Supr49er
2011 Thunderfall Cup
What about a Custom Game:
Small Continents or Islands
1 Civ per landmass
Small Continents or Islands
1 Civ per landmass
Öjevind Lång;8335027 said:To ensure getting that, i think you'd have to use the World Builder.
I think this is almost the exact same question asked by Yanner39 about 23 posts agoI was wondering what is good science beaker numbers throughout the game?
I know this number will varie but I want some general numbers:
In my current game:
Noble, Pangaea, Standard size, all options at default.
I got Vikings (Random)
I had 70-75 at 1AD
I have 400 at 1400AD (60%)
I have difficulties to judge my science rate with other civs and if I'm winning of losing advantage.
Thank you in advance.
Just a general outline for higher difficulty levels, but can also apply to lower ones as well. All of these are for 100% research so you might need to sell techs and maps to AI's for gold. Oh, and these assume that you're not going for a crazy 500 AD domination victory but rather a late game domination victory or a space race.
1 AD - At least 100 beakers (I always aim for 200 myself)
500 AD - At least 200 beakers
1000 AD - At least 400 beakers (of course, really good players already have oxford university up and running by this point for an insane beaker rate).
A fast space race win for the 1800s should probably have a beakers-per-turn rate at around 2,000 per turn.
On warlord, where the AI tech path is slow, 900 sounds pretty reasonable (especially considering that it's at 80% and not 100%). You'll improve as the difficulty level goes up because the aggrandized AI tech speed will help you in turn with beakers-per-turn.
Tips to increase beakers-per-turn for a standard sized map:
1. Get at least 6 cities.
2. Get at least 6 libraries.
3. Get 1 Great Scientist for an academy, and then 1 Great Scientist to bulb Philosophy, then 1 Great Scientist to partially bulb Education. This ensures a quick Liberalism date. Also, getting these Great Scientists can be easier with the National Epic.
4. After Education, start whipping universities. Build Oxford Univeristy ASAP if you want to really raise your research rate. Having stone really helps.
Don't forget to have plenty of workers and make your city population count high. Crucial civics are Hereditary Rule (or Representation if you were fortunate enough to get the Pyramids), Bureaucracy, Slavery (or Caste System, really), and Free Market. The religious civic really depends on the game. Sometimes I prefer Organized Religion, if I'm playing a peaceful game and am surrounded by AI's who favor that civic.
It's a bit of a risky game strategy, as the AI may stubbornly refuse to hand over some of the techs you want in return for peace. In fact, I've often seen a near-dead AI leader refuse to cough up any techs in return for peace. (I'm no expert in the programming of the AI, but in my experience, there appears to be some sort of "tipping point" where the AI seems to determine that it's about to die and won't give you anything! Can anyone confirm this?)Is warmongering with your science slider at zero, in order to extract techs from a more scientifically advanced civ through numerous peace treaties (involving war, peace treaty with techs, war, peace treaty with more techs, etc.) considered a viable early game strategy, and at what stage of the game is the opposing civ generally more likely to refuse peace when you are parked outside their capital, then accept a peace including all techs available to give you?
I was wondering what is good science beaker numbers throughout the game?
I know this number will varie but I want some general numbers:
In my current game:
Noble, Pangaea, Standard size, all options at default.
I got Vikings (Random)
I had 70-75 at 1AD
I have 400 at 1400AD (60%)
I have 12 cities, 6 Univercity and going to Oxford (20 turns) in my capital that has 82 points in science.
I have difficulties to judge my science rate with other civs and if I'm winning of losing advantage.
I had a swordmen war between 400AD and 1000AD and I feel that war was costful science wise.
Thank you in advance.
Hello, I have been reading throughout this forum for a while. I have a question: What do people mean by 1.5 workers per city (what exactly is a .5)?
There can be many advantages to overlap:I have a question: do you hesitate to settle cities with overlapping BFC's? I tend to avoid this instinctively, because it seems like a waste, but the computer regularly recommends it. Does this factor into your decisions at all?
Just a general outline for higher difficulty levels, but can also apply to lower ones as well. All of these are for 100% research so you might need to sell techs and maps to AI's for gold. Oh, and these assume that you're not going for a crazy 500 AD domination victory but rather a late game domination victory or a space race.
1 AD - At least 100 beakers (I always aim for 200 myself)
500 AD - At least 200 beakers
1000 AD - At least 400 beakers (of course, really good players already have oxford university up and running by this point for an insane beaker rate).
A fast space race win for the 1800s should probably have a beakers-per-turn rate at around 2,000 per turn.
On warlord, where the AI tech path is slow, 900 sounds pretty reasonable (especially considering that it's at 80% and not 100%). You'll improve as the difficulty level goes up because the aggrandized AI tech speed will help you in turn with beakers-per-turn.
Tips to increase beakers-per-turn for a standard sized map:
1. Get at least 6 cities.
2. Get at least 6 libraries.
3. Get 1 Great Scientist for an academy, and then 1 Great Scientist to bulb Philosophy, then 1 Great Scientist to partially bulb Education. This ensures a quick Liberalism date. Also, getting these Great Scientists can be easier with the National Epic.
4. After Education, start whipping universities. Build Oxford Univeristy ASAP if you want to really raise your research rate. Having stone really helps.
Don't forget to have plenty of workers and make your city population count high. Crucial civics are Hereditary Rule (or Representation if you were fortunate enough to get the Pyramids), Bureaucracy, Slavery (or Caste System, really), and Free Market. The religious civic really depends on the game. Sometimes I prefer Organized Religion, if I'm playing a peaceful game and am surrounded by AI's who favor that civic.
Thanks DMOC. I just want to bump this answer because of another thread "ORG vs FIN". For the guidelines you list above, how are these affected by whether you are playing with a leader that is Financial versus one that is not? The reason I am asking is because when I use a Financial leader, say Hannibal, I seem to not even worry about my tech rate. However, I have started a couple of games as Julius Caesar and I have so much difficulties getting my beakers per turn count up? Now, I must say that I started these games simply as a test to see. I never really intended on playing them through - I just wanted to see the difference. Is there that much of a significant difference early in the game or where my test simply a coincidence?
Is 100 beakers or 200 beakers per turn at 1AD achievable or a stretch in a leader is non-FIN? I have the impression that losing the tech race early like at 1AD could have bad implications if another leader DOW on me.
100 beakers at 1AD should never be a problem.
It's not the only thing you should check, but this is certainly a sign.
And indeed, you're in a much more comfortable situation when you have a tech lead or at least parity.
edit: you are aware that you can "deficit research" (standard wording for using the cash in the bank to fund a higher tech slider than you can run without losing money. In the early game, this is done if you're lucky enough to pop gold from huts. Later (after currency, which is why it's so important to me) you can beg from neighbouring pleased/friendly AIs or extort (diplo penalty for extortion) from less friendly AIs. You can also sell "old" techs for good money. You can also "miss" wonders and get large cash refunds.
It's a bit of a risky game strategy, as the AI may stubbornly refuse to hand over some of the techs you want in return for peace. In fact, I've often seen a near-dead AI leader refuse to cough up any techs in return for peace. (I'm no expert in the programming of the AI, but in my experience, there appears to be some sort of "tipping point" where the AI seems to determine that it's about to die and won't give you anything! Can anyone confirm this?)
It's certainly viable to obtain a few techs for peace, but it can complicate diplomacy (all those "You declared war on our friend!" demerits...). I wouldn't count on it, however, as a means of filling your shopping cart with all the shiny techs you available on your enemy's shelves.