Formula behind getting cheaper techs when meeting civs

Someone more knowledgeable than us has already posted the formula.

Short answer, the number of civs you know who know the tech reduces the cost.

That's the post I am usually referencing when I've talked about it in my LP's.

Ah so there was a formula after all as I thought... Thanks. And the general rule is (since it's not based on percentage of civs , but on the actual number), the more civs in a game, the cheaper the techs, as far as you keep exploring and knowing more and more.

as long as those civs also know the techs, then yes. (early game is sped up if you can meet everyone quickly)
 
OK, I guess I've learned something -- and I apologize for implying that everyone else was stupid.:blush:

I really still don't believe it though. The formula on the "number crunchers" thread was posted a couple of months before the change which allowed :c5science: to be carryied over and well before the RA change.

Yes the more science you have the faster techs get researched, but it doesn't make them cheaper. Go to the tech tree when you reach the renaissance era. Check the cost for techs in the same level of the tree. If you are ahead of everyone in tech, this won't work. If there are multiple civs ahead of you in tech, then you will see that techs that are in the same level will cost different amounts.
I am definitely not the one who said that techs became cheaper -- I only said that the number of beakers going toward the tech purchase price directly correlates with population, and this beaker production is modified upwards by science buildings.
 
That's the post I am usually referencing when I've talked about it in my LP's.



as long as those civs also know the techs, then yes. (early game is sped up if you can meet everyone quickly)

That's what I meant. Deity AI is given free techs too so it's always a plus to explore like mad in the early game.
 
as long as those civs also know the techs, then yes. (early game is sped up if you can meet everyone quickly)

Is this something worth taking into account when choosing techs? e.g. delay taking techs you know the AI likes because you'll be able to get them cheaper later.
 
Is this something worth taking into account when choosing techs? e.g. delay taking techs you know the AI likes because you'll be able to get them cheaper later.

Sure, in a vacuum where your only concern is the "cost" of a tech. In game, concerns such as "I need Riflemen NOW" or similar may be more pressing. Essentially, it depends how urgently you need a tech.

Tbh, I didn't even know such a discount existed until this thread. It's interesting the things you learn just walking around. :)
 
Is this something worth taking into account when choosing techs? e.g. delay taking techs you know the AI likes because you'll be able to get them cheaper later.

it will affect your RA choice of techs, at the very least. If all civs but you have a tech, and it's your 'median' tech, then you're getting less than you could otherwise by clearing it vs. another tech that no one has.

Other than that, need is more important than waiting for cheaper techs, especially if those techs are very important to you.

It's also part of the reason why a run to Education works well. A lot of the AIs will go towards gunpowder or chivalry, which means that when you're done Education and coming back the other way, those techs are cheaper. (with you having a higher bpt by then)
 
But how do you know which ones all the other civs have and which they don't? Unless you're constantly keeping track of the costs of each tech and know everything by heart, It's kinda impossible to know.

Except of course the techs that have immediate results, like the ones that give a new upgraded unit (seeing everyone having knights, lets you know that they have Chivalry for example).
 
But how do you know which ones all the other civs have and which they don't? Unless you're constantly keeping track of the costs of each tech and know everything by heart, It's kinda impossible to know.

Except of course the techs that have immediate results, like the ones that give a new upgraded unit (seeing everyone having knights, lets you know that the have Chivalry for example).

You pretty much play it by ear. (despite claims to the opposite, you won't know exactly who has what techs)

There is usually a tech on the same y axis that hasn't been researched by anyone (generally highest beaker value) so you can use that as your basis. Then just see how low the lowest one is in comparison. If you want to go really far in it, you can reverse the calculation that was linked to, to find the number of alive civs that have the tech. But it's a waste of time, mostly.

Definitely seeing units and/or wonders will tell you roughly where the AIs are in tech. (assume +2-3 or more techs for units and 6-8 more techs for wonders)
 
You pretty much play it by ear. (despite claims to the opposite, you won't know exactly who has what techs)

There is usually a tech on the same y axis that hasn't been researched by anyone (generally highest beaker value) so you can use that as your basis. Then just see how low the lowest one is in comparison. If you want to go really far in it, you can reverse the calculation that was linked to, to find the number of alive civs that have the tech. But it's a waste of time, mostly.

Definitely seeing units and/or wonders will tell you roughly where the AIs are in tech. (assume +2-3 or more techs for units and 6-8 more techs for wonders)

Yeah that's what I thought too. So that means that when you're trying Deity games like OCC ones, (either Cultural or Science) and you can't have the advantage in tech, it's better to add more civs in the game and/or play Pangaea so you can meet as many civs as possible right?

(Also, a little bit off topic but I'd like to see a strategy article of you on how to achieve a Cultural victory on Deity...OCC or not, without building/getting from the AI, almost any wonders. I really want to know if it's possible)
 
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