More problems with advances

Trekkie Spice

Chieftain
Joined
May 18, 2006
Messages
46
Location
Midlands
Hi everyone,

sometimes researching an advances takes a lot of moves. How can I speed things up. Does the number of libraries in cities make any difference.

Thanx alot

TS:) :)
 
The time of research depands on the number of techbeakers needed and the number of beakers you get every turn. To see how much beakers you need you have to change the science slider to zero. The number of turns discovering the next advance is the number of beakers you need (don't forget to set the sliders back as it was before you checked the number of beakers).

To do faster research you can do the following:
- move you're workers on tiles which have the most arrows (don't forget that you need enough food for growth and shields for support)
- set the slider for science to max (e.g. monarchy is 70%)
- build sciencebuildings like library, university, superhighway
- you can build a super science city (SSC). With the sciencebuildings and the wonders Colossus, Copernicus, Shakespeare, Isaac Newton and SETI and getting the city growing to maximum size you get an huge number of beakers every turn (do a search on SSC on this forum to get more details)
- Trade deliveries of caravans and freight. Each delivery gives gold and the same amount of techbeakers (until the max number of needed beakers is reached...after that moment you only get gold). Delivering caravans or freight from the SSC gives the most gold and tech beakers (delivering on another continent is best and to the AI (before you're cities have all the buildings). Trade deliveries gives also traderoutes (max 3 for every city). This will give extra arrows=extra beakers.

Hope this will help you a bit.
 
also, the number of beakers needed for each tech changes depending on a few factors...
number of techs previously discovered
and also a concept concerning your civilizations "key civ" affects your total #
of beakers needed to discover your next tech.

you can also do a search on "key civ" to help you better understand this.
 
I am being picky here, but ...
- build sciencebuildings like library, university, superhighway
Superhighways is not technically a science building, it gives you an extra arrow on every roaded tile. The extra arrows indirectly help science. The science building you neglected to mention is the research lab.
- you can build a super science city (SSC). With the sciencebuildings and the wonders Colossus, Copernicus, Shakespeare, Isaac Newton and SETI and
Shakespeare is not necessary, just helpful, for SSC unless you are playing OCC in which case it is crucial. SETI is never needed in SSC. It can be anywhere. If you are playing OCC you would skip it and just build a research lab.
- Trade deliveries of caravans and freight. Each delivery gives gold and the same amount of techbeakers (until the max number of needed beakers is reached...after that moment you only get gold).
Technically that is not correct. You do get the beakers, they do not do you any good since any amount over the threshold does not carry over. The same thing happens with science contribution from your cities. If you only need 2 more beakers to reach the next discovery and the next city on the roster gives you 200 beakers, 198 go to waste. Furthermore, just because the extra beakers do not do you any good it does not mean they are harmless. If you deliver a lot during a turn you could overflow the beaker counter and turn it negative. Not only will you not get a tech the next turn, it is going to take you a while to fill the hole you created by over delivery.
 
also, the number of beakers needed for each tech changes depending on a few factors...
number of techs previously discovered
and also a concept concerning your civilizations "key civ" affects your total #
of beakers needed to discover your next tech.

you can also do a search on "key civ" to help you better understand this.

To clarify, the number of techs discovered means just that, it excludes any "free" techs your civ was assigned at the beginning.

The "Key Civ" thing is a bit involved. The thumb nail version is that the farther ahead you are in science (measured in # of advances) the more your next advance costs (in # of beakers). Conversely, if you are behind in scienced, your next advance is cheaper.
 
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