a4phantom said:
I know some of the hardcores have argued fiercely about whether Academies are worthwhile compared to using every Great Scientist as a super specialist. For the rest of us, can someone provide some practical guidelines on when to use each?
I would make the choise based on the base science output of the city and whether or not I'm planning to use the representation civic (+3 science per specialist). A high base science output with a different civic then representation favours the academy, a lower base science output combined with the representation civic favours the great scientist.
Then, it's just some mathematics.
Example: My major science production city is having a base (before multipliers) science output of 50 (not too much since it's not the end game yet). It has a science multiplier of 2.5 (1 (base) + 0.25 library + 0.25 (observatory) + 1 (oxfords university) ). There is no university and no laboratory yet. (The total science output is thus 125 at the moment, but that's not important for the calculations.)
The academy would add 0.5* 50=25 science.
The great scientist under the represenation civic would add 9 * 2.5 =22.5 science and 1 production times the production modifier.
(I've purposefully chosen the number so that the choise is not clear.)
If the civilization would not be using the representation civic, then the choise would be clear as 6*2.5=15 is a lot less than 25. If the city would only have a base science output of 30, then the choise would again be clear as 0.5*30=15 is a lot less than 22.5 science and 1 base production.
You actually also have to estimate how the city will develop in the future as it can make on of the options more profitable in the long run.
I expect that the trade route output of this city will become a bit better since I will get another trade route in the city with economics and I will get bigger cottages in the city. I expect a base science output of 80 in the long run (that's a bit vague of course since it's difficult to estimate future trade route output). This increases the output of the academy to 0.5*80=40.
The city will get a university and a observatory in the near future and then the output of the great scientist under representation will grow to 9*3=27 and 1 base production.
So in the future, the academy seems better (in this theoretical example).
Note that the great scientist and the academy strengthen each others effect:
Lets take the future example and add an academy. The science multiplier would increase to 3.5 increasing the output of adding a great scientist in the future to 9*3.5=31.5 and 1 base hammer.
Lets take the future example and add a great scientist. This would increase the output of adding an academy in the future to 0.5 * (80 + 9) = 44.5
This means that it is often interesting to build an academy and add multiple great scientists to the same city.
When you do any comparisons between the two options, then estimate what your average science rate will be in the future and set it at that value before you compare the options. It is no use to put your science slider to 100% when you know that you'll need a lot of money in the future for unit upgrades. The science output of the academy at 100% science is a rather unrealistic estimate of the future in that case.
An optimized great science city will in the end game produce a few hundred science per turn (300-400 is surely possible with a good city location and good foreign trade routes). That can be as much as the combined science production of 3-4 other good science cities or your empire. On small maps, the effect of such a great science city is of course more noticible than on huge maps with an empire of 30+ cities.
edit: I just saw the thread that was discussing the great scientist vs academy. I didn't mention the bureaucracy civic that was mentioned there. It can make a big difference as bureaucracy increases the base commerce output by 50% and thus increases the output of the academy by 50%. Usually, this will mean that the academy is far more interesting in that city than a great scientist (assuming that the capital is geared towards commerce production).
Also, the thread mentions lightbulbing (you didn't ask about that). It can indeed be interesting to lightbulb a technology for various reasons. In the early game, there are many crucial technologies that improve your empire in many ways. Getting these advantages 10 turns sooner can be worth sacrificing a great scientist. If it allows you to trade for other valuable technologies, then the value increases further. Note that after a lot of tech trading, the computer will often not trade with you anymore ( "you're becoming too advanced"). This is purely linked to the amount of tech trades (allthough the AI seems to forget over time???) and the relationship with the AI. Some AI's are also more or less eager to trade techs. This 'penalty' is more noticable on the higher difficulty levels where you depend more on technology trades to keep up in the tech race. So therefore, I only trade for technologies that I really want to have at the higher difficulty levels. When to trade (early game vs late game) becomes part of the strategy.
In the late game there aren't many turns left to research stuff, so + 30 science for the last 20 turns of the game will be less interesting than +2000 science from lightbulbing a technology (values dependant on game).
mickeymoose said:
Wow that's a lot. I stopped the workers being auto and did some crazy cottage building. Then I built Markets, Grocers, and Banks in all cities, got corporation, the spiral minaret, versailles and loads of courthouses. I got rid of some of the worse units. Now i'm gaining at 80%
so thanks!
It seems that you have rebuild the economy of your empire quite effectively. 80 % science sounds like a healthy economy. You must have noticed that controlling your workers yourself is far more efficient than automating them. You can develop the balance between food, production and commerce that you want and won't see the horrible scenario where an automated worker reimproves a town square with a farm.
As you have been automating your workers in the past, I wonder if you are aware of the fact that cities only use some of the improved tiles. They only use the tiles with white circles on them when you enter a city. Sometimes a city cannot use all of the improved tiles inside its area because of lack of food limiting growth. Building some farms or windmills can help. It would of course have been even better if you had anticipated the problem before it occured. Another reason why a city cannot use all of its tiles is because of the happiness and health cap.
This is especially important with cottages since they only grow when they are being worked by the population of a city. And growing your cottages is key to developing a healthy economy at the high difficulty levels.
Also note that with a science rate of 80%, the majority of your commerce is invested in science. So it becomes very useful to build buildings that increase the science output of the city by x% (library, university, etc.)