science part 2

Damien-vyrce

Chieftain
Joined
Oct 6, 2003
Messages
9
as posted in my last thread i was having trouble keeping up with my science. I would like to say thx to all those ppl that had input. The links helped me greatly. I was getting sciences hundreds of years ealier than i was previously but... as i was reading more into some articles and forums i noticed alot of people were getting as far as invention science early as 10ad or before. the threads therein contained nothing about how to get science that fast. personally i would find it awesome if i could go on a tank icbm rampage around the 1600's or so locking down the whole world till 2050 . my question is how is this possible IF it is (without cheating) I would even choose a particular culture and level setting if its possible? :D
 
There are a ton of factors that influence how quickly you research techs. If you're playing at a lower level, it's feasible to do much of the research yourself, so playing a scientific civ certainly helps. On large landmasses, expansionist can be nice for the goody huts, otherwise commercial or industrious help augment your trade to boost your cheap libraries/universities.

On higher levels, the tech pace can move much quicker if you shrewdly trade with the AI. Research techs the AI doesn't prioritize and you should be able to keep up. Warmongering can help you catch up if you're behind. A strong showing can net quite a few techs with the peace treaty.
 
"incredible" fast tech pace almost always points to high difficulty levels like emperor or deity. due to ai advantages tech research of the ai is so fast i doesn't make sense to research by oneself but to buy techs. one concept is to take the role of a "tech-broker", that means, get an overview what techs have who and then buy a rare tech, sell it for other techs and so on, in successive "tech trading rounds".
 
Tech brokering is easily the best way to go in the beginning of high difficulty games, later on you could specialize in researching techs that the AI does not. Also you would like to adjust the sience slider when you got 1 and 2 turns left (check both turns). This WILL make loads of cash for you in the later ages, after recieving economics and building banks. Invest wisley and prefferably if you want rapid research in sience producing buildings. Also of course quick and wellplanned warfare against neighboring wonders that produce happy faces or are sience improving.

Recommended tribes would for me be the ones that have one of ind or rel traits. Fast building happy peole is a big advantage. If you choose not to go for a tribe with booth traits (Egypt) Go for militaristic or (of course) sientific.
 
how much does the number of cities you affect science?

which gov is best for science?
 
Choose the russians (one tech free at each age), put your scientific rate to 20% to accumulate lot of money, then you can trade money for techs. And develop your army to crush some weak AIs and sign peace by extorting techs. When your empire is strong enough, switch to a full science gov (library, university, ..., rate to 80%).
 
Newbie, currently playing Warlord. Simple question (as though there are any when it comes to Civ): What is the effect of turning citizens into Scientists and Taxmen? How does this effect relate to the science rate on the Domestic Advisor Screen? Do entertainers have the same effect on the entertainment slider bar on that screen?

I am trying to figure out if making a bunch of scientists in cities could help me catch up or get ahead in the technology race. I have mainly been researching them for myself (playing a lot of Babylon), extorting a few when I am able-- but I still get way behind when I cut my science rate to make more money.

Any thoughts would be appreciated, I have gooten a lot of GREAT info from this site and this is my first post. I hope I have provided all the relevant information!
 
There are only really 2 occasions I turn citizens into scientists.

1: I have science at 0%. I appoint 1 citizen in a far far away heavily corrupted city to do all my research.
2: I have more citizens than tiles in my city.

I never use scientists to speed up my research. The commerce you loose from taking citizens from their lands is usually more than the 1 beaker they generate as scientist.
 
Well, from one newbie to another, Welcome to the CFC! I am also somewhat new here. But from my expereince, I dont really see much effect when I used to change Citizens to scientists. I could see no great effect, therefore it was not worth losing some production/commerce for that little change, if any. I have experienced the "Trade for Techs" that everyone is suggesting, and I would go with that instead of "wasting" a citizen for science. It will not help. Now, the only time I change a citizen to entertainer is when I have uprisings, it is a quick fix and usually only changing one is enough. As for the relationship between entertaining citizen and the slider bar, there is none that I know of. This is all my opinion, and if Im wrong, someone correct me. THX
 
Thanks for the info. I had a suspicion that scientists didn't do a whole lot, but I wanted confirmation. It is interesting that you could really have your entertainment set to 0% and just change some unhappy citizens to entertainers when civil disorder strikes. That can save a lot more money for science production.

The trading techs is great, unless you start playing on a bigger map, as I did just for fun. You don't meet enough other civs to trade with I think. Plus it seems like they won't trade really valueable techs for anything-- they won't let you make a big jump unless you pressure them through war.

Thanks for the advice-- do you know anything about taxmen?
 
If I remember right, they are about as useful to me as the science people. They claim to do stuff, but I never see any worthwhile results from them. I usually just keep all the citizens working, unless, Like Rik Says, I have more citizens than money. Plus, taxmen lower the happiness in your city. :(
 
actually, taxmen has no effect in the city other than generating money. i have this one city that 3/4s of the population is taxmen and all of the workers are all happy. i am beginning to think they collect taxes from themselves. oh yes, by the way the city has 73 pop.
 
Ok, now Im confused. Everytime I canvert a worker to Tax Collector, at least one content citizen goes down to unhappy, and such. How does that work.
 
If you convert a working citizen (working on a tile) to a Tax Collector you don't lose any happy citizens. If you convert an Entertainer specialist to a Tax Collector (or Scientist) specialist you do lose the extra happiness that the Entertainer was giving you.
 
Originally posted by Bluemofia
oh yes, by the way the city has 73 pop.

Not possible. You can only have 72 max with longetivity, but it is starving at that point.

Believe me, I worked it out. :p
 
Originally posted by Affirmative


Not possible. You can only have 72 max with longetivity, but it is starving at that point.

Believe me, I worked it out. :p

the map i was playing on was made by TET and he messed with the bonus resources
 
Back
Top Bottom