How many turns for fission???

. . . then the next turn, there is just one turn left!




What is up with this? Is this a bug of some kind, or am I missing something?
 
This happens when the tech is discovered and traded by the AI. Research cost is based on how many of the civs that you have contact have the technology.
 
Originally posted by jimmytrick
This happens when the tech is discovered and traded by the AI. Research cost is based on how many of the civs that you have contact have the technology.

I do believe it's that.

Didn't notice it before 1.17f though.
 
I'll make a $50 bet (Cdn dollars, that is! :) ) the rest of the world just got Fission that turn. It'd be an easy check, just see which civs have it.

I had the same question when the 1.17f patch came out & I remember loki answering my q. Techs devalue as soon as they are known by other civs you know. You'll notice an instant drop in your research time. It was always in the game, but made more apparent after 1.17 because of the tech-swapping AI and the fact that we're generally behind the AI tech-wise for longer.

Jimmytrick is right.

Did someone do a test on the precise amount of tech devaluation? I remember seeing something in the "1.17 tech trading ruining the game" thread but it's kinda long.
 
Originally posted by chiefpaco
I'll make a $50 bet (Cdn dollars, that is! :) ) the rest of the world just got Fission that turn. . . .

Yes that is correct, they did. Ok I didn't realize that's the way it worked but it makes sense and explains this situation.
 
Originally posted by chiefpaco
I'll make a $50 bet (Cdn dollars, that is! :) ) the rest of the world just got Fission that turn.

Jimmytrick is right.

Did someone do a test on the precise amount of tech devaluation?

I think you're both right! And I guess I have the proof of that! :) But there is even more to it, than that. Read on.

Answering your question, chiefpaco, this is exactly one of the things I've been experimenting with. :D

I already answered you in another thread:
http://forums.civfanatics.com/showthread.php?s=&postid=214214&t=3858#post214214

I'm collecting the exact data on my spreadsheet now, and I can’t give it now, because I’ve had several problems this weekend, but I can already advance you a simple and *real* case which I still have in my mind:

In my current Monarch game (around 580AD), there are 2 big continents, each with 4 civs. I have the contact of all 4 civs on my continent, and therefore I know exactly what techs they have.
Then, the Babylonians, from the other continent, managed to travel by sea towards me thanks to their Lighthouse, and tried to sell me “Republic” by 160g, which no civ on my continent had yet.

I conducted several tests, after that.
I experimented buying the contact of the other civs on the unknown continent (which already had that Tech, but I didn’t know that until I had their Contact).

After buying other civs contacts and trying to buy Republic from them, to figure out how much it would cost, it was amazing to verify that by the simple fact of contacting another civ (that already had the tech), the initial Babylonians would sell me it by a fewer price.
As a shortcut, I can tell you that in the end, I bought it from the Zulus for about 45g (I’m not sure), but the Babylonians were willing to sell me the Tech for about the same price too. So, there was a devaluation of about 115g (260 => 45g) after I had the other 3 civs contact! So the devaluation was bout 500% when passing from 1 knowing civ to 4 knowing civs, for this case.

That is called competition! And the Babylonians seem to understand that quite well! :)

So it seems that the simple fact of another civ having a tech is not enough to lower the tech’s price in what regards to trading. The fact of having the contact of other civs who also have that tech seems to be *very* important.


I think the research process is based on the overall discoveries though, but I’m not sure yet. I will try to find that out with the Civ3Multi Tool.

IMHO, I think I have some other useful conclusions, but as I said on the other thread, I’m in the process of collecting them. So I will post them as soon as I finish, in a single place.

Sorry for the long post. I hope that helped. :)
 
Well, I can tell you my conclusion. Research no tech. Build no library, university, or lab. Buy tech when it is devalued and use your cash to build infrastructure to support your domination win.

I don't necessarilly like to play that way but within the context of the current version it is the only logical way to play.
 
since i always seem to be neck and neck with some other civ, i look at the turns to go a lot. Also when it drops, you can usually trade that advance for a few dollars or a map
 
I was going to offer another possibilty, but it seems my situation doesn't appy to this one, because all the other civs did just get fission, and you don't have a whole lot of specialists.

I had a huge empire with all of them having hospitals, therefore I had many specialist (200+). Well, after adjusting the science bar down to 10% it would have taken 40 turns for smart weapons. But on that very turn while the computer (governor) was going through all my cities, he changed every single one of them from taxmen to scientist. Thus in one turn the tech went from 40 turns to 16. (I was 3-4 techs ahead, and no one got that tech).
 
whats that mod your running Marz? "coalition" government sounds cool.
 
Originally posted by AnarchyIsGreat
whats that mod your running Marz? "coalition" government sounds cool.

It is the 'Three New Governments' mod, you can find it in the completed modpacks section. The civilopedia has all the lowdown on the coalition.
 
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