A Simple Question about Research...

Sreyas73

Chieftain
Joined
Dec 20, 2009
Messages
71
Hi,

I don't understand how an individual city's research rate impacts the overall research rate of researching a new tech...
Can someone explain this simply?

Thanks
Srey
 
Sreyas,

Cities don't have individual research rates (e.g. you can't have Berlin at 50%:science: and Hamburg at 30%:science:).

Cities however make varying levels of contribution to your scientific pursuit. This is done largely by the amount of commerce yielded from a city (commerce squares worked and trade routes) and specialist citizen contributions (including settled Great People), then impacted by buildings (e.g. Libraries, Observatories) and Wonders (e.g. University of Sankore, Oxford University), your civic choice, and the overall science rate as determined by the commerce slider.

The 'beaker haul' contribution of all of your cities is added, and that will determine how quickly you will complete research into your next technology. Maybe I should also note that you can get a 'discount' on some technolgies if you have more than one of the prerequisites (e.g. Gunpowder becomes about 10% cheaper to research if you have both Guilds and Education, although you can research Gunpowder without needing both).

Blah ... cross post with BigTime!
 
Another way to explain this:

Your cities generate :commerce: (Commerce) and depending on the specifics of your cities some will generate more :commerce: than others. The main source of :commerce: is the tiles inside the city radius (within two tiles from the city tile, roughly) that are worked (not by a Worker unit, but rather by the citizens in your city) and trade routes (which are set up automatically, depending on how much the city already generates, so its self-reinforcing).

The research rate (upper left corner of the interface) determines what portion of the :commerce: in your cities will become :science: (Science). This is the base :science: of your cities and its multiplied with whatever research related buildings you have in a city. So one city could have 60% of 20 :commerce: multiplied with +25% (15 :science:) and another could have 60% of 10 :commerce: without any multipliers (6 :science:).

Your total :science: is the sum of the :science: of your cities, and this is what is shown in connection with the research percentage (above). Every Tech has a cost that is counted in :science: and you accumulate your total number of :science: toward this goal every turn. Once you have accumulated as many :science: as the Tech cost you will have researched the Tech in question - and the surplus is added to your next research project.

Was this simple enough?
 
__tech cost __ = turns to complete research
:science:(C1+...CN)

^ This isn't strictly true. There are additional modifiers applied to your total beaker rate before it's applied towards the tech you're teching, such as a flat 20% bonus from having the minimum prerequisites which is always true except for the 6 starter techs. Having more optional prerequisites gives more bonuses. There's other minor stuff as well, like a flat +1 bpt from "having any cities".

These bonuses might actually be what the OP is wondering about, though it's a bit ambiguous :p

http://www.civfanatics.com/civ4/strategy/tech_research.php for a more proper explanation of the mechanics.
 
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