100% research all the time, possible?

Raksu

Chieftain
Joined
Nov 27, 2005
Messages
2
I can't understand this.. No matter how much i try to raise enough money, i always end up with 80-90% research at some point..
Simply don't have enough money to keep it at 100%..

Maybe MUCH later, i get the 100% again, and by then im WAY behind in tech..
Any simple solutions? I always play as noble.

Banks and markets in all citys should be the solution, but nooo.. :mad:

thanks beforehand :king:
 
There's plenty of reasons. To me, it seems there's a bit of a "gap" between the time that your civilization has founded enough cities (and the organizational cost increases exponentially) and your infrastructure catches up that causes this. Obviously a lot of this is based on what technologies you know and how well developed you have your trade networks and resources. During this phase of the game, usually a few well-placed trades (selling unnecessary resources to a rival, usually) can more than make up for the gap.

Just remember, it's not the actual percentage of science that counts. If you have highly productive cities, you could be generating more science research at 70% than if you have a gaggle of underdeveloped cities at 100%. "Turns per Tech" might be a better indicator of how well you're doing, since the cost of technologies is relatively standard.
 
Raksu said:
Banks and markets in all citys should be the solution, but nooo.. :mad:

Thats definatly not the solution. If you have 100% science those banks would net you 0 gold...

Better to make one of your cities the gold city. This should be the city that founded your religion usually. Use any great prophets to build the shrine or as super specialists (5gold/turn). In this city you build bank/market/grocer, and of course its also possible to use normal specialists.

Another trick is to explore alot in the beginning, chop out a couple of warriors/scouts and start popping huts. That can get you lots of gold early on.

Btw did the chance to get techs from huts change in 1.09? Before the patch I had maybe got 2 techs from huts in all my games and last night I got bronze working, iron working and the wheel in one game!!
 
Science is better than gold in most circumstances, so if you can have 100% science you probably want to...
 
As was stated many times in other threads "80% science of 2000 commerce is better than 100% science of 1000 commerce". Don't focus on the percentage. Focus on how many beakers you are producing each turn. Keep your research rate less than 10 turns per tech.
 
Dragonlor said:
80% science of 2000 commerce is better than 100% science of 1000 commerce

Obviously, but the point is to make the most out the commerce you have. Commerce, unlike science, is not something you can change on any given turn. So your choice is not between 80% of 2000 commerce or 100% of 1000 commerce, its between 80% of n or 100% of n.
 
but on noble you shouldn't run behind because you have 70% tech. Build more cottages!
 
Rocksteady said:
Obviously, but the point is to make the most out the commerce you have. Commerce, unlike science, is not something you can change on any given turn. So your choice is not between 80% of 2000 commerce or 100% of 1000 commerce, its between 80% of n or 100% of n.

Not exacty true. Capture or settle more cities if you want more commerce. I was just saying if you're running 100% science then your empire is not maximized for science. More cities will improve it.
 
I usually have my tech at 90-100 all the time. Its easy as long as u found a couple of reigions, personnally i nearly always get judaism, christian and islam. Then just keep a city or two contantly building missionaries. wonders like the spiral minaret help this out too.
 
I keep my slider at 80-90%

The extra gold goes towards buying obselete technologies from the AI; Upgrading Units; Rushing Units/Buildings; or Buying somebody into declaring war on one of my enemies.
 
Well if you have science at 100% that means that your commerce ONLY gives you science.
This means that you 'Gold inflow' is limited to
1-Shrines*
2-Spiral Minaret*
3-Specialists*
4-Build Wealth*
5-Pillage/City Capture Money
6-Goody Huts
7-Money from Diplomacy
8-Great Merchant Missions

* these can be improved by a marketplace or bank in the city they are in.

So what you have top do is make sure that the above are balanced with your costs

1-Units (increase population or decrease# of units, OR keep them in your borders, OR turn off pacifism)
2-Cities (limit number of cities, and distance from capital, build courthouses)
3-Civics (limit total population or choose low cost civics)
4-Money to Other players
5-Rushing production with US/upgrading
 
I played a game on Noble going for a cultural victory and had all my governors set to make great people. Early in the game they popped up often and I always added them ot the city or built shrines and academies whan I could. I never dropped my tech rate and I was making insane amount of gold throughout the game; thousands even before the middle ages. Surprised the hell out of me how effective it was, especially since it was seconday to me true goal.
 
It could be because of inflation which starts at 0 which is why you can have 100% science but as it increases you have to lower your science rate to compensate for the waste that inflation causes.
 
Its funny how inflation exists in the game, considering that goverments PROFIT from inflation while the people they govern lose money from it.

Examples:

1. The Roman Empire They simply reduced how much gold was in their currency keeping the "extra" gold for themselves to spend on what ever they sent money on. Eventuly the denirii(It is spelled wrong) became worthless. This is happening in every country.

2. The swich from coins to paper. Sure its lighter but it is worth nothing. Governments have to inforce the currency with laws in order for it to be used. If their were no laws requiring its use it would not be used. The Sumarians(or was it Babelonia?) had a law that if you refused the debaced currencey(paper was not invented yet, but still the exact same principal.) you would get a limb choped off. In America today, if you refuse the worthless paper money, the person that was going to pay you doesn't have to pay you anymore.(You refuse it you lose it)

3. In Germany, after ww1 inflation was at 1000% every day on a GOOD day the paper the German mark was printed on became worth more that the "money" it represented. Because the German goverment could print all money they wanted to, so they didn't care, but any random person on the street with a savings acount lost 99.999...% of their money!


4. When polititions promise free things in any country, they get the money to pay for the free things from raising taxes(a big :nono: for them) or they get it from inflation, "the invisible tax".

ALSO

When you print worthless paper money(or cast debaced coins) its counterfiting, but when the Government does the EXACT SAME #$%& THING its OK because its the government.

So concludes economics 101

Therefore, to be historicly correct, inflation should be an income in the game.
 
Wouldn't it depend of the type of money.
Intrinsic money, e.g. gold, would give the gov't money when inflated since they could take some value out.
Extrinsic, is that a word, e.g. paper money, wouldn't affect the gov't.
If the gov't gets $1 from me they can only spend it on $1 worth of stuff.
I could too but it would be my choice rather than military or health care.
The receiver of the one dollar bill doesn't care where it comes from.
Nor can the gov't extract money from it.
They can print more money but the US doesn't do that except to replace old.

Banks only increase gold.
Do trade routes give money or commerce?
 
Trade routes in my experiences, give Commerce.
 
If you have 100% science you are doomed. Once you get to 80-90% it is time to start a new war and to GRAB land. I usually never go to more then 80% science.

Also to get first in tech research some weird tech that nobody else researches. 1 well researched tech can give you 5-6 others. (Alphabet is ene more abusive. I basically rape AI from all his techs MUAhAHAHAHHA).
 
Therefore, to be historicly correct, inflation should be an income in the game.

You are absolutely correct, in reality it functions as a tax. However, Soren is on record saying that Civ4 inflation exists just for game balancing purposes, they aren't attempting to simulate the real thing.
 
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