This question is related to a regent level game on a huge map with 11 opponents. . . . I know that the tech costs are significantly higher in the MA but still I fail to understand how some players can actually maintain the 4 turns tech pace for the whole game after sometime around getting education. I know that those are players of a completely different level but still, expansion and micromanagement can help only to an extent. This far in the tech tree it is basically the core towns that are getting research while most border cities produce only 1 bpt. Also using science farms doesn't seem to help me much as it would require literally hundreds of scientists to reduce a turn for a research. So what I need is that someone point out the mistake that I've made which I'm obviously unaware of. Btw I have about 103 cities right now and getting more isn't adding to my per turn income. My core cities have a production ranging from 30-50 spt. Thanks.
They use Science Labs and they also use a lot of specialists, i.e. scientists.
Science Labs? Do you mean research labs? Well I also built a few of them in my best core cities and then waited for getting the Internet to have them everywhere. As for the specialists, I'll try to use more of them the next time. Thanks.
I don't know if the terminology has changed but a few years back, we referred to them as "science farms." Research Labs are structures that you build within a city. A "science farm" is something else entirely.
There are three relevant items that are unaffected by corruption: (1) food; (2) specialist output; and (3) building upkeep. A scientist in your capital produces 3 beakers that go straight into research, uncorrupted. A scientist in your 153rd city also produces 3 beakers that go straight into research, uncorrupted. If you build a library in your capital, any commerce that is devoted to research is sent through the library for multiplication. Specialist/scientist beakers are not. In the capital, the library makes sense, as you're essentially paying the upkeep for increased scientific production (but only on the commerce part). In the outliers, you still have to pay the upkeep, but there's not enough commerce to warrant the cost. So when you get to high-corruption cities, pack cities in as tightly as you can, build no improvements (except maybe an aque in a few cases), water everything in sight, build roads and rails to increase food production, and hire as many geeks as you can. I don't recall exactly how the numbers work out, but if you can hire 3 scientists in a size 5 town, that's 9 bpt, straight into research, uncorrupted. If you build 100 of them, that's 900 bpt.
For more in-depth information, see Bede's "
The Role of the Specialist Citizen." There's also a link in my signature to "
Multiplier Buildings: A Practical Primer," which might prove useful. Finally, if you browse through some of the old Training Day Games, we did some experiments with micromanaging the empire in "Aabra01: Training for Mid-Level Micromanagers." The results of a small micromanagement competition are posted on page 58 of that game.