Science Town

Do you build a Science Town

  • yes

    Votes: 38 66.7%
  • no

    Votes: 2 3.5%
  • never heard of one

    Votes: 2 3.5%
  • depends on the situation

    Votes: 15 26.3%

  • Total voters
    57

jajas83

Chieftain
Joined
Oct 9, 2002
Messages
11
I feel that the most important part of the game is to build a well placed capitol, then build colosus, copernicus and newton's in the same city w/ a library and univ. Is this the best way to get science or has someone come up with a better way?
 
What you are referring to is the SSC or Super Science City.Might as well throw Shake's in there as well.Certainly for OCC anyways.Add in all the goodies like trade routes,market,bank,stock exchange,superhighways,library,university,research lab.

Camels/freights are far more powerful.

The 2 together..just great.
 
The capital is always in the first city you build, before you have much knowledge of the terrain. If you have a group of special terrains in sight early (particularly the ones that give extra trade), go ahead and make that your SSC. If not, search around near you first city and pick the best place for an SSC near the capital.

Doing what you said is a good start. Later in the game there are several extra city improvements to add, such as superhighways, that can add significantly to trade, which then adds to science. The most important one, though, is trade routes. Getting three good trade routes in your SSC is vital, and you want to get started as early as possible. Once you discover trade, build some caravans, rehome them in your SSC, and send them out as quick as you can. Start with the biggest cities you can find nearby, but aim for finding further, bigger cities that have lots of trade (look at the terrain development, or sneak a diplomat in).

There is a way to get research done without a high science rate. Once you start delivering caravans with high-bonus payoffs you will notice that not only do you get bonus gold but you get bonus research beakers in the same amounts. Calculate how many beakers you need for getting the current tech, build a pile of caravans, then deliver them until you have exceeded the number of beakers for that turn. Dont try for two techs a turn by caravans - it does not work.
 
SSC are a must every high score game. SSC combined with lot´s of trade is really the decisive edge we humans have over the AI.
:D
 
SSC and trade is a combination hard to beat. With a civ of about 20 well spaced cities, my SSC contributes about 30% of my science overall. In some smaller sized civs I’ve seen that contribution rise to 50-60%. :)

I’ve also seen two or three demanded caravans arriving per turn generate an advance per turn & and an advance every other turn while in Fundy & fighting a two front war vs. four other civs. :D
 
I didn't used to build an SSC, but the more I came here and heard from others, the more important one became. I always build one now and keep that city happy, happy, happy!

Build the SSC! :hammer:
 
I build it as often as possible.
 
I have to admit I don't build a SSC.
However, after being subscribed to this forum for two days I fully intend to in the future.
 
You can get lots more than 50 or 60, handyandy. If an SSC has grown to its maximum, science generation can be upwards of 1,100 beakers.

Maximum population, plus a library, university and research lab, and all specialists as scientists will do the trick. Add superhighways, an airport, and three solid trade routes as well.
 
Marlos is right. In one of my games, my SSC was my capital and by 1926, it had 678 beakers. I was discovering new techs every 3 turns (that due to the fact that I didnt have a large empire).
 
SSC and my observation.

I have three games under my belt building an SSC now. And the last one includes finally “successfully” shifting to democracy “WOW!
Question
In this game I noticed that even though I built the SSC the AI Germans were keeping up for a long time. Even accounting for tech trade and theft until I built SETI I think they were averaging a new tech every 4-5 turns. Only after SETI did I blow by the AI.
However, in a previous game I saw the same but managed to take out the AI Chinese. And the remaining two civs never came close. I remember reading something about one AI civ advances tied to another? Can someone respond or point me back to that thread?
Observation
SO in this latest game democracy finally achieved. Cities huge, shields and beakers flowing, But I didn’t reach space any quicker than when I play as a monarchy? Sure I need more cities but not all the “extras” to keep them happy and I make it just as fast. I am sure I need to tweak a whole lot of things now but I guess I will see the results in the final score?????
 
Im another one for the "didn't bulid it befor, bu do now"- team. I recall the concept from Civ I, but never figured it would be worth the bother. Got smarter! :grad:
 
Capt. Tuttle,

Andu Indorin’s comments in the “Delayed Industrialization” thread (here in Strategy & Tactics) may be what you’re looking for.

Regarding science every 4-5 turns or so circa late game:

1) What is your science rate? -- maybe 50%+ would help

2) How many cities (and what size? Add a few libraries?)

3) OK, now that you have an SSC, it is time for your next lesson:

Trade.

Yes, the cities (post trade) demand and offer products. Yes, the production of a camel can be delivered for 50 shields towards a wonder (we’ll skip the food story for this effort) but it can also be delivered for gain. And that gain is BOTH coins and BEAKERS towards your current research. So late mid game, four camels in a galley sail across the sea and deliver products to foreign cities -- depending on the distance, they might generate 400-500 coins. AND Beakers. EACH . Enough for an advance per turn. :eek: Read through the Civ II Game of the Month logs -- lately there have been some notes about caravan deliveries; and check the sizes of the payoffs -- late game my payoffs have often reached $1,000+ by sailing across to the other side of the world (distance adds to the bonus).
 
Originally posted by Old n Slow
...that gain is BOTH coins and BEAKERS towards your current research. So late mid game, four camels in a galley sail across the sea and deliver products to foreign cities -- depending on the distance, they might generate 400-500 coins. AND Beakers. EACH. Enough for an advance per turn. :eek: Read through the Civ II Game of the Month logs -- lately there have been some notes about caravan deliveries; and check the sizes of the payoffs -- late game my payoffs have often reached $1,000+ by sailing across to the other side of the world (distance adds to the bonus).

Okay, Old n Slow, this is where I need a little tutoring as well. I know that if you get too far ahead in science (the number of techs you have discovered), the AI will start trading techs like mad to balance the playing field.

However, how does this relate to the science gained through caravan deliveries? Does it? If I am delivering and earning 1000g per turn and getting a free tech, does the AI "adjust" and start trading more?

I try most times to keep my discoveries per turn around 9 or 10 turns. I have noticed that the AI doesn't seem to trade techs around then, even if they are behind. When you get to a tech advance every 1 or 2 turns, the AI better be hopelessly behind, or you are asking for the AI to go into tech-trading overdrive.

Any thoughts?
 
Thanks Old n Slow
More questions........

Ok my expansion was not up my typical 50-100-city monarchy, I had 20-25. After the WLKDay growth and a little tera forming cities ranged from 25 to 33 in size, all were loaded with libraries, and universities. The SSC was generating 600+ after SETI
Anyway the question is this. I made an effort to send out caravans early on to get the trade shields added to the cities, but should I reserve some percentage of cities for later on to get the large beaker bonus?
Do I still want to get the SSC trade completed early to get the trade flowing or do I also wait and if so what am I waiting on?
As a side note the Germans beat me to AC, I misunderstood capture the capital had to be BEFORE launch, that should go under the Player stupidities thread. Oh well, new game starts tonightJ
:rolleyes:
 
I once had a SSC (in an OCC game) that generated 1600 beakers a turn (100 % lux) - 4 x wine, lots of rivers.
 
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