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Old Apr 18, 2008, 07:52 PM   #1
maruapo
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Future Tech 1.29f CivIII

What does Future Tech give you? I've achieved Future Tech 1, it's 1880, I have all resources, but I can't tell that having Future Tech 1 is doing anything. Anybody know what Future Tech does? Is it just a score thing?
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Old Apr 18, 2008, 08:14 PM   #2
Sweetchuck
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Quote:
Originally Posted by maruapo View Post
What does Future Tech give you? I've achieved Future Tech 1, it's 1880, I have all resources, but I can't tell that having Future Tech 1 is doing anything. Anybody know what Future Tech does? Is it just a score thing?
It's the prerequisite to Future Tech II.

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Old Apr 19, 2008, 12:23 AM   #3
timerover51
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Future Techs

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Originally Posted by maruapo View Post
What does Future Tech give you? I've achieved Future Tech 1, it's 1880, I have all resources, but I can't tell that having Future Tech 1 is doing anything. Anybody know what Future Tech does? Is it just a score thing?
Basically they add to your Victory Point total if you have checked the victory point scoring box when you started the game, or if your game automatically uses victory point scoring. Sweetchuck, be nice, the guy is asking a legitimate question. What we should do is develop a list of future techs and then add them to the game in a mod.
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Old Apr 19, 2008, 01:11 AM   #4
Pyrrhos
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Future Tech #73 installs the E-chip in Sweetchuck so that every time he's sarky, a signal lights up on Maruapo's screen and he has the choice to give Sweetchuck 0-10,000 volts of either pain or pleasure.

With Ft #74 he gets the option to air it on national paperview TV & gets filthy rich.
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Old Apr 19, 2008, 07:44 PM   #5
TheOverseer714
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Future Techs are almost totally useless, adding a tiny amount to your score. When you finish researching Integrated Defense, shut science down and boost your income and luxes to help your score and also allow a huge military buildup. No demands ever again and should you want to, the ability to trash your opponents. Builders can then build anything they want with the extra cash. Win-win, no matter your playstyle.
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Old Apr 21, 2008, 07:25 AM   #6
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If you shut down science completely, the govenors will set all specialists to scientists whenever the pop falls (starvation or worker/settler build) and any when the pop grows, the new citizen will be a scientist.
If you set the Sci rate to 10%, it'll give you all taxmen.
If anyone know how to override this by tinkering with the Gov settings, I'd love to hear about it.
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Last edited by Bartleby; Apr 21, 2008 at 07:30 AM.
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Old Apr 21, 2008, 12:25 PM   #7
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I don't use governors much, so I don't really know. Generally, I micromanage from the domestic advisor to control which specialists I use. In my SG as the Vikings, we are doing a no science variant, and only a few scientists have ever popped up, and I think those were accidents by the player, not the governors. It is an interesting experiment, if I play a Deity or Demigod COTM, I may try it there.
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Old Apr 28, 2008, 02:45 AM   #8
Bartleby
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Correction!

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Originally Posted by Bartleby View Post
If you shut down science completely, the govenors will set all specialists to scientists whenever the pop falls (starvation or worker/settler build) and any when the pop grows, the new citizen will be a scientist.
If you set the Sci rate to 10%, it'll give you all taxmen.
If anyone know how to override this by tinkering with the Gov settings, I'd love to hear about it.

I'm not sure what I was thinking when I posted this; the opposite is true.

Set Sci to zero -- all specialists taxmen
Set Sci to > zero -- all specialists scientists.
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