always 40 turns to tech, regardless of science% ??!!

Nemo

Warlord
Joined
Oct 14, 2001
Messages
129
Location
Nusquam
Ok, so since the 1.17 patch i have noticed that whenever i get ahead of my neighbors tech wise, then i start getting techs that are 40 turns, no matter what i do. If the science is at 100% or 10% it has no effect. this has happened now on regent and warlord during ancient era techs. if i put it at 10% i am raking in like $18+ per turn. I dont get it? what is the deal? one minute any tech has its given number of turns (i.e. 12, or 14, or 18 turns...depending on the tech) then if i get another tech that my enemies/neighbors dont have, then next time i am to choose a tech to research, ALL techs are 40 turns!

can someone explain either why this is happening, and/or a possible work around, cause this is rediculous.

thanks
 
The maximum number of turns to research a tech is 40 (although you can change this in the editor). It sounds like you do not have enough income to research another tech in less than 40 turns even with 100% going to science, and so you see 40 turns no matter what you set the science slider to. The maximum turns per tech limit is not new with the 1.17 patch, although it was lower before the 1.16 patch.
 
Also the cost for researchinga tech has a factor that is dependent on the number of other civ's with the tech. This existed pre-patch as well.
 
Originally posted by etj4Eagle
Also the cost for researchinga tech has a factor that is dependent on the number of other civ's with the tech. This existed pre-patch as well.
but it ridiculously strong now. I now play to be 2-4 tech behind so I can get anything in like 5 turns at 40%. New techs are around 13-17 turns....... What`s the point of teching if the other guys can catch up this fast?????

Also, the AI now seems incapable of using new techs to its advantage. Like in one game with 1.17 the Egyptians had Chivalry for 27 turns when I didn`t have it yet. They had hords of Horsemen attacking me, and were filthy rich. But they neither built Knights (ok, 1 or 2) nor upgraded..... This after they`d been the first to develop Chivalry so it must have been expensive.... :confused:
 
Man oh man.

Is 1.17 a can of worms - or a Pandora's Box?!? :eek:
 
Originally posted by Nero Would
The maximum number of turns to research a tech is 40 (although you can change this in the editor). It sounds like you do not have enough income to research another tech in less than 40 turns even with 100% going to science, and so you see 40 turns no matter what you set the science slider to. The maximum turns per tech limit is not new with the 1.17 patch, although it was lower before the 1.16 patch.

I had this same thing happen to me for a while back in the ancient era, but it passed once I switched to republic and my scientists started doing research like they meant it...
 
I think the fact that it is easier to get techs which have already been researched reflects on an attempt by the developers to make the game moore realistic with this installment. In the real world, it has been seen that there are never any wide gaps between technological advancement between nations regardless of whether or not they have the resources to implement this new knowledge.

With regards to the problem of 40 turns for a tech, I get that too, especially when changing eras. The cost increment is none too gradual. You could always try altering the tech costs on the editor. But I expect it would be easier just to build libraries\universities\research labs in every city.
:egypt:
 
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