Research via RA without own Research?

historix69

Emperor
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Sep 30, 2008
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Civ5-RA is a game feature which on success guaranties progress in the game for both partners.

When Civ5 was published, Research Agreements gave each Player a random tech out of his own group of currently researchable techs.

After the patch Research Agreements give each Player between 50% - 100% of Science Points based on median cost of own currently researchable techs. (see the Stragegy Forum for details.)

Both variants of RA-benefit are only based on cost of currently researchable techs. This allows every player to get a bonus based on his current position in TechTree.

The result is completely independant of intuitive factors as
- your own and your partner's research rate,
- the techs you and your partner share or share not,
- the techs you and your partner currently research.

With current Civ5-RA a player in industrial age and a player in medevial age may have a RA and both will profit, given industrial player Science Points approximately based on industrial Tech costs and medevial player Science Points approximately based on medevial Tech costs.
(In real live the industrial player probably knows all the techs of the medevial player so it is very unlikely that the industrial player will have a benefit at all from this RA while in opposite the medevial player's scientists may ask questions about all their scientic problems which were already solved by the industrial player's scientists and might have a very big benefit from the agreement (= development aid).)

With current Civ5-RA it is possible that a group of nations with enough gold but no science production at all will complete any techtree in a time which is mostly independent of tech costs (if you disregard RA median exploit) but is only depending on number of techs in the tree. I am thinking of a fun-mod where the science production is completely removed from the game and where TECH_AGRICULTURE allows RA for all players.

More realistic types of RA were implemented in Civ1-Civ4 :
In Civ1-Civ4 science was based on trade (commerce) (as a yield) and trade could be increased e.g. by forming trade routes to foreign cities which can be regarded as kind of agreement on cooperation in economy and science. The shared trade was based on factors as the trade yield of both cities as well as the distance and it gave a per turn income. In Civ4 it required open borders and a trade-/road-network connecting your nation with neighbouring nations. In Civ4 a city could approximately double its trade income via trade routes with economic strong partners. Number of possible trade routes per city was determined by economic techs and UN-resolution, (ev. also by economic civic and buildings as marketplace, harbor).
 
Well, it might be an interesting gambit to try researching as much by RA as possible.
Unfountately in a normal game you can't turn it completely off, but you can refrain from building all science structures and only use GS for Golden Ages.

As to a mod: The Korean scenario does feature no science, so there's got to be a way to make a no science mod. (You'll need to move Libraries, Observatories, etc. to future tech 1 to keep the AI from wasting hammers though)
 
On harder difficulties the player competes (somewhat) against the enormous AI happiness and growth bonuses by running science specialists and producing GS. The AI gets a huge advantage by taking those specialist slots away. The player could make up some ground by taking rationalism and managing the median better, but I don't think that would be enough. It would be an interesting experiment though.
 
Well, PT and Rationalism would rock in such a game ;)
 
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