Scientific Age Works!

Blackbird_SR-71

Spying from 85,000 ft
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May 25, 2004
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I was playing yesterday the Rise and Rome conquest and got my very first Scientific Leader :) so i wanted to rush a building but i thought why not try the Scientific age thing (i thought it was broken) and i did and my research went from 13 turns to 9 turns. i saved the game before i did the age thing by the way. so i played those nine turns and got to the turn when the thing should be complete but it says the scientific age is over. so but it stays at 1 turn so i thought it was broken. but when i click the next turn it says the advance is complete :eek: although i lost one turn i still gained a bonus. :D i thought the scientific leaders were messed up but they worked. i got a bonus of 3 turns.

what do you guys think? i'll upload a save if you guys want me too.
 
What does ETA stand for?

I didn't have any libraries built and i didn't get the Tech (Military Tactics) from an AI. i'm pretty sure my cities didn't grow enough to make up for 3 turns. i'll upload a save for you
 
Blackbird SR-71 might be right.

We all know that AI Armies and SGL's Scientific Age are broken in the epic game.

BUT, he's playing the RoR scenario. And the AI can build Armies there without any problems and load them with three units just like in all the C3C scenarios. Perhaps in the scenarios the Scientific Age is not broken after all like in the epic game. Could be...

Yes Gunnerxtr, use the SGL's to rush wonders or disable them all together. You can be sure the AI will rush anything it's building in that city when one pops up, even a granary or a GW.

AA-battery, you mean the Theory of Evolution (ToE), right ?
 
The code behind the Conquests (or any mod) is the very same as behind the unmodded game. SGAs and the AI use of Armies is as broken here as everywhere.
The reason why you see Armies in the field in RoR and one in MA is the fact the Civs start with an empty Army here. And the unit stats/tech tree are different here, allowing e.g. England to fill "Alfred" with a Sword and 2 Horses. You'll find AI Armies quite frequently in RaR, but this is the result of long balancing, not changing the code.

The point is simply that SR-71's description excludes a working SGA already:
When the Science Advisor tells you how long a tech will need, he already considers the SGA.
And when the SGA is over, the ETA is corrected.
The problem I have here is: SGAs last 20 turns - so how did you manage end it after 9 turns?
And, did you reload the save before triggering the SGA, and compared?
Do you have a safe from that time?
 
uhm... SGA for me always worked with C3C. But it might have got broken with version 1.22, I'm not sure. But with the original C3C it worked.
 
No. It only pretends to do so.
http://forums.civfanatics.com/showthread.php?threadid=77481

Checked it myself several times, and the observation is absolutely correct, regardless which version of C3C.
Just ran into it some days ago again in one of my SGs (a player did waste a SGL for a SGA).
 
that post doesn't seem to refer to the original version of C3C. I only recently patched to 1.22, and before I had a coupla SA and never noticed the system "pretending". But I sure was not testing... so I might be wrong. I should double check.
 
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