Best Tech strategy

mrmora

Chieftain
Joined
Nov 13, 2001
Messages
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I was wondering what strategy other people use to gain their tech advances. In civ2, I used to remain as peaceful as possible until I had an unbelievable tech advantage. Unfortunately, I haven't figured out how to complete my research very quickly in civ3. As a result, I am not learning the more modern techs until very very late in the game.

Does anyone have a way to get advances rapidly in civ3?
 
The fundamentals involved with rapidly gaining scientific discoveries lie in science spending, scientific institutions, scientist citizens and diplomacy. The more you have of the former three and the better you have of the latter, the faster you can get those discoveries. (So far, in my 2nd game of Civ3 as regent, I've been able to discover Stealth by the beginning of the 19th Century. I don't know how this compares to other Civ3 players, but in comparison with rival Civs, I'm sometimes in the Modern era before some are even in the Renaissance. Those closest to me in the tech race are usually 5 or 6 discoveries behind, minimum.)

Anyhow, back to the 4 fundamentals; all of them can be linked to one thing, money. The more money you're earning, the more you can put into scientific research, the more you can afford to buy and maintain scientific institutions, the more you can afford to have scientist citizens, and the more you can afford to buy the what I call the "secondary" advances (By secondary I mean those advances that do not lead to other advances and do not allow for any crucial wonder/unit/improvement advance...some examples would be Free Artistry and Amphibious Warfare). I find it better to just buy or trade for those from other civs when they acquire them, unless whatever improvements those discoveries bring are vital to my game strategy.

So the more important question that should be raised is "How do I get more money"? For that, here's a list of what I've found to be useful in bringing in the moolah

1) Government type: Democracy is probably the best government choice for those who choose to take a more peaceful, scientific and cultural approach to the game. The added 150% in productivity also transfers to your ability to build scientific improvements/wonders faster. Democracy also lowers corruption significantly, thus allowing for more money to be spent and not wasted. This brings me to...

2) Corruption: The less corruption you have, the more shields and taxes are allocated to your income, rather than the garbage. If you want tips on how to keep corruption down, just take a look at the helpful post "Stickied" at the top of this forum.

3) Tile improvements: Roads will improve commerce which will thus increase the amount of money you bring in. When choosing to mine a mountain, pick the ones with gold or iron, they get you more commerce or resources, respectively. Get a lot of workers out there, improving tiles as needed. For example, if you have a city of 5, don't spend the time of 4 workers improving all those tiles in one go. Just improve 6 or 7, max, then move on to the next city that requires improvements. There's no point in improving tiles that won't be used for many turns to come. Just ensure you have enough workers to keep up with the demand.\

4) Peace: Try to stay out of wars, especially if you're in a republic or democracy. War weariness will force you to either increase the luxury rate, meaning you'll probably have to drop the science spending, or create entertainers by removing people from the field, thus removing the commerce they brought in. Also, if you plan on being the aggressor, you'll need to build up an army and support it, meaning you'll have to reallocate resources and funding to building and maintaining (resp.) your army, leaving you unable to build scientific institutions and less cash to pump into your scientific spending. But don't expect to stay at peace throughout the whole game; you'll be attacked at least once so make sure you have a sufficiently sized army to keep your cities and borders defended, and a few offense-intended units to repulse any pillagers from your improved territory. Just on a side note, I remember when I spearheaded an attack to conquer the continent I was on so I could grab some resources, luxuries, land and cities. Unfortunately, I had to trim down my science spending to almost 0% due to war weariness/unit costs/lost trade, etc. so for 20 turns I did not make a single discovery. That gave time for the other civs not involved in the war to come close to catching up. A rule of thumb I learned: Always plan on having a war last longer than planned. But you can see what effects conflicts have on science.

5) Empire size: To simplify, the more cities you have (within a limit that makes corruption and insignificant issue...once again, see the post at the top of this forum), the more revenue you're earning (also the more you're spending on institutions, but if you balance it out right, you'll do great), the more scientists you possess and the more resources/luxuries you should have at your disposal to trade. All of these have side-benefits/disadvantages/problems that I could go into, but won't because it'll take too long, but you get my drift :) . Expand early, develop early/mid, win mid/late. Those get mixed around a lot, but there's no such thing as an entirely accurate or precise simplification.

6) Improvements & Wonders:

i) Science - When building wonders that improve science, try to concentrate them in the one city gaining you the most commerce (therefore science) and with a quick enough productivity to keep you up ahead in the Wonder Race (this is very important early on when you're about neck & neck with or even behind other civs in the science race). Also go for libraries in all your cities, Universities in cities with 6-8 or above pop and research centers in cities with 12+ (or if you're doing financially well late enough in the game, you can just throw them in whenever you feel like it). The reason for limiting some institutions to certain sizes is that sometimes the benefits are outweighed by the costs. Try to keep them at least balanced.

ii) Commerce - Create wonders and improvements that help you save or make money. Some do it directly (e.g. Smiths Trading Co., the Banks, Wall street, etc.) while others have an indirect effect on the amount of dough you rake in (e.g. Pyramids). The latter are the one that save you the cost of having to build, maintain or upgrade improvements and units.

7) Early Exploration: Early on in the game, check out those huts. You'll often find they contain some good Ancient era advances that'll give you a good head start over the other civs. Sometimes you may also find settlers who'll help in expanding your empire; another bonus. Although sometimes you'll find some barbarians, but that's all part of the risk.

When you try to leap ahead in science, you take the risk of having your civ take on serious injuries or even death. Always be sure to keep your defenses on high, especially in your frontier towns. The larger and more important a city, the larger/better the defensive force in the garrison should be. Also try connecting all your cities by roads (and railroads) later on so you can devote units from the center (in both the physical and usually productive sense) to the defense/counter-attack more quickly.

Here are two small tricks I use:

1) In the Domestic Advisor screen you'll notice that if you toggle the science rate, you'll get a discovery in the same number of turns with a lower percentage. For example, when researching Rocketry, you'll still get the advance in 4 turns with 30% spending as you would with 80%. Make sure that when you're starting the path to a discovery to keep spending as low as possible while also keeping the number of turns to that discovery as low as possible without going too far into the negatives (If you're only losing 1-3% of your account balance then that shouldn't be a problem. You can usually make it up with this next trick)

2) Also in the Domestic Advisor screen, the turn before you make a discovery, toggle the science spending as low as possible while keeping the number of turns to that discovery at 1. This saves you the money you would've wasted on overlap.

-Maj

P.S. If I spent this much time on my assignments I'd probably be getting better marks. But then again...if I liked my courses as much as I did Civ 3, I'd probably be spending more time writing those assignments ;)
 
I take a commercial civ (for alphabet), get writing and then literacy as fast as possible, build the Great Library, then set science to 10% and make gobs of money - money that I will need when education cancels the GL and I can then pump science back to 100% and still afford an empire.
 
Originally posted by Maj
if you toggle the science rate, you'll get a discovery in the same number of turns with a lower percentage.

I've done this also, but I'm not 100% sure this isn't robbing yourself for the next advance. It may be that once an advance is discovered, the "left over" science output is put in the bank for the next advance. Civ2 worked this way.
 
Trade, buy or even steal tech from others. No matter how scientific you are, it seems that the enemies still can invent some stuff for you. And it makes no sense to invent everything alone, that takes way too long.
 
To Maj:

Move to a higher level. Don't you get bored being that far ahead of everyone. Winning is fun, but not nearly as fun if there were no obstacles.
 
As many CivII players are finding out, researching is a touch different in CivIII. At least as far as it goes from game start towards tech dominance; you can't do it quite as you did previously. You can't do it in isolation anymore, and there are min/max caps on the research rates (never takes longer than 32 turns, never less than 4 turns).

From the start, after you start making contact, trade technologies. This is probably one of the more important tips; research rates are *slow* that early, with only a few cities at most, and under a Despotic government as well. You achieve two things by trading and trading for technologies with the other civs; diplomacy (making deals with the AI counts for 'contact', and if you ignore them long enough they grow unhappier with you than they would have been if you were talking regularly), and savings on turns spent researching.

Its critical to get some of the early technologies; Pottery for granaries to crank out settlers for expansion, Ceremonial Burial for temples, Iron Working to reveal Iron deposits, Construction for Colls and Aqueducts, Horseback Riding to reveal Horses (which I never use but love to trade for cash and technology), etc.. You should be able to fill out a third to a half of the Ancient tech era via trades if you have contact with a few civs.

After that all the same rules apply. Grow your empire (number of cities), Develop your empire (make them productive by improving the terrain worked and building the multiplier buildings), and apply yourself to research. To pump research you need to tune your civ for Commerce; this means you try to get commerce from every worked square, and that you should choose the squares with higher commerce rates over the lowers if possible (example; rather than dropping two workers into mined hills after a city pegs early at 6 without an Aqueduct, drop them into coastal squares to get three commerce each; or put them into gold or luxury developed squares that generate bonus commerce).

Really, it is that simple. The key is how many PopPoints you have on the board, and how much you're getting from their labor. Are they working developed squares, are they happy (unhappy citizens will cut down on how many PopPoints are actually *working* on the board), and are they feeding their efforts into the multiplier buildings (market/bank, lib/univ/reslab)? Answer those questions with your civ and you're on your way.

Enjoy.
 
Originally posted by Maj
2) Also in the Domestic Advisor screen, the turn before you make a discovery, toggle the science spending as low as possible while keeping the number of turns to that discovery at 1. This saves you the money you would've wasted on overlap.

From my experiments, I've discovered that lowering your research rate at the last turn before the discovery, you'd get a bigger boost in funds.
To paint a better picture, here's the results of my experiment:

Result 1
I push the bar to the least % of research and still get the discovery in 4 turns. At that setting shows that I have a +40 surplus gold/turn.
Total = 4 gold x 4 turns = abt 160 gold in 4 turns.

Result 2
I push the bar to the max research % with a surplus (5 GOLD/turn). Pass three turns, and when it is one turn left before the discovery, I push it to research % to the point where I still get the tech in 1 turn. My surplus shows 200 gold/turn
Total = 5 gold x 3 turns + 200 gold = 215 gold

Try it out. Your results might differ slightly but Result 2 proves correct for me most of the time.

Note: I was on Republic, and playing very tech/cultural oriented civ. I'm still doing it after switching to Democracy, and it works out fine.
 
Originally posted by Magnus
I take a commercial civ (for alphabet), get writing and then literacy as fast as possible, build the Great Library, then set science to 10% and make gobs of money - money that I will need when education cancels the GL and I can then pump science back to 100% and still afford an empire.

but if another civ build GL first (yup,it happens) then im doomed =[
Did u solved this prob ?:crazyeyes
 
I tend to shoot for the Great Library, but if I don't get it, I'm in trouble (Monarch games, thus far). You can still switch tactics, particularly if your neighbor built the GL. Even if they didn't... beat up on them and force them to give you all their tech.

The other viable strategy is to say "screw the Great Library" shoot straight for the military techs (ironworking/horsebackriding) and start crushing your neighbors.

Playing with the tech/tax slider is KEY to getting ahead and making tons of money. In my opinion, the tech caps need to go, because only the human player knows how to exploit them. Result: my latest Monarch game ended with me launching the SS ~1800 (I had all but 2 or 3 Modern Age techs) and the 5 remaining AI's were halfway through the Industrial Age.

In the early game, lower your science rate and buy techs from the AI (THIS APPLIES ONLY TO THE HIGHER LEVELS - Regent maybe, Monarch and up definitely). There is a point where you will catch up, either by Great Library or bullying, and then there is no looking back. Build up your economy and take off. Use the slider, sell things to AI civs (luxuries, resources, unessential tech like Free Artistry) for gold/turn and watch them ruin their science rate to pay you.

If you are playing on a map that is not Pangea, being the first one from your continent to make contact with the other civs conveys a huge advantage. DO NOT trade communications, or even world maps (this will tell their ships where to go... and their galleys are unsinkable, so they will negate your advantage).

If you are on the "big" continent, with lots of civs, isolated civs are money making machines for you, because they will be WAY behind in tech. In the opposite case, you can buy tech from the "big" continent... though I like the first situation a lot better than the second :)

-Arrian
 
Is it still possible to get techs via conquest, a la Civ 1/2? Eg. In the earlier games, when you conquered a city, you'd occasionally get one of their techs for free.
 
No, you don't get techs for conquering, but a humiliated opponent will gladly give you all their techs in return for peace.

My tech strategy:

Early: Don't research stuff that other civs know - notice that the civ-specific abilities cover 6 of the 7 techs in the first column - so research The Wheel or a 2nd column tech if you have the prereqs.

As you explore and find a new civ, trade for all their science. Do whaterever it takes - gold (lump sum better than per turn), your techs, maps, workers...

In the early game, the AI civs do massive tech brokering. And now with the patch it occurs even on your turn! Let's say you are the first to discover Math and trade it with the Romans and the English for other techs or gold. Probably by the time you try to broker it to the third civ you will find they already have it!

If you find a civ that doesn't have an advance you and several others have, trade it to them, even if it's only for 20 gold. I can guarantee someone else will give it to them soon if you don't.

The things to horde and trade only for huge payoffs are 1) the first time you sell your world map, 2) contact with other civs that are on opposite sides of you (this and a Great Lighthouse continent-linking route are the only sure ways to have a monopoly brokerage)

I usually don't need/want the Great Library - the time between Literature and Education is extremely short - as long as you're actively trading you won't fall behind.

One other note on this strategy - you are still building libraries (and temples, wonders, cathedrals and colliseums) - because a high cultural value makes negotiations much cheaper

Early summary - Use the lowest tech rate (40 turns) researching techs far along the path, trade for others

Mid-game - after you get Monarchy or Republic (but especially after Democracy) you should be able to research new techs in 4 turns, or at least less than 10 - remember all those libraries (and now universities)? - switch to being in front of the tech race, never trading a tech you alone know, and making AIs pay to bring them up to #2 (remember you are #!!) - makes it difficult for #2 to either horde or broker techs

Late-game - you should be ahead and be able to be even more selective about what you trade. You might fall behind because the AIs still trade tech too easily, or if you just don't have enough land mass to keep up. The best option then is a quick democracy war for territory, granting peace with techs attached.

I think this all has changed quite a bit since the patch - you just have to recognize that the AIs live in a tech-sharing world and you need to at least be a player.
 
RastaMon,

You aren't robbing yourself of anything. The beakers you build up for one tech advance apply to that advance only. Extra beakers do nothing for the next tech. Also, switching tech research mid-stream is bad since all your accumulated beakers are lost.

regoarrarr stared an excellent thread on tech at Apolyton.net.;)
 
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