Science Research Break points?

Trinity

Brains, Beauty & st b*tch
Joined
May 6, 2002
Messages
313
Location
Pacific Northwest
Has anyone done any research on the breakpoints for science research? What I'm talking about is the amount of $$ going into science to where it shortens the research time for a given tech by one turn. I'm in a democracy.

Here's what I've got:

Income:

Cities = 4052
Tax men = 30
Other civs = 334
Interest = 50
--------------------
Total = 4466

Expenses:

Science = 2118 (70%); 2428 (80%)
Corruption = 1026
Entertainment = 0
Maintenance = 606
Unit costs = 378
To other civs = 0

Research on Satellites is 5 turns on both 70% and 80% settings. More than 80% puts me in deficit. What would it take to hit the break point for 4 turns?

Also does anyone know what % of the world I control?

Map = huge
Territory = 1269.1

Reason: I'm concerned about a diplomatic victory by Zululand before I get a space victory.
 
How many beakers required for each tech varies by what tech it is and what size map you are on. You can look in the editor to find the value. This value gets put into a formula that (I don't know off hand exactly how it goes) gets adjusted by map size and how many other civs know that tech.

As for what % of the world you own, you can download mapstat (found in the utilities forum). This program will tell you exactly how many tiles you are from domination (66.67% of the world's land mass, which is land+coastal tiles). Every map is different for how many tiles it has depending on how much land mass you picked. Huge pangea maps with 60%water can vary in size by 500 LAND tiles.

Map = huge
Territory = 1269.1

On the huge map I'm playing now, (pangea 60% water), the domination limit is 3,773 tiles.
 
We've had a discussion on research cost somewhere, I'll look it up for you...

Edit:

It's here and here.


Mydisease has formulated a formula which calcultates research cost. Do your thing.

But what's the point exactly? Can't you just put the science slider up to 100% and sees what happens? If you can't what's the point of knowing your breakpoint?
 
Originally posted by Shabbaman
But what's the point exactly? Can't you just put the science slider up to 100% and sees what happens? If you can't what's the point of knowing your breakpoint?
One point (for micro-managers) could be to know that they just needed 5 more beacers to get a tech the next turn.

Upping the research rate 10% would produce 200 or so more beacers, but knowing that you needed just 5, you could turn 5 citizens into scientists instead.
 
Originally posted by TheNiceOne

One point (for micro-managers) could be to know that they just needed 5 more beacers to get a tech the next turn.

Upping the research rate 10% would produce 200 or so more beacers, but knowing that you needed just 5, you could turn 5 citizens into scientists instead.

I figured that one out, but that wasn't what's the question's about. Trinity states that his research would take 5 turns on both 70 an 80 percent. I don't see how that relates to micromanagement.
In Trinity's case, if you can't go beyond 80% research, micromanagement won't help you, because more scientists means less income. Of course, you can always go beyond this 80 percent, with the deficit, if you've got any spare cash.
 
And spare cash I've got. :) I can run a 100 gold deficit for 50 turns. What I'm wondering is how close I am at 80% to the break point. I can always turn a few taxmen into scientists if I need to, and make some more trades with my enemies to make up the difference. Too bad Caesar jumped the gun (pardon the pun) on a trade embargo against me. He too has no oil and I've got 5 spares and am the only show in town. Can you spell 100 gold per turn?
 
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