Limited Future Tech

jajas83

Chieftain
Joined
Oct 9, 2002
Messages
11
Is future tech limited, and what are the factors of its limitation? i've played one game where the future tech went back down to zero. It was late in the game and I was picking up multiple techs per turn.
 
there is a limit to 255 future techs I believe - after that it goes back to zero.
 
ok...thanks i'm at exactly 255 future techs with a few years til the spaceship lands and i turned my science to zero. so i'll be ok
 
Well don't deliver any freights until the SS has landed because only a few more beakers might send it over the edge and you'll lose all those lovely points.
You might not also be aware that when you reach FT number 127 or so, the number of beakers required resets to your first tech (10 per tech) and this means that you can get several per turn. :D
 
URC. You can deliver as much freight as you want, but you will not get an advance unless you have at least one beaker being produced by a scientist or a greater than zero setting on the tax rate table. Note also, that excess beakers generated by freight are lost. they do not roll over toward your next advance. :eek:
 
Well on the Playstation I'm currently playing a game with 180 or so FTs in 1980ish. I have found that the FT research rate does not go back to 0 at FT 127 like it does on the PC and that if you use too many freights to produce beakers then the total will indeed roll over. In fact, it rolls over to 0 again, you do not get the tech you were researching and it freezes the beaker counter for the entirety of the next turn so not only do you not get the tech you were researching but you don't get the one you should have had next turn either. It's really annoying and I could have had a much bigger score by now! :mad:
Mind you, I haven't build Darwin yet, so I'll get two free at the end while my cities are celebrating. :D
 
I apologise for the error yesterday, but I was only up to FT160 something. When I got to FT170, they started flying in like they do on FT127 on the PC. I got 50 in a single turn! :D
I was wondering, therefore, whether the techs went up to 340ish before cancelling, but stopped at 255 just to be on the safe side.
 
Actually, the Future Tech rollover occurs at FT 167; and again 255 is the magic number for the rollover (88 regular techs + 167 Future Techs). Once FT 167 is reached (at a cost of 32,000 beakers), the cost per tech resets to the starting level of 10 beakers for FT 168. Hence, one can usually go from FT 168 to FT 255 in as a little as five turns.
 
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