Science slider when 1 turn from tech: change it or not?

I tried my method again, and I realized that I hadn't been paying enough attention to the slider. You're right. My fault. I had changed it without realizing.
 
I tested with my current Tournament game last night:

At the end of my turn, on a tiny map, researching Nuclear Power:

% Science Beakers Turns to Discover
10% 114 6
20% 236 3
30% 363 2
40% 487 2
50% 609 2
60% 717 1
70% 839 1
80% 971 1
90% 1091 1
100% 1211 1

First, I set research at 100%, which should give me at least an extra 494 beakers. At the beginning of the next turn, researching Laser, the numbers were as follows:

% Science Beakers Turns to Discover
10% 118 38
20% 238 19
30% 369 13
40% 492 10
50% 619 8
60% 728 7
70% 850 6
80% 984 5
90% 1101 5
100% 1216 4

Then I reloaded and set science to 60%, which should finish Nuclear Power and give me few left over beakers. At the beginning of my next turn, the turns to completion were EXACTLY the same. The ~494 beakers were lost forever.

If some of the beakers were saved, I would have expected to see the 10% level show 34 turns to completion, not 38.

Thus, excess beakers are lost, and you should micromanage, er, adjust your science slider when you have 1 or 2 turns left.

-Jim
 
Checked Jim's sums and if everything seems to tie up.

If beakers are not carried forward then Laser has a beaker value of 4,450 approximately. This ties in with the turn values.

I worked out the maxima and minima for any carry forward based on the previous tech and couldn't get a scenario that fitted the turn pattern.

Take a bow Jim, and let's keep those sliders sliding...

Pip pip.
 
I would also like two options in the editor with the ability to make research random (the tech you or the AI researches is randomly determined) and blind (random research with the additional handicap of not knowing what you are researching until the research is complete). [/B]

I agree, that'd be cool. I mean, we may be trying to discover certain things in the real world, but how often do we actually know exactly what we're about to discover? And how often can we actually plan ahead for "future" technologies?? That kind of option would be great for a real challenge.
 
According to a post I read, they are not carried over.

An easy way to prove this is simple: Switch to another tech in the middle of a turn; you can then switch back.

I switched from one tech to another, then back. Instead of the 7 turns remaining, it was now 20 turns remaining. It is like the excess shields in a city; any above the needed are lost when something is completed.
 
wow... this turned into a big topic :)

One thing I'd point out is that when you change tech research mid-research (ie 6 turns till Fission, but you suddenly choose to change to Rocketry), you lose ALL beakers you've accumulated for research. Now you'll probably have 12 turns till Rocketry, for example.

That said, I doubt Firaxis would make it so in one case (above) everything is wasted, and in the other (researching a new tech fresh), there is carry-over. Just my opinion.

However, I'd like to see a solid answer from Firaxis on this.
 
Thank you all for posting in reply to my questions. Unfortunately, I have discovered that the beakers do NOT carry over. Thanks to T-Hawk, I realized that I also forgot to change my science rate back on the next turn. Also if you get a tech from goody hut, trade, great library or theory of evol, you get to keep your beakers. (I hope, someone correct me if I am wrong). I wish there were a way to see exactly how many beakers you have and how many you have left in addition to showing the number of turns. It would be nice to know how many beakers each tech takes. I am aware that it would be possible to get some kind of idea by multiplying the turns by the beakers you are making each turn for each tech, but still......
 
Keep up that micromanagement!
 
The cost is in the editor. I don't have time now, but will work on it later.

Example Writing cost 10, which is 10 (x10 IIRC since I read where the numbers are x10), so 100 beakers. I agree it would be nice to know so you could better manage things.
 
thanks kring. Though i am more of a player than editor, i will have to check that out. sounds valuable
 
I'm still unsure about this, but have been playing under the assumption that I lose the beakers.

One thing that I have started doing though, is that instead of waiting until I have 1 turn and ratcheting it down until it becomes two...I ratchet the slider up when I get to two turns. I've found that most of the time I'm able to get it to 1 and only work in a deficit for one turn. Doing it that way I get it quicker and don't worry as much about losing beakers to waste.
 
Science beakers never carry over.

If you switch technologies in the middle of your research, you start from the beginning.

When you have one turn left for your next tech, always lower the science rate as much as possible for the extra gold.

Theory of Evolution will finish up the tech you are currently researching and give you one more. That means that, if you build T. of E. with one turn left for your next tech, all that research was useless. So always make sure to time it so that you finish your research and T. of E. on the same turn.
 
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