The basis on this article relies on this forum post:http://forums.civfanatics.com/showthread.php?t=146163
(research explained)
Definitions; prerequisite's tech: A tech that has prerequisite(s) and gain a 20-60% bonus on beakers. (Depending on how many prerequisite(s) techs it has) Tech jumping: the name of this trick. None prerequisite's tech: A tech without prerequisite(s) techs that has a 1.0 modifer. (you gain no bonus beakers.) Maximum carriover: Make sure you get as many possible beakers carried over from one tech to the next. Often done by adjusting the science slider the last turn down to the maximum that will give 2 turns left. Then next turn set science slider to 100%.
Basically the trick is this:
You may use the carryover effect of techs with prerequisite bonus (see the other article) more efficent if you carryover to a none prerequisite's tech for one turn, then switch back to a prerequisite's tech and do a maximum carryover on the none prerequisite's tech again. (And repeat until none prequiste's tech is finished)
To give a more "civ" example:
Pottery has a max of 2 prerequisites (fishing, the wheel, agriculture - the weel is required and you may have agriculture or fishing as an optional prerequisite) this will net a 40% bonus to your beakers if you research this after you have the prerequisites. You make sure to carryover as much as possible by adjusting the turn you can research it (1 turn left) so that it will be 2 turns left (switch to the maximum amount that still gives 2 turns). Then next turn you go 100% science. Now you get carryover of this 40% bonus to your next tech. Lets say we carryover to writing for a turn. Then after a turn of researching writing, we go to another tech with prerequisites. Lets say Monotheism (prerequisite:masonry) this will net you 20% beaker bonus while researching. Do the same steps for maximum carryover as last time. Then let the carriover go to writing. See where im heading here? You jump between techs with bonus and then back to techs without bonuses.
To see the effect in numbers we could say hypothetically you are researching at 100 beakers for the whole time of the example. this will net you 40 and then 20 extra beakers for a total of 60 free beakers. thats 60% of one turn of your research. Quite siginificant. In this situation we also think that you have so little left that you get to carryover the whole of the bonus. (WIth that i mean that if you gain 20% bonus you must have in this exampel 80 beakers max for your prerequisite tech the last turn so the 20 "bonus" beakers carryover to the none prerequisite tech. This bonus is even more pronounced in team games where in a 5v5 game you would earn 60x5=300 beakers for free!
You may improve your research speed somewhat by using this trick, but please remember strategic considerations also have to be taken. This tactic will delay some techs that may be vital for your strategic situation. (I wouldnt recommend delaying gunpowder if the enemy is knocking at your door.)
(research explained)
Definitions; prerequisite's tech: A tech that has prerequisite(s) and gain a 20-60% bonus on beakers. (Depending on how many prerequisite(s) techs it has) Tech jumping: the name of this trick. None prerequisite's tech: A tech without prerequisite(s) techs that has a 1.0 modifer. (you gain no bonus beakers.) Maximum carriover: Make sure you get as many possible beakers carried over from one tech to the next. Often done by adjusting the science slider the last turn down to the maximum that will give 2 turns left. Then next turn set science slider to 100%.
Basically the trick is this:
You may use the carryover effect of techs with prerequisite bonus (see the other article) more efficent if you carryover to a none prerequisite's tech for one turn, then switch back to a prerequisite's tech and do a maximum carryover on the none prerequisite's tech again. (And repeat until none prequiste's tech is finished)
To give a more "civ" example:
Pottery has a max of 2 prerequisites (fishing, the wheel, agriculture - the weel is required and you may have agriculture or fishing as an optional prerequisite) this will net a 40% bonus to your beakers if you research this after you have the prerequisites. You make sure to carryover as much as possible by adjusting the turn you can research it (1 turn left) so that it will be 2 turns left (switch to the maximum amount that still gives 2 turns). Then next turn you go 100% science. Now you get carryover of this 40% bonus to your next tech. Lets say we carryover to writing for a turn. Then after a turn of researching writing, we go to another tech with prerequisites. Lets say Monotheism (prerequisite:masonry) this will net you 20% beaker bonus while researching. Do the same steps for maximum carryover as last time. Then let the carriover go to writing. See where im heading here? You jump between techs with bonus and then back to techs without bonuses.
To see the effect in numbers we could say hypothetically you are researching at 100 beakers for the whole time of the example. this will net you 40 and then 20 extra beakers for a total of 60 free beakers. thats 60% of one turn of your research. Quite siginificant. In this situation we also think that you have so little left that you get to carryover the whole of the bonus. (WIth that i mean that if you gain 20% bonus you must have in this exampel 80 beakers max for your prerequisite tech the last turn so the 20 "bonus" beakers carryover to the none prerequisite tech. This bonus is even more pronounced in team games where in a 5v5 game you would earn 60x5=300 beakers for free!
You may improve your research speed somewhat by using this trick, but please remember strategic considerations also have to be taken. This tactic will delay some techs that may be vital for your strategic situation. (I wouldnt recommend delaying gunpowder if the enemy is knocking at your door.)