View Full Version : research time?


strategyonly
Jun 11, 2007, 11:51 PM
SOLVED, thx.....

Mexico
Jun 12, 2007, 01:42 AM
I have a few questions, lets start out with this:

1. I have attached a couple of examples what i am trying to figure out, in the first one the research time for getting (as an example) a settler is 80 as marked in red with a city growth of 6.
In the second pic the SAME place on same map settler is 25 and city of 6?? But the wonder is WAY to big at 335??

2. Then in another game same place AI built wonder ten(?) times faster than i can? and i just started the game about 50 turns? see attached pic also.

3. For Kael: I put your speed mod in, but then i just started the game see turn time, and i was sooo far behind, dang??:blush:

(1) How do i get this to back to a normal turn time of 20 and not get the other techs to be too many turns also? Any solutions here?

(2) Why is this???:confused: and anything i can do?

Need all the help i can get, thx.:crazyeye:

but - you compare orc settler and lighthouse with normal settler and angkor wat - what is base cost (from civpedia?)
also remember, that for settler build is also used food converted to hammers - so you can have few hammer with long time build for regular units/buildings, but if you ave more foods, settlers/workers can be builded much more faster

strategyonly
Jun 12, 2007, 03:54 AM
solved........ thx

Ranbir
Jun 12, 2007, 05:16 AM
In the second pic the SAME place on same map settler is 25 and city of 6?? But the wonder is WAY to big at 335??

Now sure how much of a difference it would make but the second pic has the city with unhappiness. The first one didn't. Unhappy people don't work.

strategyonly
Jun 12, 2007, 08:09 AM
I never have gotten into the whole happiness, unhappy stuff, , how to change?? newbie here at this, sorry??? w/o workers etc?

Come on need help here!!!

strategyonly
Jun 16, 2007, 05:27 PM
Got to bump this, still need a good answer??? I am going to keeping bumping till resolved answer!!!

strategyonly
Jun 21, 2007, 02:42 PM
Got to bump this, still need a good answer??? I am going to keeping bumping till resolved answer!!!

strategyonly
Jun 25, 2007, 01:20 PM
Things that go bump in the night!

EmperorFool
Jun 25, 2007, 03:54 PM
You might want to try rephrasing your questions more clearly. I've read them a few times, and I still don't quite understand what you're asking. Research a settler?? You research techs; you build settlers and wonders.

And unhappiness does indeed cause lowered production. All unhappy citizens eat food without working. Certain bonuses and buildings provide happiness to offset unhappiness. This is civ 101; maybe you are asking something else?

Good luck.

strategyonly
Jun 25, 2007, 04:53 PM
I am not asking about happiness or stuff like that.
If you looked at the attached it happens right at the beginning of the game , right from the START, i just took the screenshot alittle later is all,
some start at 20 turns, some 40 turns and then some 100 turns, right away from the beginning, thats what i am asking, what causes this ??

1st pic, beginning at 80 turns, just for a settler (All of these are on QUICK!!)

2nd pic, same map different civ 20 turns from the beginning, but the building at outrageous for turns.

3rd pic, same map same civ, but the other AI civs already have Wonders and i am barely just starting??

4th pic, not even 90 turns and i am so far behind it isnt worth playing the game?? because of the research time.


There is this better for an explanation?? I am so fustrated i cant get going when it takes 80 darn turns just for a settler?? (All on Quick).

I just want an even game if possible, from the beginning, i guess!!

EmperorFool
Jun 26, 2007, 12:08 AM
It'd be easier with the city screens up, but here are my guesses given that I haven't played the mod but for a few turns and there's limited info.


The city in the first pics has NO production value except the single hammer for the city plot itself.
When building settlers, excess food goes toward production. This would allow a 25 turn settler but long turn times for buildings (1 hammer per turn).
AI civs clearly placed cities to acquire tiles with hammers.

Does that help?

strategyonly
Jun 26, 2007, 02:29 AM
solved thx...........,

EmperorFool
Jun 26, 2007, 03:10 AM
Here's my basic confusion. It probably is just language-related, so let me clarify your use of terminology.

"show the total # of turns it takes from the very beginning of the game . . . what determines what starting research you start with as far as turns goes?"

The pics you show highlight the number of turns to build units/buildings, but you're asking about researching techs.

If you actually mean building when you say research, then I don't see why my points above don't answer your question.

You say you've "placed your first building." Do you mean you've founded your first city? I just want to make sure I'm not missing something critical.

If you mean founded your first city, again I don't see why my points don't answer you.

So if this doesn't resolve it, here's my suggestion. Can you tell us (give the actual numbers and calculations) exactly how many turns you expect it to take to do whatever it is you want to do.

For example:


My city produces 5 hammers and 3 extra food per turn.
A settler requires 80 hammers.
It should take 80 / (5 + 3) = 10 turns to build a settler.

strategyonly
Jun 26, 2007, 08:20 AM
solved thx.........

EmperorFool
Jun 26, 2007, 09:11 AM
how do i change that with each starting civ to be build time 20 or under(from the first placed building on a map)???
what do i have to change ?

Since the minimum number of hammers for any city is 1 and you want the maximum build time to be 20, you have to change your units and buildings to cost 20 hammers. I don't know there there's a setting for "maximum build time for new cities."