First Turn Science Tip

amadeus

Bishop of Bio-Dome
Joined
Aug 30, 2001
Messages
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Location
Weasel City
I figured this out about a couple weeks back, so now I'm finally posting it:

On your first turn, select your science advisor and pick what you want to research.

Opposed to that, you'd have to wait until 3950 B.C. to pick the tech you want to research - causing you to lose a turn of science benefit.
 
I've also noticed that it's pointless to put more than one gold into research for your first project. It'll take 40 turns no matter what. And if you happen to get that tech from a goody hut you'll lose any built-up research when you switch anyway.

Similarly, later in the game you can't ever research a tech in less than 4 turns, so if you can get 4 turns at 60%, for example, there's no benefit to setting your research to 70%, just lost tax or entertainment dollars.

Also keep the next item you want to research queued up. That way if you have "carry-over" research points when you reach a new tech, or you get it from a goody hut as stated above, your advisor won't waste any research points by switching you to the wrong tech.
 
Thanks for the tips, rmsharpe and Salvor.

Here's one you may already know: on your last turn of research, go to your domestic advisor and reduce research to the minimum required to complete it in one round. You'll save a lot of money that way.
 
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