Scientists control the rioting populace

Raffer

Chieftain
Joined
Jun 2, 2004
Messages
5
Reading the forum and the war academy boosted my playing skills overnight, going from a shabby warlord to a decent Monarch... Emperor still takes getting used to... brrrr.
Usually I use the zero research in the beginning, but I found that a little research is still not bad. Persuing some far tech that no-one else has, still has some benifits trade-wise. But since I needed all the money I could get my hands on, I still kept the science slider on zero.
Soon enough, one of my cities started getting "oooh Its just way to crowded" and I transformed my unhappy worker into a scientist. If you have city or three doing this, you can still invent most early techs in a 24turn period, whilst trading around it like mad. I've never read any threads on this, people seem to keep the entertainers around all the time... I don't find much use for entertainers until the city is practicly bursting with rioters. Even in the ending stages, using scientists in the cities you can usually minimize waste on research, inventing stuff accurately to one or two wasted sciencebubbels and keep civil disorder non existant...

Needless to say, it means pressing F1 pretty much every turn.

On emperor, it doesn't seem like it'll work in the early stages, since you need everything you can muster in order to expand before the AI surrounds you...

But it seemed to pay off untill now.
 
It makes even more of a difference on conquests where you get 3 science from scientists, and these are unaffected by corruption! That helped me a lot on CGOTM 1.

If you want some further reading that got me from an OK monarch player to a comfortable emperor player try reviwing GK2 in the succession games. It will take a while... currently running at over 70 pages of posts, but it covers minimum science strategies, hapiness management using the luxuries slider, settler factories, mass upgrades and loads of good stuff. One thing that you will learn is checking f1 every turn is a good habit to get into!
 
Specialists aren't counted where happiness is concerned, as I recall. So if you have a pop of six, and five content and one unhappy, changing that unhappy to a specialist no matter what it is (Ent, Sci, Tax, CE, Pol) will recompute the happy/content/unhappy numbers.... And you get some use out of it....

I used to never worry about it, and whatever was made was made. Now since C3C and I can make the two more useful specialists (IMO) Policemen and Civil Engineers, I take more time to look at it and play around with it. I.e. - If I'm getting techs every four turns, I make more tax men and police.
 
Turner_727 said:
Specialists aren't counted where happiness is concerned, as I recall.
For score purposes Specialists are counted as content citizens.

Specialists are quite powerful in C3C. I milked COTM1. I shut down research completely after Replacable Parts. As my cities grew past size 12 and I added taxmen and scientists, I was soon able to set the lux slider to 100% and still get a positive cash flow. With the lux at 100%, Motorized Transportation was a 6-turn tech for me.
 
scoutsout said:
For score purposes Specialists are counted as content citizens.

I know that, but I was referring to how happy/content/unhappy people are computed. I've noticed this too in my games. Haven't bothered chasing it down tho.
 
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