Seriously, what are they doing?Mad Scientists: sizes 3, 2 and 1 (28,000)
Yes Kaz just got a classical era tech, which they have been researching for 11 turns. According to the demographics article (that guy is a genius - I really need to start a fund to build some sort of statue for him) the GNP figure includes building bonuses and bonuses from meeting a civ that already knows the tech you are researching!
KAZAHKSTAN score up 12 to 165
Pop 10 (54) Land 23 (24) Tech 10 ancient, 1 classical (71) Wonders 1 (16)
- 12 points up, with no change in population, indicates a classical tech, probably Alphabet as per their diplomacy.
Most Advanced Civs
- SANCTA: 11 ancient, 1 classical
- Kazahkstan: 10 ancient, 1 classical
- Saturn: 12 ancient
- Cavalleoros: 9 ancient
- Mad Scientists: 9 ancient
Calculating the Known Civilizations w/ Tech modifier
1) Multiply 0.30 by the number of KNOWN, LIVING civilizations, who have the tech.
2) Divide by the number of civilizations which STARTED on the map and ROUND DOWN to the hundredth place (0.01) of the quotient.
3) Add 2) to 1
Tech Known by Civilizations modifier = 1 + RDDW (0.30 * # known Civs who have the tech / # of Civs who started the game
Calculating the Prerequisites modifier
1) Start with 1. If the technology does NOT have a minimum requirement (i.e., the starting techs = Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining), then use 1 AS the modifier.
2) Add 0.2 to 1) if a Technology has a MINIMUM Requirement that the player has met. Note: Even if a tech has MANY MANDATORY PREREQUISITES, it will still only give you a boost of 1.2 because you MUST have all those prerequisites to research the tech. (IOW, the minimum requirement IS all of those prerequisites.)
3) Add 0.2 to 2) for EACH ADDITIONAL OPTIONAL Prerequisite that the player has met.
Requirements modifier = 1 + (0.2 * MINIMUM Req. met) + (0.2 * # of Optional Prereq. met)