs.
* (Corp->)Assembly Line. Factories and Coal Plants don't seem all that great quite yet, I am still building a lot of basic infrastructure in a lot of my cities. Generally I am going Granary-(Lighthouse)-Library-Research Institute-(Wharf)-Forge-Courthouse or something like that. Many cities still lack forges, so factories are unimpressive. And being able to 2-pop draft infantry doesn't seem much better than 1-pop drafting rifles. Currently I only need that capability for defense and the rifles seem good enough.
So I am going for physics. Why? Because the next timing at which I expect to have a military tech advantage that I want to apply offensively is after physics, and physics is a tech with a powerful first-to bonus. It's something like 2000 beakers. So compare to corporation: if I get Physics enough faster that I win the scientist, that's worth as much as getting corp 20 turns earlier. And on top of that it denies the scientist to an opponent. Meanwhile mackoti is currently busy getting railroad, and no one else has SM as far as I saw when I looked (which was a couple turns ago, admittedly).
The other good economic boosts are at Corporation and Biology. I might go for those next. The military level I want before engaging is oil ships + air support. I think that's really the moment where the attacker, and the tech leader, gets a big advantage. If I attack before oil ships, the defender will have ships that can contest my ships, but destroyers and transports are so much stronger than what comes before. So in order to reach that tech level I need at minimum scientific method, physics, Steel, Railroad, Combustion. Flight seems like an appropriate addition, too, and then maybe some better ground troops would be good too. (Electricity-Assembly Line-Industrialism?) Meanwhile Electricity is also another decent economy boost since I have so many windmills.
Let me also mention great people. I currently own two merchants and a scientist - I haven't gotten one of the lower-odds ones yet, though I keep trying. I'm getting one this turn that even has another chance at a prophet, which would obviously be huge. But engineer and spy have been constant possibilities that I've failed. I of course need a third type in order to start another golden age, which I think I will want to do fairly soon.
If I don't get an appropriate great person, I am considering trying to buy Haram's artist, which he got a few turns ago. I saw he has it stored in his capital and I could offer him something like 1500 gold for it, if I can manage to indicate to him that the artist is what I want in exchange.
If I get an engineer, I will be really torn about what to do with it - especially if it's my only near-term option for a golden age. It has a couple of other great uses. First, I could research democracy and rush (and then slowbuild the rest of) the statue of liberty. That would be worth 6b per city minimum, let's say multiplied by 1.33 on average (though closing in on 1.5), for a total of ~380 bpt. Not bad. I could also save it and try to get e.g. Christo Redentor or the pentagon. Another possibility is mining, inc, but I'm currently really skeptical that corps are worth getting at all. Let's look at it: mining inc is probably the strongest one for my empire and it would be worth 7hpt in each corp city, and cost typically 7gpt in courthouse cities or 14 without, and also earn 8gpt in the headquarters city. So net 7h 1g, right? Now, each branch costs 100h for the executive and 50g to spread the corp. If I generously call that roughly 8hpt for a cost of 140h, then the investment pays back in 18 turns, which is good. But... you also have to add the cost of the GE, which I think is worth roughly 1000h. Let's say we somehow manage to spread it to 30 cities in a fairly quick timeframe despite the 3 executive limit. Then you can consider the 1000h to be spread over 30 cities, for 33h per city, giving a total cost per city of 163h. Now we are paying back the cost after 22 turns. That's still good, ok!
But actually, the engineer isn't worth 1000h. Instead, the engineer plus 500h plus 5464 beakers are worth The Statue of Liberty, which is worth 380bpt, which is worth roughly 228hpt. That pays back in roughly 21 turns. Well OK, now that I do the math, that's only slightly better than Mining Inc, I guess. So maybe Mining Inc is better since I think it has more upside if I conquer more land. But also, maybe I should be switching to State Property because it's a massively overpowered civic. Corps are having a hard time competing with just plain using the GP for something else, while the "drawback" of SP is that you can't use corps. Big whoop if the benefit from SP is so high. The only thing giving me pause here is the fact that mercantilism is so strong. Probably a moot point anyway - I've already produced most of the GPs I will produce in the near future and none of them rolled engineer. This is why I'm not even at all worrying about whether I will be first to corp+railroad or not.
My options were:
* Military Science. No immediate use.
* Steel. Drydocks would be good to get going. Ironclads are meh. Cannons, I guess it might be good to build a few. (Currently, all military unit builds are Cossacks.) Ironworks: Maybe good? Where to put it...
* (Steel->)Railroad. Mild defensive boost, and a bonus to mines. I am windmilling almost every hill so this isn't so useful. Also required for Mining Inc (more later).
* Democracy. Can build statue of liberty which is insanely strong but insanely expensive. Civics and buildings that I don't want.
* Economics->Corporation. Economics is useless. Corp is worth a about 100cpt from trade routes. Not bad. It also allows corporations (more later).
* Scientific Method. Obsoletes parthenon and some monasteries.
* (SM->)Physics. Free scientist. Airships, which are nice. Needed for many important techs not mentioned here.
* (SM->)Biology. Quite a bit of food.
* (SM->)Liberalism->Communism. State Property and that's it. Well, I guess Free Religion could potentially be decent during a golden age. State property is not that much better than merc, I think. So I don't know if I will ever get these techs.
* (Corp->)Assembly Line. Factories and Coal Plants don't seem all that great quite yet, I am still building a lot of basic infrastructure in a lot of my cities. Generally I am going Granary-(Lighthouse)-Library-Research Institute-(Wharf)-Forge-Courthouse or something like that. Many cities still lack forges, so factories are unimpressive. And being able to 2-pop draft infantry doesn't seem much better than 1-pop drafting rifles. Currently I only need that capability for defense and the rifles seem good enough.
So I am going for physics. Why? Because the next timing at which I expect to have a military tech advantage that I want to apply offensively is after physics, and physics is a tech with a powerful first-to bonus. It's something like 2000 beakers. So compare to corporation: if I get Physics enough faster that I win the scientist, that's worth as much as getting corp 20 turns earlier. And on top of that it denies the scientist to an opponent. Meanwhile mackoti is currently busy getting railroad, and no one else has SM as far as I saw when I looked (which was a couple turns ago, admittedly).
The other good economic boosts are at Corporation and Biology. I might go for those next. The military level I want before engaging is oil ships + air support. I think that's really the moment where the attacker, and the tech leader, gets a big advantage. If I attack before oil ships, the defender will have ships that can contest my ships, but destroyers and transports are so much stronger than what comes before. So in order to reach that tech level I need at minimum scientific method, physics, Steel, Railroad, Combustion. Flight seems like an appropriate addition, too, and then maybe some better ground troops would be good too. (Electricity-Assembly Line-Industrialism?) Meanwhile Electricity is also another decent economy boost since I have so many windmills.
Let me also mention great people. I currently own two merchants and a scientist - I haven't gotten one of the lower-odds ones yet, though I keep trying. I'm getting one this turn that even has another chance at a prophet, which would obviously be huge. But engineer and spy have been constant possibilities that I've failed. I of course need a third type in order to start another golden age, which I think I will want to do fairly soon.
If I don't get an appropriate great person, I am considering trying to buy Haram's artist, which he got a few turns ago. I saw he has it stored in his capital and I could offer him something like 1500 gold for it, if I can manage to indicate to him that the artist is what I want in exchange.
If I get an engineer, I will be really torn about what to do with it - especially if it's my only near-term option for a golden age. It has a couple of other great uses. First, I could research democracy and rush (and then slowbuild the rest of) the statue of liberty. That would be worth 6b per city minimum, let's say multiplied by 1.33 on average (though closing in on 1.5), for a total of ~380 bpt. Not bad. I could also save it and try to get e.g. Christo Redentor or the pentagon. Another possibility is mining, inc, but I'm currently really skeptical that corps are worth getting at all. Let's look at it: mining inc is probably the strongest one for my empire and it would be worth 7hpt in each corp city, and cost typically 7gpt in courthouse cities or 14 without, and also earn 8gpt in the headquarters city. So net 7h 1g, right? Now, each branch costs 100h for the executive and 50g to spread the corp. If I generously call that roughly 8hpt for a cost of 140h, then the investment pays back in 18 turns, which is good. But... you also have to add the cost of the GE, which I think is worth roughly 1000h. Let's say we somehow manage to spread it to 30 cities in a fairly quick timeframe despite the 3 executive limit. Then you can consider the 1000h to be spread over 30 cities, for 33h per city, giving a total cost per city of 163h. Now we are paying back the cost after 22 turns. That's still good, ok!
But actually, the engineer isn't worth 1000h. Instead, the engineer plus 500h plus 5464 beakers are worth The Statue of Liberty, which is worth 380bpt, which is worth roughly 228hpt. That pays back in roughly 21 turns. Well OK, now that I do the math, that's only slightly better than Mining Inc, I guess. So maybe Mining Inc is better since I think it has more upside if I conquer more land. But also, maybe I should be switching to State Property because it's a massively overpowered civic. Corps are having a hard time competing with just plain using the GP for something else, while the "drawback" of SP is that you can't use corps. Big whoop if the benefit from SP is so high. The only thing giving me pause here is the fact that mercantilism is so strong. Probably a moot point anyway - I've already produced most of the GPs I will produce in the near future and none of them rolled engineer. This is why I'm not even at all worrying about whether I will be first to corp+railroad or not.

