| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Chieftain
Join Date: Jun 2006
Posts: 2
|
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?
|
|
|
|
|
|
#2 | |
|
King
Join Date: Nov 2006
Posts: 649
|
Quote:
![]() ![]()
|
|
|
|
|
|
|
#3 |
|
Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
|
Future Techs
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.
|
|
|
|
|
|
#4 |
|
Vae Victis
Join Date: Mar 2007
Posts: 712
|
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. |
|
|
|
|
|
#5 |
|
Overseer
Join Date: Feb 2007
Location: Ohio
Posts: 5,077
|
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.
__________________
If life hands you lemons, set up an international lemonade conglomerate ![]() Scores for SGFN series 1: 5452 2: 6846 3: 7505 4: 6822 5: 8605 7: 9088 Well-played, teams!
|
|
|
|
|
|
#6 |
|
Remembers laughter
Join Date: Apr 2004
Location: Englishman in Cork
Posts: 4,297
|
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.
__________________
Ah, Humanity! Last edited by Bartleby; Apr 21, 2008 at 07:30 AM. |
|
|
|
|
|
#7 |
|
Overseer
Join Date: Feb 2007
Location: Ohio
Posts: 5,077
|
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.
__________________
If life hands you lemons, set up an international lemonade conglomerate ![]() Scores for SGFN series 1: 5452 2: 6846 3: 7505 4: 6822 5: 8605 7: 9088 Well-played, teams!
|
|
|
|
|
|
#8 | |
|
Remembers laughter
Join Date: Apr 2004
Location: Englishman in Cork
Posts: 4,297
|
Correction!
Quote:
![]() 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.
__________________
Ah, Humanity! |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| tech button pack from civIII | ohcrapitsnico | Civ4 - Graphics Modpacks | 2 | Jan 15, 2007 09:20 AM |
| Oedo years/ tech gifting in civIII? | molesworth | Civ3 - General Discussions | 12 | Dec 11, 2006 12:54 PM |
| FinlandMod for CivIII 1.29f | Kahkonen | Civ3 - Completed Modpacks | 4 | Apr 16, 2006 01:23 PM |
| Discovering "Future Tech" skips prompt to research real tech | deeptime | Civ4 - Bug Reports | 1 | Nov 14, 2005 12:06 AM |
| Future Tech | Neomega | Civ3 - Creation & Customization | 1 | Jun 26, 2004 03:20 AM |