View Full Version : Research and Economy


Ukomo
Jan 11, 2006, 09:51 AM
Hi, I want to post my strategy in Civ 4.

I combine an investigation and an economic strategy.

I research first technologies to earn points of investigation rapidly (some of this technologies can increase our culture rating too) and always in each turn I reduce the percentage of money dedicated to investigation if the new amount of money is suficient to complete the technologie in the same number of turns. So I can earn money in the 99% of the turns. This money serve me to upgrade my units and pay for the buildings and other units I am creating.
As you can see, I am a pacific scientist, :).

This is all. One thing: in 1750 d.C. I get tanks and marines, is fantastic ;) .

P.D. Sorry if my english is so bad, but I an spanish boy and this is the best civilization community that I know. Thanks

Finite Monkey
Jan 11, 2006, 10:34 AM
I had a quick question. Are you suggesting using this as a way of scoring some extra cash or to avoid production loss?

In CIV 4 you don't lose the extra production (100 beakers extra is applied to your next tech etc.). Your strategy is fine on a case by case basis, but if you did it continuosly you might slow your tech rate down considerably.

Sorry if I misinterpreted, as your english was generally fine.

Pfeffersack
Jan 11, 2006, 01:03 PM
The only advantage is getting the current-to-research tech not later in most cases (exception: sudden events which drop your research efforts in the following turns) and having a bit more liquid cash around.However, as Finite Monkey says, you hurt your research on the long run in the same extense as you do it with setting research to 0% for several turns, because the created overflows aren't lost but transferred to the next tech.So you will likely lose research turns in following projects, if you try to minimize overflows in Civ3 manner.

Shillen
Jan 11, 2006, 02:08 PM
edit: Nevermind, my post was wrong.

Michelangelo
Jan 12, 2006, 01:50 AM
Hi, I want to post my strategy in Civ 4.

I combine an investigation and an economic strategy.

I research first technologies to earn points of investigation rapidly (some of this technologies can increase our culture rating too) and always in each turn I reduce the percentage of money dedicated to investigation if the new amount of money is suficient to complete the technologie in the same number of turns. So I can earn money in the 99% of the turns. This money serve me to upgrade my units and pay for the buildings and other units I am creating.
As you can see, I am a pacific scientist, :).

This is all. One thing: in 1750 d.C. I get tanks and marines, is fantastic ;) .

P.D. Sorry if my english is so bad, but I an spanish boy and this is the best civilization community that I know. Thanks

This used to work for CivIII (Still does btw), but in Civ4 it works a bit different. The extra research is not lost, but carried over to the next technology. The way you do it results in a slower overall techpace for yourself as you don't get the head-start from the beakers that carry over.

I usually set the techslider such that I run a break even economy, or when I get lucky from a goody hut and get some gold, I can run a deficit. Later on, I make so much money that I can run whatever techrate I wish. (On noble diffuculty that is)

HTH

masterinhope
Jan 12, 2006, 11:10 AM
Aghgh complicated, can anyone explain the plan simply?

Finite Monkey
Jan 12, 2006, 01:04 PM
It is simple at its heart so here goes.

In Civ 3 excess production was lost. If an advance took 100 beakers and you had 200 a turn, you just wasted 100 beakers. In Civ 3 you would then manage your science slider so that on that last turn (Or possible a couple turns out) you would go to a low science rate/high tax rate so that you would not produce a wasted excess. The end goal being that if an advance took 4 turns you would get as much money and the advancement in thouse 4 turns as possible. This took considerable micromanagement.

Now go to CIV 4. Excess production is carried over. If an advance has 100 beakers left and you produce 200 a turn that extra 100 is carried over so there is not the need to scale back your science to avoid wasting production.

The carry over of production is just great and it lowers micromangement considerably. It is still grand to mess with the tax/science rate from time to time, but you don't have to milk it like you did in Civ 3.

Ukomo
Feb 11, 2006, 10:19 AM
Sorry, but I forgot one thing: When I star a new technologie, I put the science percentage to 100%, and then, I applied the plan again.

For example: My technologie will finish in 3 turns, but it can be with 100%, 90% or 80%. I put the science percentage to 80%. At then next turn, 2 turns can be with 70% or 60%. When I finished the technologie, I put it to 100% again.

MrCynical
Feb 11, 2006, 11:21 AM
For example: My technologie will finish in 3 turns, but it can be with 100%, 90% or 80%. I put the science percentage to 80%. At then next turn, 2 turns can be with 70% or 60%. When I finished the technologie, I put it to 100% again.

This is still slowing your research. Any excess beakers on a technology are carried over to your next technology. If you lower the science rate to get say 100 gold and complete your current research in the same amount of time, then you'll have 100 fewer beakers when you start researching the next technology than if you left the science rate at 100%. While it may not appear so, you will actually slow your research slightly by doing this. You aren't getting extra gold, you're simply siphoning a little gold from your science rate some of the time, at the expense of your research rate.

In Civ 3 this was a very effective strategy since the excess research wasn't carried over. For Civ 4 they deliberately changed it so that this micromanagment of the science rate wasn't beneficial.