Default Specialists

Bamspeedy

CheeseBob
Joined
Dec 18, 2001
Messages
9,135
Location
Amish Country, Wisconsin, USA
With the governors on, there is no real way to have the computer decide what to make all your specialists (taxmen or scientists). The governor only makes entertainers, early in the game, but not in the cities that have hospitals and have more citizens than tiles able to be worked on and have sufficient other happiness factors going into that city. Most of the time, this isn't really a problem, as you don't have very many specialists. But when you have over 100 cities, all with hospitals, this could be several hundred specialists! I have tested some things out (not a full in-depth accurate test) and this is how the governor seems to assign the specialists. I had probably around 1000 specialists, so whatever the governor decided to make my specialists had an impact of around 1000 gold(or beakers)/turn.

-He makes them all one, or the other. All scientists, or all taxmen.
-Set science to 0% he makes them all taxmen
-Set science to 10-40%, he makes them all scientists
-Set science to 50% or higher, he makes them all taxmen.

Edit: If both science and tax are at 0% (100% entertainment), all specialists are scientists.

So if you had enough specialists (hundreds of them), you could feasibly make more progress in research by having science at a lower rate, so that all the specialists (corruption immune) are scientists. When I had science at 10% I was learning modern age techs about every 10 turns with 0 libraries or universities, and no help from the AI. However, I lose the 1000 gold/turn I could make by having all those specialists as taxmen.
 
Excellent study, Bamspeedy, thank you.
As a newer player, I tend to ignore these terribly important aspects of micromanagement. In late games I usually have problems with tech research - too much war for my government, so I gradually see my research rates slip. I now strongly suspect the reason. Again, thanks alot.
 
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