i have changed all my extra citizens to scientists and this didnt help with my science rate, i was actually losing money for some reason.
would like to hear from the experienced players on this thanks.
Check out Bede's article in the War Academy, "The Role of the Specialist Citizen," for some good information. The long and the short of it is this: Specialist output (whether gold, beakers, or shields) is unaffected by corruption or by multiplier buildings. A scientist in a 90% corrupt boondocks makes 3 beakers that go directly into research. A scientist in your capitol does the exact same thing, regardless of what infrastructure you have there.. . . .good info on using corrupt cities that way, i will try that.
It is hard to notice the benefit of Science Farms and how many you need before you even look for any benefit. I can say I notice it with the number of times I can turn my Science Slider down with minimal cost in turns to the next tech. I've never counted when it became noticeable but I would put the number at over 20, most being 3 Scientists out of 6 population, a few with rivers have 6 of 12.
Yeh i've sure noticed that it takes many many many scientists to even make a dent in your scientific research. So usually if i make a specialist at all it's most likely an entertainer. But having been told this recently, newly captured enemy cities do indeed make excellent scientist farms.
i'd like to add that your core cities CAN have scientists if you've got a couple of irrigated food tiles, especially if it's on the coast
even with hills, mountains and forest you will have food overspill
so if you've a city or two that's hit size 12 and has 25 or more food, that's still a couple more scientists
this is assuming the early medieval age, when hospitals are miles away
Ataxerxes said:I didn't play PTW but went straight to Complete. In Complete the Scientist farms do make a difference.
i'd like to add that your core cities CAN have scientists if you've got a couple of irrigated food tiles, especially if it's on the coast
even with hills, mountains and forest you will have food overspill
so if you've a city or two that's hit size 12 and has 25 or more food, that's still a couple more scientists
this is assuming the early medieval age, when hospitals are miles away
I don't use specialists much unless I have to in a particular circumstance. Cops and engineers in high corruption towns, entertainers in unusually unhappy ones. I don't start regularly using specialists till once I've filled up a city with enough people to have every tile worked, then it's usually a toss-up between scientists and tax guys, depending whether I'd rather speed up research or need more money.
I've never tried science farms since I had modified the game in the editor before I heard about them and the modifications I made such a game exploit redundant. You can adjust a few things there that reduce the absurdity of the game's corruption set-up so that it's playable without resorting to console game like exploits like science farms. It's easy to do, just changing a couple settings that does it. For me, this is the way to go, rather than using cheesy console game like exploits that take the strategy fun out of the game. You can adjust enough things in the editor so that even on high play levels you wont need to use those kinds of exploits to win the game, I've found.
So science farms are an exploit, but using the editor to minimize corruption is not?![]()