Could someone post a pic of a science farm?

Theov

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A screenshot of the land view and a city screen will give enough info.

I've hardly used the technique. I turn guys into scientists, but I don't declare whole areas 'science county'.

tthanks :goodjob:
 
That raises a (possibly) interesting question: Granted that specialists are unaffected by corruption, but what are the benefits of a courthouse? Would it be better to simply grow a distant town/city pop and turn them into specialists, or gain benefit from greater shield and gold yield via the courthouse? Thanks.
 
That raises a (possibly) interesting question: Granted that specialists are unaffected by corruption, but what are the benefits of a courthouse? Would it be better to simply grow a distant town/city pop and turn them into specialists, or gain benefit from greater shield and gold yield via the courthouse? Thanks.

if it's too far away, you're not going to get any worthwhile production anyway even with courts and police houses. Nor are you going to get any gold because it's all corrupted.

So better to cramp cities together, have some food production and have the rest be scientist.
 
You can fit 1 city per 4 tiles. One tile has the city with 2 surplus food and the other three tiles has 1 surplus food each if irrigated grassland. 5 * (3 / 2) = 7.5 science per city = 1.875 science per tile. That's a nice 750 science in a 21 * 21 tiles area.

You'll have to build 100 settlers though, so start the farm early in the game and let the number of cities multiply by two every 30 turns (faster if you pop rush): 8, 16, 32, 64...

Build on land that the AI already has irrigated, to save a lot of worker turns. In despotism you don't have to irrigate but you can still make 7 gold: 4 upkeep + 3 science.
 
:confused: I don't understand this calculation?! How do you arrive at 7.5 science per city? Before rails it is 7 science (2 scientists and the one uncorrupted commerce), and after rails it is 10 science per city.

I was calculating 2 food per scientist, but if you stop working an irrigated grassland to make a scientist you obviously lose 3 food. So it's 6 + 1 = 7, not 6 + 1.5 = 7.5. With the 1 surplus food you can make a scientist every 3 turns, then put him back on the grassland. Plus the uncorrupted commerce, so it's 8?
 
That raises a (possibly) interesting question: Granted that specialists are unaffected by corruption, but what are the benefits of a courthouse? Would it be better to simply grow a distant town/city pop and turn them into specialists, or gain benefit from greater shield and gold yield via the courthouse? Thanks.

It takes 80 turns to make a courthouse, that alone is a huge deterrent to me. You lost a lot of breakers that the scientist would give you over that 80 turns. The reduction in corruption will be very limited.

You can test out the value of a courthouse in any game. I am not sure of the break point, but I am not a big fan of CH. Especially in a monarchy.
 
Like everything in Civ, it depends on the circumstances...

A Commercial civ in a Republic that already has oodles of cash from Wall Street can churn out Courthouses quite easily and is rewarded with fairly manageable corruption. Then, having your remote city naturally grow into cash-rich Coastal squares and Hill'ed Gold can provide for many beakers, especially once you've bought them a Library & etc.

It also depends on your goals, either short-term or long-term. 9 beakers now or 4 now leading to 29 down the road a bit.

As for the OP's question, I guess if you conquer a distant town which has irrigatable Wheat or Cows or whatever then anything over +1 food gets to be a specialist. It's quite possible to get 4-6 Wheats around a town, so the temptation just to make specialists then ignore it would be pretty obvious?

Or were you thinking more along the lines of the city-cramping angle?
 
It takes 80 turns to make a courthouse, that alone is a huge deterrent to me. You lost a lot of breakers that the scientist would give you over that 80 turns. The reduction in corruption will be very limited.

You can test out the value of a courthouse in any game. I am not sure of the break point, but I am not a big fan of CH. Especially in a monarchy.

You can say that again. Just finished an Emperor game as Joan with Monarchy (small map, I guess; 5 opponents, continents, but scarce luxuries) and even with Forbidden Palace and CHs the distant "core" hardly produced more than half a dozen base gold or beakers. Turned 'em into specialists where possible and cranked out military. What else were they good for?
 
With the 1 surplus food you can make a scientist every 3 turns, then put him back on the grassland. Plus the uncorrupted commerce, so it's 8?

Yes, that's right, the +1 fpt can indeed be turned into a scientist every three turns. However, in a science game I usually have like 50 of these towns, and even for me it's too much monkey business to check everyone of these every turn to see, whether it can hire another scientist or needs to send one back to the fields... :crazyeye: (And I'm already a "micro management maniac"...)
For me it's: "set them up once and then let them run unattended for the rest of the game." Otherwise it takes too much "real time".
 
how much corruption is lessened under a commercial civ?

i did a random and ended up with the greeks, i have noticed that farthest away from the capital only had about half corruption, built a courthouse and only about a quarter now.

i normally go to commy because i like war and a lot of cities, but i didnt see the reason to switch from monarchy.

i also found out the importance of land and getting cities early on. i started the pyramids right away after my 1st settler and started off slower than usual, the AI got way ahead in science.

greece is a fun civ to play, i like the hoplite for defense.
 
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