Science 101

brinko

witness of the past
Joined
Jan 8, 2005
Messages
354
Location
Western Canada
can someone recommend a quickfast way to maintain good science research?
 
Build libraries and run some scientists, they work independently of the tax slider and give you 6 beakers each plus give you the added benefit of generating Great Scientists.
Or build heaps of Cottages.
 
Maximise your happiness and health so you can build even more cottages.
 
Cottage spamming is probably the easiest way to keep your research high (money = research). Another way would be to adopt a specialist based economy (lots of farms in a food rich area), beeline to writing, get a library and allocate your specialists as scientists.
 
Once you have markets or caste system use your gp city to create Great Merchants, these can net you up to and beyond 6K in a trade mission. This allows you to run 100% science for ages. Pillaging your enemy's land and razing cities has the same effect.
 
Once you have markets or caste system use your gp city to create Great Merchants, these can net you up to and beyond 6K in a trade mission. This allows you to run 100% science for ages. Pillaging your enemy's land and razing cities has the same effect.

When and how did you get 6k in a trade mission? Most I've ever been able to get are mid 2k, and that's by going to the farthest away and biggest AI city.
 
The GM trade mission is scaled by the game speed. There are other scalings, too, but that is how you get to 6k. 2k at normal = 3k at epic = 6k at marathon. If you settle a GM he pays the same per turn for all speeds, so that means the trade missions also have to scale.
 
Back to the original question, here's what I do:

1. Establish a city, hopefully your capital, to emphasize science through commerce. This needs to be a place with a lot of food potential (flood plains, a food special or two). Put down a farm or two in the beginning to grow the pop, then put down cottages everywhere you can if you have the people to work them. Build library and university, eventually observatory and Oxford there.

2. It helps if you're a financial civ, and if so try to put your cottages by a river, for instant +3 commerce.

3. Gold, silver, gems and dye also produce nice commerce.

4. If your capital is your science city, go into bureaurcracy as soon as you can.

5. This probably won't work if you're a spiritual civ, as you may have a religion or two founded in your capital, and you'll want this to be your money city. Select another city to be your science city.

6. Everywhere other than your science city (and other special purpose cities such as military/production cities or relgion/money cities), put down a bunch of farms. Build libraries and maybe universities, and hire science specialists in those other cities.

7. Don't grow too fast. If you find you're having to move the slider down to 60 percent science or less, stop and consolidate and improve your current cities.
 
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