Problems with science

BurnPoodle

Chieftain
Joined
Nov 6, 2001
Messages
57
Location
Montréal
Ok now... theres something I REALLY don't understand..

SCIENCES!

1. Im now at 310 AD... wheter i am at 10% or 60% science... it takes 32 turns to discover something... so I put it at 10% and buy all my techs... Is it because im a despotism government?

2. Science men... when we put scientists in the city, what it does exactly?

Thanks
 
1) Firaxis set 32 turns as the maximum time for research to completed (that is, if you at least give one unit to science). Thus, you don't have enough science output in your kingdom to lower the time it takes.

2) They give one bonus science per turn--it shows up in the advisor screen, but not the city status.
 
I think many of the changes you do on the city screen etc are not reflected instantaneously in statistics but have to wait UNTIL next turn...

I also found no way to speed up science beyond one tech every 4 turns. Methinks this is the upper limit in science development speed?
 
It looks that way.
I mean, i could do some sciences at 20% in 4 turns, and 100% wouldnt make that any quicker..
(5*20% == 20%? Hrrrm..)
Has anybody else seen this happen to him?

Greets,
Ranges
 
how you did this? im always 2-3 tech behind the computer...
do you do this by putting scientists in cities?
 
Ranges : I've had the same problem of only one tech per 4 turns. I have Science at 20%, lux at 30% (I'm in a big long war in republic). I've been that way for quite a few turns. I've cranked science up to 100% and still every 4 turns. :mad:

BurnPoodle : I'm the Germans so science improvments aren't as much. I build libraries quick. I've got over 30 cities packed into 1 medium sized continent. And my extra citizens are scientists.

:cool:
 
ok thats all fun... but

how does scientists work exactly? I mean... What it does exactly when we put a scientist in a city? does it increase the science in this city by 1 ? or by a certain % ?

Thanks...
 
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