Oedo years - I think this should be common knowledge

Duke of Marlborough says:
If you discover the tech during an Oedo year, an immediate switch can happen (so, if you track your science correctly and have your last city discover the tech, you could have a no turn revolution. Just remember that the game counts your newest cities first, your oldest cities last).

How do you know which city is going to discover the tech? I can see no way of tracking this (at least in the playstation version). Is it to do with the beaker counts in the Trade Advisors screen? Even if you do know, how can you manipulate events to ensure it is the last city which discovers the tech?
 
Thanks for your reply. I still don't fully understand - what do you mean by:
have one scientist to 'rollover' the tech.
?
 
A scientist is a 'specialist', a citizen that you remove from working on the terrain (and then clicking on him to change him from an entertainer and clicking on again to make him a scientist. A scientist makes three beakers worth of production for the city. So, if the beaker box is full and the city is generating three beakers from the scientist it will 'complete' the tech.

Beakers generated by caravan deliveries cannot 'complete' a tech, only city generated beakers can do this.
 
Thanks, that explains it.
 
First of all, Duke made a small error. He meant set you science rate to zero (not your tax rate). When your science rate is zero, even if your beaker box is full you will not get an advance until either a scientist or a city produced research triggers it. That trigger is what he termed rollover.

Secondly, while filling up the beaker box is necessary for this tactic to work, setting science to zero is not.
 
Thanks for clearing that up
 
I found a reason the number of turns for a game may not match the expected number from the Oedo chart.

When a map is modified using the map editor it 'overwrites' the number of the turns that game normally would have had.

I'm thinking (still checking on it):
When the map editor opens it asks you for a map size. From there you can then open an existing save and modify the map. The number of turns for the game will be based off of whatever the number of turns the game would have had from the map size picked when the editor was first started, not the number of turns that the orignally made game would have.

This would explain the couple variances we have had in GOTM games.
 
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