Hey, this is less of a problem and solution post than more of an inquiry how you might react to a change in the game flow. You see I've been playing around under Communism and enjoying how turn-advantage interacts with the order of technologies researched. One thing I've noticed however is that once I get a Super Science City up and running, the general effectiveness of the caravan bonus goes down.
Take this for an example, say my civilization is pulling in roughly 300 beakers per turn; and the caravan bonus tends to range from 45-120, depending on whether the delivery is domestic or international. In an earlier era these deliveries might dramatically speed up research, but after a certain point there's diminishing returns--like getting 1/3rd of a turn knocked off the research time.
It's almost as if the game is telling the player to switch gears, and I wonder how you might handle this to maintain your in-game advantage. I realize some of you might go with Democracy for the increased trade arrows and ratchet up the ship-chain machinery, though this path strikes me as more micromanagement heavy and cheaterly in a way.
Another option I've been exploring has involved the following:
1) Using this relative tech lull to build libraries and later boom infrastructure for when refrigeration is discovered.
2) Globally expanding to occupy every available city site on the map, lateral rather than vertical growth you might say.
3. Building up a corps of engineers since it seems like you can never have enough of these guys for the work that needs to be done (especially if you're like me and have a thing for maps with tundra and mountains)
One more thing I like about numerous cities is that I can set long term internal trade routes (3 each) and not mess with them again; IMO something about it is just more aesthetically pleasing than dumping a bunch of off-resources into the same foreign city ad infinitum.
Anyhow, I was just wondering if anyone else noticed this lull period; I seem to get it in my games at the time between where my empire is stabilized (with Mike's Chapel and Super Science City established) and the modern era where there's a bunch of good techs on non-related paths (Refrigeration for Farms, Explosives for Engineers, Freight / Capitalization, Railroad).
Take this for an example, say my civilization is pulling in roughly 300 beakers per turn; and the caravan bonus tends to range from 45-120, depending on whether the delivery is domestic or international. In an earlier era these deliveries might dramatically speed up research, but after a certain point there's diminishing returns--like getting 1/3rd of a turn knocked off the research time.
It's almost as if the game is telling the player to switch gears, and I wonder how you might handle this to maintain your in-game advantage. I realize some of you might go with Democracy for the increased trade arrows and ratchet up the ship-chain machinery, though this path strikes me as more micromanagement heavy and cheaterly in a way.
Another option I've been exploring has involved the following:
1) Using this relative tech lull to build libraries and later boom infrastructure for when refrigeration is discovered.
2) Globally expanding to occupy every available city site on the map, lateral rather than vertical growth you might say.
3. Building up a corps of engineers since it seems like you can never have enough of these guys for the work that needs to be done (especially if you're like me and have a thing for maps with tundra and mountains)
One more thing I like about numerous cities is that I can set long term internal trade routes (3 each) and not mess with them again; IMO something about it is just more aesthetically pleasing than dumping a bunch of off-resources into the same foreign city ad infinitum.
Anyhow, I was just wondering if anyone else noticed this lull period; I seem to get it in my games at the time between where my empire is stabilized (with Mike's Chapel and Super Science City established) and the modern era where there's a bunch of good techs on non-related paths (Refrigeration for Farms, Explosives for Engineers, Freight / Capitalization, Railroad).