futurehermit
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- Apr 3, 2006
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Ok, so many of you may remember my original thread for this work. If not, here it is:
http://forums.civfanatics.com/showthread.php?t=177506
Part II is dedicated to analyzing the final 3 eras, as the first thread only looked at classical and medieval.
Now, the reason I stopped at the first 3 eras was that I assumed specialists would start to fizzle out late game and that instead one should transition to a cottage economy post-democracy.
If you share this assumption, these numbers may in fact surprise you.
I will start by rehashing the first three eras. I've worked out a better strategy for accounting for the great library/super science city, so the numbers may be a bit different.
I will then present my findings for the final three eras.
And then I will offer my conclusions and recommendations.
All of my numbers in this thread assumes running representation early via the pyramids. I won't bother comparing to non-representation as the numbers are vastly inferior. I may come back and do a part three comparing to a cottage econ late game if I can figure it out.
Without further ado...(keeping in mind is that the goal is to sustain a tech rate of 1 tech/5 turns throughout the game, starting in the classical era)
Classical era
Average tech cost: 315.4
Great library/super science city beakers produced in 5 turns: 210
-The math for this assumes 4 scientists (2 from library, 2 from GL) and a rate of 10.5 beakers/turn/scientist (6 base, 3 from academy, 1.5 from library). Thus 4*10.5=42*5 turns=210
Average tech cost minus beakers produced by super science city: 105.4
Rate for scientists not in super science city: 7.5 beakers/turn (6 base + 1.5 from library)
So, the number of scientists needed to get 105.4 beakers in 5 turns is: ((105.4/7.5)/5)=~3
Therefore, the number of science cities--in addition to the super science city--required is 1.5 or 2 if you want to round up (since each science city can only run 2 scientists via a library). Running 2 science cities + the super science city w/great library and an academy will give you in excess of a rate of 1 classical tech/5 turns.
Medieval
Note: in the medieval era I'm including one monastery per city in my analysis. obviously, if you have say 3, the results are going to be better. but for simplicity, i am only doing 1. it's not always easy to spread 3 religions to all of your cities when you're focusing on other things.
Average medieval tech cost: 733.33
Great library/super science city beakers produced in 5 turns: 305.25
-The math for this assumes 4 scientists (2 from library, 2 from GL), 1 settled great scientist (GS) [with a rate of 9 base + 4.5 academy + 2.25 library + .9 monastery = 16.65], and a rate of 11.1 beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, .6 from one monastery). Thus (4*11.1=44.4)+(1*16.65=16.65)=61.05*5 turns=305.25
Average tech cost minus beakers produced by super science city: 733.33-305.25=428.08
Rate for scientists not in super science city: 8.1 beakers/turn (6 base + 1.5 library + .6 monastery)
So, the number of scientists needed to get 428.08 beakers in 5 turns is: ((428.08/8.1)/5)=~11
Therefore, the number of science cities--in addition to the super science city--required is 5.5 or 6 if you want to round up (since each science city can only run 2 scientists via a library). Running 6 science cities + the super science city w/great library and an academy will give you in excess of a rate of 1 medieval tech/5 turns. You will want to note that you need 6 universities for Oxford university, which comes along in the next age and is a huge factor. I'm saying here you need 5-6 cities + your super science city to get the medieval tech rate. This puts you in the ballpark for preparing for Oxford.
Renaissance
Ok, so here we are at the new material. I stopped here before because I assumed we'd be transitioning to a cottage econ. All I can say, as you'll see below, is that I would seriously recommend keeping your specialist econ because the renaissance age is where it shows its true power!!!
Average renaissance tech cost: 1528.57
Great library/super science city beakers produced in 5 turns: 1206
-You'll notice this is a HUGE increase over the medieval era, and here's the math...The math for this assumes 9 (!!!) scientists (2 from library, 2 from GL, 1 from observatory, 1 from running mercantilism, and 3 from Oxford), 2 settled great scientists [with a rate of 9 base + 4.5 academy + 2.25 library + .9 monastery +2.25 observatory +2.25 university +9 oxford= 30.15], and a rate of beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, .6 from one monastery, 1.5 from university, 1.5 from observatory +6 Oxford =20.1). Thus (9*20.1=180.9)+(2*30.15=60.3)=241.2*5 turns=1206.
Average tech cost minus beakers produced by super science city: 1528.57-1206=322.57
Rate for scientists not in super science city: 11.1 beakers/turn (6 base + 1.5 library + .6 monastery + 1.5 university + 1.5 observatory)
So, the number of scientists needed to get 322.57 beakers in 5 turns is: ((322.57/11.1)/5)=~6
Therefore, the number of science cities--in addition to the super science city--required is only 1.5 or 2 if you round up (!!!) (since each science city runs 2 scientists via a library, 1 via mercantilism, and 1 via an observatory). Now, based on the development done in medieval, you'll have 6 science cities at this point in addition to the super science city. YOU ONLY NEED TWO TO GET A TECH RATE OF 1/5 TURNS!!! You're going to be flying through the renaissance faster than you can blink!!!
The key here is your super science city. Get Oxford up asap--i.e., get universities up asap--in your great library city with a couple (or more!!!) settled GS. Don't forget observatories--my recommendation is getting astronomy with your free tech from liberalism. Your super science city becomes a juggernaut and away you go!
Industrial
Well, after cruising through the renaissance era, we hit a bit of a snag: scientific method! This costs us the monasteries AND the great library
However, the nice thing is we should have ensured we got Statue of Liberty toward the mid-to-late Renaissance, so that softens the blow a little bit of losing the great library...
Average industrial tech cost: 2366.66
Super science city beakers produced in 5 turns: 1365
-You'll notice this is NOT a huge increase over the renaissance era. As I noted, the loss of the monastery and the great library hurts. But, here's the math...The math for this assumes 8 scientists (2 from library, 1 from observatory, 1 from running mercantilism, 3 from Oxford, and 1 from statue of liberty), 4 settled great scientists--YOU GET ONE FOR FREE FROM PHYSICS, MAKE SURE YOU GET IT FIRST
-- [with a rate of 9 base + 4.5 academy + 2.25 library + 2.25 observatory +2.25 university +9 oxford= 29.25], and a rate of beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, 1.5 from university, 1.5 from observatory +6 Oxford =19.5). Thus (8*19.5=156)+(4*29.25=117)=273*5 turns=1365.
Average tech cost minus beakers produced by super science city: 2366.66-1365=1001.66
Rate for scientists not in super science city: 10.5 beakers/turn (6 base + 1.5 library + 1.5 university + 1.5 observatory)
So, the number of scientists needed to get 1001.66 beakers in 5 turns is: ((1001.66/10.5)/5)=19
Therefore, the number of science cities--in addition to the super science city--required is 4 (since each science city runs 2 scientists via a library, 1 via mercantilism, 1 via an observatory, and 1 via the statue of liberty). Not as good as renaissance, but still better than medieval! You still only need to run 4 science cities in addition to the super science city to get a tech rate of 1 tech per 5 turns. [and, you'll notice this doesn't even include the potential of caste system, which i'll talk about in my conclusion]
Modern
Well, here we are in the modern era, and I certainly feel like you should be here before your AI competitors! Here's the breakdown...
Average modern tech cost (not including future tech): 4185.71
Super science city beakers produced in 5 turns: 1732.5
-Well, this is a bit better than industrial era, thanks to the extra scientist made available from a laboratory. Here's the math...The math for this assumes 9 scientists (2 from library, 1 from observatory, 1 from running mercantilism, 3 from Oxford, 1 from statue of liberty, and 1 from laboratory), 5 settled great scientists [with a rate of 9 base + 4.5 academy + 2.25 library + 2.25 observatory +2.25 university +2.25 laboratory +9 oxford= 31.5], and a rate of beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, 1.5 from university, 1.5 from observatory +1.5 laboratory +6 Oxford =21). Thus (9*21=189)+(5*31.5=157.5)=346.5*5 turns=1732.5.
Average tech cost minus beakers produced by super science city: 4185.71-1732.5=2453.21
Rate for scientists not in super science city: 12 beakers/turn (6 base + 1.5 library + 1.5 university + 1.5 observatory + 1.5 laboratory)
So, the number of scientists needed to get 2453.21 beakers in 5 turns is: ((2453.21/12)/5)=41
Therefore, the number of science cities--in addition to the super science city--required is 7 (since each science city runs 2 scientists via a library, 1 via mercantilism, 1 via an observatory, 1 via the statue of liberty, and 1 via a laboratory). So, finally, we have to consider adding 1 additional science city. However, I would recommend easily combatting this addition by finally adopting caste system--if you didn't do it earlier, see below--to add the extra specialists required to reach the tech rate.
Conclusions
Ok, first of all, you'll notice I left a few things out. You could possibly get an additional couple monasteries to help you up until the industrial era.
Secondly, caste system. Obviously, if you adopt caste system, you can take your number of scientists beyond the limit afforded by libraries. This means that your tech rate will be EVEN FASTER than 1 tech every 5 turns, which is already an incredible pace!!! I would recommend adopting caste system once you hit civil service, that way you can combine irrigation with the additional scientists.
Now, I think this analysis makes a HUGE case for philosophical leaders. First off, they will have additional settled great scientists, which are HUGE beakers, especially later in the game! They also get cheaper universities, which means FASTER OXFORD, which as you've seen is HUGE in terms of its impact on your tech pace, especially in the renaissance era.
I think it also indicates that you can get away with 6 science cities, including the super science city--especially if you do adopt caste system. This is the exact number you need for oxford, hint hint. On top of these 6 science cities, you'll need a few production cities to pump units and probably the statue of liberty. Beyond that, you don't need any more cities!
Clearly, this strat lends itself to a small-empire ultra-fast science victory. However, I think the tech lead can also be put toward a domination victory as well. Just watch your maintenance costs. A good candidate here is Mao since he's organized and so you can pop down cheap courthouses to manage maintenance and also get forbidden palace sooner.
Finally, I feel confident that the switch to cottages is not required at all, meaning you can use biology to boom your food econ late game, which can be very helpful for domination, obviously, but also diplomatic if you want another option
As always, if I made any errors in my analysis, I would appreciate if people could point them out. And I look forward to any discussion
EDIT1: Ok, my first error was pointed out, thanks to Mutineer. You can't assign a scientist w/mercantilism in addition to the two afforded you by the library because you don't have any slots available. So, definitely, I would insist on making the switch to caste system once you hit civil service for irrigation, which will come prior to banking and mercantilism.
http://forums.civfanatics.com/showthread.php?t=177506
Part II is dedicated to analyzing the final 3 eras, as the first thread only looked at classical and medieval.
Now, the reason I stopped at the first 3 eras was that I assumed specialists would start to fizzle out late game and that instead one should transition to a cottage economy post-democracy.
If you share this assumption, these numbers may in fact surprise you.
I will start by rehashing the first three eras. I've worked out a better strategy for accounting for the great library/super science city, so the numbers may be a bit different.
I will then present my findings for the final three eras.
And then I will offer my conclusions and recommendations.
All of my numbers in this thread assumes running representation early via the pyramids. I won't bother comparing to non-representation as the numbers are vastly inferior. I may come back and do a part three comparing to a cottage econ late game if I can figure it out.
Without further ado...(keeping in mind is that the goal is to sustain a tech rate of 1 tech/5 turns throughout the game, starting in the classical era)
Classical era
Average tech cost: 315.4
Great library/super science city beakers produced in 5 turns: 210
-The math for this assumes 4 scientists (2 from library, 2 from GL) and a rate of 10.5 beakers/turn/scientist (6 base, 3 from academy, 1.5 from library). Thus 4*10.5=42*5 turns=210
Average tech cost minus beakers produced by super science city: 105.4
Rate for scientists not in super science city: 7.5 beakers/turn (6 base + 1.5 from library)
So, the number of scientists needed to get 105.4 beakers in 5 turns is: ((105.4/7.5)/5)=~3
Therefore, the number of science cities--in addition to the super science city--required is 1.5 or 2 if you want to round up (since each science city can only run 2 scientists via a library). Running 2 science cities + the super science city w/great library and an academy will give you in excess of a rate of 1 classical tech/5 turns.
Medieval
Note: in the medieval era I'm including one monastery per city in my analysis. obviously, if you have say 3, the results are going to be better. but for simplicity, i am only doing 1. it's not always easy to spread 3 religions to all of your cities when you're focusing on other things.
Average medieval tech cost: 733.33
Great library/super science city beakers produced in 5 turns: 305.25
-The math for this assumes 4 scientists (2 from library, 2 from GL), 1 settled great scientist (GS) [with a rate of 9 base + 4.5 academy + 2.25 library + .9 monastery = 16.65], and a rate of 11.1 beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, .6 from one monastery). Thus (4*11.1=44.4)+(1*16.65=16.65)=61.05*5 turns=305.25
Average tech cost minus beakers produced by super science city: 733.33-305.25=428.08
Rate for scientists not in super science city: 8.1 beakers/turn (6 base + 1.5 library + .6 monastery)
So, the number of scientists needed to get 428.08 beakers in 5 turns is: ((428.08/8.1)/5)=~11
Therefore, the number of science cities--in addition to the super science city--required is 5.5 or 6 if you want to round up (since each science city can only run 2 scientists via a library). Running 6 science cities + the super science city w/great library and an academy will give you in excess of a rate of 1 medieval tech/5 turns. You will want to note that you need 6 universities for Oxford university, which comes along in the next age and is a huge factor. I'm saying here you need 5-6 cities + your super science city to get the medieval tech rate. This puts you in the ballpark for preparing for Oxford.
Renaissance
Ok, so here we are at the new material. I stopped here before because I assumed we'd be transitioning to a cottage econ. All I can say, as you'll see below, is that I would seriously recommend keeping your specialist econ because the renaissance age is where it shows its true power!!!
Average renaissance tech cost: 1528.57
Great library/super science city beakers produced in 5 turns: 1206
-You'll notice this is a HUGE increase over the medieval era, and here's the math...The math for this assumes 9 (!!!) scientists (2 from library, 2 from GL, 1 from observatory, 1 from running mercantilism, and 3 from Oxford), 2 settled great scientists [with a rate of 9 base + 4.5 academy + 2.25 library + .9 monastery +2.25 observatory +2.25 university +9 oxford= 30.15], and a rate of beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, .6 from one monastery, 1.5 from university, 1.5 from observatory +6 Oxford =20.1). Thus (9*20.1=180.9)+(2*30.15=60.3)=241.2*5 turns=1206.
Average tech cost minus beakers produced by super science city: 1528.57-1206=322.57
Rate for scientists not in super science city: 11.1 beakers/turn (6 base + 1.5 library + .6 monastery + 1.5 university + 1.5 observatory)
So, the number of scientists needed to get 322.57 beakers in 5 turns is: ((322.57/11.1)/5)=~6
Therefore, the number of science cities--in addition to the super science city--required is only 1.5 or 2 if you round up (!!!) (since each science city runs 2 scientists via a library, 1 via mercantilism, and 1 via an observatory). Now, based on the development done in medieval, you'll have 6 science cities at this point in addition to the super science city. YOU ONLY NEED TWO TO GET A TECH RATE OF 1/5 TURNS!!! You're going to be flying through the renaissance faster than you can blink!!!
The key here is your super science city. Get Oxford up asap--i.e., get universities up asap--in your great library city with a couple (or more!!!) settled GS. Don't forget observatories--my recommendation is getting astronomy with your free tech from liberalism. Your super science city becomes a juggernaut and away you go!
Industrial
Well, after cruising through the renaissance era, we hit a bit of a snag: scientific method! This costs us the monasteries AND the great library

Average industrial tech cost: 2366.66
Super science city beakers produced in 5 turns: 1365
-You'll notice this is NOT a huge increase over the renaissance era. As I noted, the loss of the monastery and the great library hurts. But, here's the math...The math for this assumes 8 scientists (2 from library, 1 from observatory, 1 from running mercantilism, 3 from Oxford, and 1 from statue of liberty), 4 settled great scientists--YOU GET ONE FOR FREE FROM PHYSICS, MAKE SURE YOU GET IT FIRST

Average tech cost minus beakers produced by super science city: 2366.66-1365=1001.66
Rate for scientists not in super science city: 10.5 beakers/turn (6 base + 1.5 library + 1.5 university + 1.5 observatory)
So, the number of scientists needed to get 1001.66 beakers in 5 turns is: ((1001.66/10.5)/5)=19
Therefore, the number of science cities--in addition to the super science city--required is 4 (since each science city runs 2 scientists via a library, 1 via mercantilism, 1 via an observatory, and 1 via the statue of liberty). Not as good as renaissance, but still better than medieval! You still only need to run 4 science cities in addition to the super science city to get a tech rate of 1 tech per 5 turns. [and, you'll notice this doesn't even include the potential of caste system, which i'll talk about in my conclusion]
Modern
Well, here we are in the modern era, and I certainly feel like you should be here before your AI competitors! Here's the breakdown...
Average modern tech cost (not including future tech
Super science city beakers produced in 5 turns: 1732.5
-Well, this is a bit better than industrial era, thanks to the extra scientist made available from a laboratory. Here's the math...The math for this assumes 9 scientists (2 from library, 1 from observatory, 1 from running mercantilism, 3 from Oxford, 1 from statue of liberty, and 1 from laboratory), 5 settled great scientists [with a rate of 9 base + 4.5 academy + 2.25 library + 2.25 observatory +2.25 university +2.25 laboratory +9 oxford= 31.5], and a rate of beakers/turn/scientist (6 base, 3 from academy, 1.5 from library, 1.5 from university, 1.5 from observatory +1.5 laboratory +6 Oxford =21). Thus (9*21=189)+(5*31.5=157.5)=346.5*5 turns=1732.5.
Average tech cost minus beakers produced by super science city: 4185.71-1732.5=2453.21
Rate for scientists not in super science city: 12 beakers/turn (6 base + 1.5 library + 1.5 university + 1.5 observatory + 1.5 laboratory)
So, the number of scientists needed to get 2453.21 beakers in 5 turns is: ((2453.21/12)/5)=41
Therefore, the number of science cities--in addition to the super science city--required is 7 (since each science city runs 2 scientists via a library, 1 via mercantilism, 1 via an observatory, 1 via the statue of liberty, and 1 via a laboratory). So, finally, we have to consider adding 1 additional science city. However, I would recommend easily combatting this addition by finally adopting caste system--if you didn't do it earlier, see below--to add the extra specialists required to reach the tech rate.
Conclusions
Ok, first of all, you'll notice I left a few things out. You could possibly get an additional couple monasteries to help you up until the industrial era.
Secondly, caste system. Obviously, if you adopt caste system, you can take your number of scientists beyond the limit afforded by libraries. This means that your tech rate will be EVEN FASTER than 1 tech every 5 turns, which is already an incredible pace!!! I would recommend adopting caste system once you hit civil service, that way you can combine irrigation with the additional scientists.
Now, I think this analysis makes a HUGE case for philosophical leaders. First off, they will have additional settled great scientists, which are HUGE beakers, especially later in the game! They also get cheaper universities, which means FASTER OXFORD, which as you've seen is HUGE in terms of its impact on your tech pace, especially in the renaissance era.
I think it also indicates that you can get away with 6 science cities, including the super science city--especially if you do adopt caste system. This is the exact number you need for oxford, hint hint. On top of these 6 science cities, you'll need a few production cities to pump units and probably the statue of liberty. Beyond that, you don't need any more cities!
Clearly, this strat lends itself to a small-empire ultra-fast science victory. However, I think the tech lead can also be put toward a domination victory as well. Just watch your maintenance costs. A good candidate here is Mao since he's organized and so you can pop down cheap courthouses to manage maintenance and also get forbidden palace sooner.
Finally, I feel confident that the switch to cottages is not required at all, meaning you can use biology to boom your food econ late game, which can be very helpful for domination, obviously, but also diplomatic if you want another option

As always, if I made any errors in my analysis, I would appreciate if people could point them out. And I look forward to any discussion

EDIT1: Ok, my first error was pointed out, thanks to Mutineer. You can't assign a scientist w/mercantilism in addition to the two afforded you by the library because you don't have any slots available. So, definitely, I would insist on making the switch to caste system once you hit civil service for irrigation, which will come prior to banking and mercantilism.