nano-management

Would you do this kind of "nano-management"

  • Yes

    Votes: 6 15.8%
  • No

    Votes: 13 34.2%
  • What! Are you an idiot? Why would do go through so much trouble?

    Votes: 19 50.0%

  • Total voters
    38

slothman

Emperor
Joined
Sep 14, 2001
Messages
1,223
Just now I needed 1 turn to research "Atomic Theory". So what I did was figure out exactly how much science I needed to get it. I did this by recording the number of turns required and the science generated at each science rate percentage. One I approximated how much more I needed - which BTW required me to check percents twice, the second time after removing all citizens from work in a few cities to decrease science - I subtracted from that the amount at 10% less than what I was at, to see how much more I needed. I came up with about 70 beakers. So I went though EVERY city and took citizens off turning them into scientists. I eventually get the required numb of beakers at the lower percent. I ended up gaining about 143 gold without decreasing the number of food or production turns. I'm just wondering how many of you would do this "nano-management" looking at every city and aspect in detail?
Also I figured out that if I remove a couple of scientists then the turns will still be 2 but I will only need like 4 beakers next turn. I can then set my science rate to 0% and only use scientists. I am also wondering if you would do this method to gain alot of gold at the expense of 1 turn for research. I'm ahead so that's not a problem.
 

Megalou

Thez worlds are not enuf
Joined
Jan 22, 2002
Messages
1,317
Location
Sweden
(What I do is check science percentage when I get down to 2 turns to complete research. If I can decrease the percentage without an increase in the number of turns I do it. I guess you could call it micro management. Isn't this enough trouble? It certainly is for me because with my 64Mb RAM it takes too long even to open a city window. So I voted no.)

Sincerely, etc.
 

Beamup

Higgs boson
Joined
Jun 8, 2001
Messages
1,318
Location
Boston
The thing of it is, if you do this, you're losing beakers towards your NEXT advance. Any extra beakers left over after you discover your current project are applied to the next one. BTW, this is not an assumption - I have been able to prove this empirically. The only time I will do this is when I have my science high enough I'm down to 4 turns between techs. Since that's the minimum, I expect you do lose excess beakers in this case. So, I'll adjust my science rate to the minimum giving me 4 turns. Otherwise, you're just shooting yourself in the foot.
 

slothman

Emperor
Joined
Sep 14, 2001
Messages
1,223
Are you sure you keep beakers for your next tech? Yuo don't keep excess food and production. I'm also not sure if you did in civ2.
 

Megalou

Thez worlds are not enuf
Joined
Jan 22, 2002
Messages
1,317
Location
Sweden
I'm pretty sure you didn't keep the excess beakers in Civ II, but this should be possible to "prove empirically" like Beamup says he did, by reloading a saved game and comparing. Morally, it would be the best thing if beakers were saved, because winning should not come down to tactics like this one, if you ask me. But I'd still use it... :)
 

ChrisWade

Beer Monster
Joined
Jan 7, 2002
Messages
50
Location
In the pub
Originally posted by Beamup
The only time I will do this is when I have my science high enough I'm down to 4 turns between techs. Since that's the minimum, I expect you do lose excess beakers in this case.

:confused:

Is this true?
I've seen no mention of it anywhere.
In Civ II it was possible to discover 4 or 5 techs a turn toward the end of the game.

:sheep:
 

Ironikinit

Prince
Joined
Jan 4, 2002
Messages
409
Location
Michigan
4 turns is the fastest you can research.

40 is the slowest, if you're making any progress at all.
 
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