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#1 |
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knows
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Research Agreements
Research Agreements How research agreements work Introduction Classical era research agreement "Every great advance in science has issued from a new audacity of imagination" - John Dewey Research agreements are a gold costing investment between two civilizations, which upon resolution provide a boost in beakers. They are critical for any fast peaceful victory, with optimal usage allowing such feats as launching to Alpha Centauri in the 1300s. Definitions
Basics of Research Agreements ![]() Research agreements become available to a civilization when it has researched philosophy. For an investment of gold, two civilizations may agree to sign a research agreement. At the beginning of the turn after normal deal duration, the research agreement ends and an amount of beakers is provided into the technology being researched equal to half the amount of beakers required to research the median technology available. The research agreement is applied before any technology is completed, and if multiple research agreements are signed on the same turn they resolve one after the other, though each may only "complete" a single technology. While this can shift the median, it's preferable to spread out research agreements across turns when a single will be completing multiple technologies. If war is declared between the signers, the deal is canceled with no refund and no beakers provided. For example, on standard speed a research agreement signed on turn 60 will add beakers at the beginning of turn 91. If the technologies available are:
the median tech, Compass, is 412 beakers, and 206 beakers will be granted by the research agreement. (see Education for tech tree image.) If there are an even number of technologies available, the median is the mean of the middle two. For example, if Bronze and Iron Working were both complete in the above example, just the top four techs would be available, shifting the median to between Compass and Chivalry for 472.5 beakers as the median, providing 236.25 beakers. The amount of beakers provided can be increased by an additive 25% of the median tech in two different ways: by controlling the Porcelain Tower, and by having the social policy Rationalism. These only matter at the time of resolution, and getting both of these boosts RAs to providing the full value of the median tech. If the beakers granted by a research agreement exceed the cost of the technology being researched, overflow is applied to the next technology queued (via shift+clicking on the technology tree) or applied randomly if no technology is selected. Each research agreement resolving on a turn can complete at most one technology, along with an additional technology completed by standard research after the agreements resolve. Any overflow beyond completing these technologies is saved for the next turn. Costs Modern Era RA with an AI three eras behind
The standard game speed costs are modified by 2/3x, 1.5x and 3x multipliers for quick, epic and marathon game speeds respectively. The AI will always be willing to sign a research agreement for this price if they have the funds and are not hostile. If the player is technologically ahead of the AI, the AI will require an additional 100 gold (or equivalent worth, eg two strategic resources and 10 gold) per era they are are behind; this penalty is not modified by game speed. Maximizing Benefit To get maximum benefit from research agreements they must resolve at times where the median tech value is high. The most expensive tech and least expensive tech should rarely matter, so generally the optimal time of resolution will be when more than half the techs available are expensive, and less than half cheap. Because a single research agreement plus overflow can complete multiple technologies at once and shift the median up, multiple RAs should generally be staggered across turns unless you have a firm understanding of where the resolutions will occur and what median shifts will happen. Additionally being era(s) ahead of the AI increases the cost of RAs, so the signing and resolution can be planned to minimize this cost. The current era each AI is in can be determined at any time by going to the Global Politics section of the Diplomacy window. To illustrate maximum benefit in practice, what follows are tech tree screenshots prior to potential resolution points in a standard pace game including explanations. Education The goal of this point would be two early RAs signed to complete education. This is somewhat suboptimal in that Education can be hard teched in less time than it takes to complete Optics, Math, Currency and Horseback Riding to shift the median up to compass level, however this lets those techs be completed while still getting Education completed in a reasonable time. Note again that completing Bronze and Iron Working would reduce the total number of technologies open to 4, which would shift the median to between Compass and Education for an extra 30 beakers per RA. Spoiler for Tech tree prior to double RA resolution for Education:
![]() First Wave - Chemistry By researching into medieval era techs without quite completing them, it is possible to sign classical era RAs and still get the tree to this point before their resolution, while both completing the Porcelain Tower and opening Rationalism after bulbing or hard teching Astronomy. The median at this point is Acoustics (7 turns), so a wave of five RAs could grant:
The result is over 40 turns worth of technologies from five classical era research agreements, in addition to gaining the production and military boosts provided by Chemistry. Although the first three RAs in this sequence do not shift the median, because they are completing multiple technologies each they must be spread across multiple turns to ensure the median shift happens before the fourth resolution. Additionally note that the order of preselection is important to maintain the highest possible medians, for example if you complete both Metal Casting and Engineering before Steel, six techs will be open and the median will drop to between Machinery and Acoustics. If only four RAs will be resolving there is no direct benefit to completing Banking, as a median shift only matters when further resolutions will happen; instead Chemistry can be chosen for the final resolution. Spoiler for Tech tree prior to multiple classical era RA resolutions for Chemistry:
Second Wave - Late Renaissance With five technologies open, the lowest cost two do not matter for resolution value. The goal at this point is to end up in later renaissance in a position to sign the final wave required for a science or diplomatic victory. The median starts at Archaeology, so five research agreements could grant:
The result is nearly 60 turns worth of technologies from five Renaissance era research agreements. The ordering was manipulated such that the median is increased as early as possible, while Industrial era is not reached to avoid the era gold cost increase and additional 100 gold penalty. Spoiler for Tech tree prior to early Renaissance era RA resolutions:
![]() Diplomatic victory allows for very high medians. For both diplomatic and scientific victories, optimally all the final techs will be completed through either bulbing or research agreement resolutions. Given that all these techs are free the goal is to have RAs provide multiple techs via staggered bulbing. The diplomatic tree can start like this after a few bulbs, with as far as metallurgy not completed to the left. The median starts at between Telegraph and Penicillin, so the first four research agreements could grant:
Spoiler for Tech tree after a few bulbs to optimize RA resolutions for a diplomatic victory:
Three bulbs can then complete Penicillin, Radar and Plastics which shifts median to between Ecology and Mass Media, allowing the remaining three RAs to complete:
The result is eleven techs completed with seven research agreements, and Globalization a mere two bulbs away. Spoiler for Tech tree after fifth RA resolution and multiple bulbs for a diplomatic victory:
![]() Scientific victory starts in about the same place as a diplomatic victory, but the lack of the Refrigeration split reduces the available median significantly; although the same total number of techs are required, one additional bulb is needed for a science victory. There are a few paths possible that are fairly equivalent in number of techs provided, the below example expects at least Metallurgy or about one fourth of Replaceable Parts complete prior to starting. Starting with the median at Refrigeration level, the first five RAs provide:
Spoiler for Tech tree after a few bulbs to optimize RA resolutions for a science victory:
The final RA can be delayed a few turns to ensure Mass Media and Electronics are both finished. After bulbing to Rocketry and starting the Apollo program, the last two RAs will provide
The result is four techs remaining for the various rocket parts, which should be completed through more bulbing. Spoiler for Tech tree after fifth RA resolution and rocketry bulbed for a science victory:
Patch version of this article: 1.0.1.383 Last edited by vexing; May 13, 2012 at 11:26 AM. |
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#2 |
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King
Join Date: Sep 2008
Posts: 948
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its a good post but still demonstrates how brokken and dumb civ sp is.
goal is not to beat ai but to shift medians best for you. Its just dumb, as long as AI is horrible and is NOT playing to win (see Dilpo win f.e.) every human with a brain and love to civ should play multiplayer - where he got opponents to beat not get freewin shifted
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#3 | |
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Emperor
Join Date: Nov 2003
Location: Southern California foothills
Posts: 1,849
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Quote:
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If you need to look up one of our many Civ-related acronyms (UA, CKN, MPM, NC, etc) or terms try the Civ5 Guide to Acronyms and Terms. |
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#4 |
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n7
Join Date: Oct 2011
Location: Edmonton, Alberta, Canada
Posts: 843
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Thank you very much for explaining this in depth!
It's one of the things i didn't understand the math behind, but hopefully will after reading through the OP
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#5 | |
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Moderator
![]() Join Date: Dec 2008
Location: Sydney
Posts: 17,688
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Quote:
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Gods & Kings Introductory Guide
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#6 |
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Warlord
Join Date: Aug 2011
Posts: 163
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RA timing
Is there a bug or something with the time RAs complete? I'm currently playing a game on epic duration (Earth map, immortal difficulty, if it matters), and the RAs state that they last for 45 turns. But for a while they were completing in 40 turns, which somewhat messed with my medians. Then after a certain point (industrial era?) they completed after 45 turns.
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#7 | |
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cat vision
Join Date: Sep 2010
Location: Québec
Posts: 4,608
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Quote:
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Play the AI for fun. Play humans for a real challenge : www.civplayers.com G&K strategies : Tradition's 4 cities opening/Deity OCC science victory/Mayan/Arabian ICS strategy |
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#8 |
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Chieftain
Join Date: Nov 2003
Posts: 44
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In your example, if I had researched Compass for a couple of turns, would that lessen the value received?
Oh, and nice article. |
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#9 |
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knows
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#10 |
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I'm not crazy!
Join Date: Mar 2006
Location: Germany
Posts: 3,403
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Thanks for taking the time to share your expertise at abusing the RA mechanic to its maximum benefit.
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“Winning means being unafraid to lose" -Fran Tarkenton “Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.” -Sun Tzu |
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#11 |
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Chieftain
Join Date: Nov 2003
Posts: 44
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#12 | |
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Emperor
Join Date: Nov 2003
Location: Southern California foothills
Posts: 1,849
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Quote:
__________________
If you need to look up one of our many Civ-related acronyms (UA, CKN, MPM, NC, etc) or terms try the Civ5 Guide to Acronyms and Terms. |
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#13 | |
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knows
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Quote:
regardless of what they request you can put stuff in the window, and say what will make this work, and if it's at or above to the value they desire and close they'll say "that'll work," or if it's slightly below the value they'll add however much gold needed to meet their min value expectation. eg if you put in two strategics they'll request 10 more gold. if it's not close the algorithm will find whatever combination of things will work that it can. as a bonus, you can get full value for gpt or strategics for any partner above hostile specifically for this excess gold. this means while they may only be willing to give you 40 gold for two strategics outright, they'll still accept two stategics + 10 gold instead of 100 gold. this is an effective way to "trade" with guarded civs. the value of open borders doesn't fall under this rule |
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#14 |
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Emperor
Join Date: Nov 2003
Location: Southern California foothills
Posts: 1,849
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Thanks for the clarification, vexing.
__________________
If you need to look up one of our many Civ-related acronyms (UA, CKN, MPM, NC, etc) or terms try the Civ5 Guide to Acronyms and Terms. |
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#15 | |
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King
Join Date: Sep 2008
Posts: 948
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Dont think your early teching plan is optimal.
teched both CS and Theo to 1 turn to go before rushing for education. Quote:
and I m very sure that this is the way to go - your posted plan let some of the early agreements end before both PT and rationalism is up. what you should do is tech CS and theo to 1 turn before finish and start RAs with like 20-25 turn to tech for education. while teching education build hagia and prebuilt oracle (oracle to make sure to get rationalism right when u bulb astro). edit well reread your posts - maybe you try do something same - but u act like u d RA education what u definatle should not
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my youtube-chanel: http://www.youtube.com/channel/UCe_E...w?feature=mhee check you for optimal gameplay for fast finish times |
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#16 |
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Chieftain
Join Date: Sep 2010
Location: New Zealand
Posts: 7
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Thank you for posting this. I'm not very good at strategy games but I love the Civ series. This article helps me understand the Research Agreement game mechanic. The time you spent putting this together is appreciated.
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#17 |
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Chieftain
Join Date: Jun 2010
Location: Ohio, USA
Posts: 26
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ugh. This made my head hurt
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#18 | |
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Chieftain
Join Date: Sep 2009
Posts: 60
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Quote:
Also is the two techs per turn outdated? I recently had a situation where 4 RA's resolved themselves on 1 turn and I popped Banking, Acoustics, Engineering and Physics all on the same turn iirc. |
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#19 |
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knows
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i double checked on the two techs per turn, and it is incorrect: you can get techs equal to the number of RAs signed + 1. i will adjust the article accordingly
Last edited by vexing; Nov 28, 2011 at 09:44 PM. Reason: remove false information |
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#20 |
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Chieftain
Join Date: Nov 2011
Posts: 56
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This article is great! I would love to see a video with commentary that takes you through the concepts and shows the planning, timing, etc. Not a full-on "LP", but more like a brief video tutorial. My brain gets fuzzy as I try to mentally map the commentary to the screen shots.
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