SE - post emancipation tech success

zenspiderz

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SE -post emancipation tech success

I have read elsewhere some gloomy comments about how specialist economies crash after emancipation becomes available to your rivals. The typical solution offered to this problem is a managed switch to a CE. I have found however three simple ploys help maintain and even continue growth for a SE even after emancipation without trying to pull off a mass switch to cottages.

So to recap the situation the typical SE is in at the time emancipation becomes available - running representation for the beaker bonus and running caste system for the unlimited scientists. Emancipation becomes available and other civs start switching over. As more and more civs switch over to emancipation your caste system economy gets lumbered with increasing unhappiness.

First solution is simply to counter the unhappiness with the culture slider. Some people more used to cottage economies are loath to touch the culture slider for happiness because as all of a CE's commerce goes through the slider each 10% of culture really hurts their science/gold/espionage output but the thing to realise with a pure SE is that very little of your sci/gold/espionage goes through the slider so the happiness gained from each 10% culture costs very little compared to a CE and shouldn't make any significant difference to your research/gold/espionage even if you put the culture slider up to 100%. theatres and colloseums are the most important happiness buildings for a SE because they work off the slider; every big city should have both. using the culture slider amplified by theatres and colloseums and you can create enough happiness to overwhelm the emancipation penalty almost indefinately even in time of war.

There may come a time under some circumstances when even the culture slider plus your other happy faces cannot overcome the emancipation penalty. When this happens you can use espionage missions to switch non-spiritual civs to caste system lessening the penalty for you. At about the time of emancipation lots of spy specialists open up for the SE and since under representation spy specialists deliver 4 beakers as well as the espionage points (a representation scientist gives 6 beakers) you can afford to switch on a lot of spy specialists instead of other specialists without hurting your research.

The third step is to realise that caste system is actually not so all important to a SE as all that and switch over to emancipation. Note you CAN keep running representation without a happiness penalty and in the end it is representation that really delivers the beakers to a SE. Okay without caste system there are limits to the number of scientists you can run. 7 scientists for your oxford city and 4 for your other science cities. But if you have the infrastructure you can still run other specialists alongside your limited scientists, (under rep civic - spies +4 beakers, artists +4 beakers, engineers, priests and merchants + 3 beakers). The trick is to abandon the idea you must run pure science cities with only science infrastructure and make sure that you have all the infrastructure up and running to allow you to run the maximum amount of specialists your food allows without caste system.

Lets say for example you have a science city under caste system that has enough food to run 10 specialists because you want beakers they are all scientists. Finally you switch away from emancipation and can now only run 4 scientists. What to do? Well probably this city has a market and a grocer already built because you wanted the health and happiness bonuses they give which means you can run 4 merchants. okay so they only give half as many beakers each compared with the scientist but they also give 3 gold each. More gold from you specialists means you can put your research slider up so indirectly your merchants boost your research. Okay so what about the other 2 specialists your 10 spec city can feed? Well this city probably has a courthouse at least so you can run a spy giving 4 beakers and epsionage points. More espionage points from specialists means you can lower the espionage slider in favour of research. This hypothetical city probably also has a forge so you can run an engineer for the last spec. Okay so he only gives 3 beakers but also gives 2 hammers. you can turn those hammers into research by occasionally turning your cities hammers into research with the 'build research' option.

The big idea here is that you can max out your specialists and keep up your tech rate without caste system just by running a mix of specialists and tweaking the slider, providing you have the infrastructure up.

In summary - surviving and thriving after emancipation by using these three gambits.

1. counter with the culture slider.

2. espionage to flip your rivals civics away from emancipation.

3. build up infrastucture before switching to emancipation then run a mix of different specialists in each city.

Additional - beware the 3 Cs - cottages, caste system and the culture slider.

At some point your likely to capture some cottaged cities maybe a lot of cottaged cities. The SE player has 2 options with dealing with them.

1. leave them be.

2. pillage the cottages preferabley BEFORE the culture border pops so that gold is gained and then intensively rework the improvements in the SE fashion, farms and workshops etc.

Which is the best option depends on what you intend to do when emancipation starts hitting you with unhappiness. If you want to hang on to caste system right into the late game then option 1 is the least efficient because although you save a lot of worker time once you start using the culture slider for happiness heavily those cottaged cities will become very commerce inefficient. Option 2 will work best for you.

On the other hand if you are happy to switch to emancipation and then run a mix of specialists in your cities leaving your captured cottaged cities as they are is probably best. Especially so if you are going for a culture victory and want to run free speech. Free speech will give those cottages a nice commerce boost if and when they become towns which with emancipation will happen sooner anyway.

The moral of the story is SE are planned economies so you had better plan ahead if you want to make the most of it. Considering early on which methods you will use to deal with emancipation unhappiness is necessary for deciding what to do with captured cities with cottages so as to make the most of them for your game.
 
Yes, good job.

Something else that might be worthwhile is to point out that a SE can run 2-4 scientists in all cities, even production cities. Or, if you wanted, engineers, but under Rep the engineers will provide a lot of science. Whereas a CE simply can't survive without some production cities to make military units and wonders etc. So, the SE w/o Caste System gets research from a more broad base across the empire, while the CE has a handful of cottage powerhouse cities.

Wodan
 
thanks everyone for the feed back..
 
An excellent analysis, particularly about how Caste System really isn't needed. I would go further though, and really emphasise the amazing power of late-game SE espionage for taking and keeping a tech lead. I would regard it now as perhaps the primary cornerstone of such an economy, and it is the one late-game area where SE runs absolute rings around a CE.
It rests on two things: the excellent efficiency of the spy specialist and the incredible efficiency of the espionage buildings (jail, intelligence agency, security bureau) when combined. The slider is monstrously inefficient for espionage, late-game specialists are the very opposite.

The spy specialist is fantastic value, producing 5 commerce where others produce 3 or less, and unlike the artist, all that commerce is empire-wide.
Pre-representation, the science value is fairly negligible, and you can only run one of them per city anyway. With Representation, they become 2/3 of a scientist, and thus extremely capable of being used primarily as auxiliary scientists, and you can run 3 of them once you've got a jail and courthouse, up to a whopping 7 if you later invest in an espionage agency and security bureau in that city. That's the science equivalent of 4 2/3 extra scientists in that city without Caste System. And that's just the science side.

As to the buildings themselves, these are good on their own but incredible when combined. They all let you run two extra specialists, and two of them provide whopping 50% bonuses to espionage each. Best of all, they hand out whopping bucketloads of free commerce, that also happens to be multiplied by their own massive 50% bonuses. A courthouse+jail+intelligence agency+security bureau in one city will give a total 44 free espionage points per turn. Add in seven spy specialists, and that's a grand total of 100EPs per turn (plus 28 science, multiplied by modifiers from science buildings, of course). And the jail and intelligence agency are both quite reasonably-priced.

What to do with all this espionage though? Espionage points are very easily wasted, so their management is pretty important, and it's crucial to choose goals and targets.
Their first responsibility, of course, is stealing techs. Since you know what everyone else is researching, it is an easy matter to beeline those techs you find most important and merely steal the rest from Mansa and his mates. If you sit your spies (I use the plural very advisedly) in their cities for 5 turns before trying to steal, the theft will often cost less EPs than it would have cost in beakers to research normally (and you can trade it on No Tech Brokering). You can get a good lead by not having to trade your own techs, and you can either keep them for yourself or use them to bribe the rest of the world into constant war (which also helps in making sure they don't trade amongst themselves either).
Beyond that, a focused sabotage campaign can bring an opponent to their knees and get you a tech lead just by being the best of a bad lot. There's plenty of posts on this sort of thing, but I'll mention my favourite way:
In the industrial period, with big cities, polluting factories and no more Hereditary Rule, both happiness and health place real limits on cities, and city growth is slow with big populations. A concentrated attack on a city can really knock it around at this time. A first hit of foment unhappiness or poison water (or both) can really deplete their food box, but probably won't do much to their population. A second follow-up hit straight after the effects wear off is where the damage is really done. Foment unhappiness+poison water+sabotage of their best food resources at the same time (or slightly staggered), when their food box is already near empty, can really knock a lot of population off a formerly-productive city - particularly a heavily-cottaged one.
Destroying cottages is still good value, but nowhere near as worthwhile as it was pre-3.13. It can still be very useful to hit the towns of someone running Free Speech and/or Sufferage, and then hit them back down to hamlets just as they're about to become towns again.

I would recommend the following path for tech-based late-game SE:
Bulb an early Liberalism and take Nationalism, then proceed to Constitution. Run Caste System and lots of scientists through a beeline to Biology with a detour to Physics (bulbing all along the way - there's a pretty excellent Great Scientist bulbing path). Go to slavery and go to town on your poor oppressed people, building masses of economic infrastructure (with an emphasis on jails). Research Communism and whip in Intelligence Agencies too. Let everything grow back a bit and start running lots of scientist/spy specialists.
I would specialise commerce cities as science/money cities with scientists/merchants/science and money buildings, and science/espionage cities with scientists/spies/science and espionage buildings. Production cities can also run engineers from factories and industrial parks.
Research Medicine and use that Great Merchant you've thoughtfully saved to found Sid's Sushi* and start living the life of the super-food-rich. If you don't have enough specialist slots in a city without Caste System, whip more buildings until you do. Then whip some more just to be on the safe side. As zenspiderz mentioned, use the culture slider for happiness to counter the big city sizes and excessive whipping. Once people start going over to Emancipation en masse, stealing your way to Democracy and switching over as well can be worth doing.
Then pick a tech path, go straight along it, and backfill with tech theft

*If you can get your hands on an abundance of rice and seafood (and a great merchant), I think this is superior to State Property for an SE. It works even better if you use the other corps as well. Mining Inc can make money at home when building wealth in a powered factory city, and others can make money being spread overseas.
 
thanks polycrates

you have mentioned quite a lot of good ploys and such to do with SE. However this article has a very narrow focus; just how to keep tech rate up after emancipation for an SE intending to stay an SE.

It occurrs to me that I should make an additional comment on what to do with captured cottages. If you want to hang on to caste system to the bitter end then using the culture slider to offset happiness is a must. But if you use the slider then your captured cottaged cities will lose efficiency even if your core specialist cities don't.
 
Thanks, great analysis/strategy.

I'm going to give it a try as Peter since he is imo best suited (along with Frederick) for this kind of late game aggressive SE gambit. Plus playing Russia as a spy-heavy no-commerce empire is also very "in character". ;)
 
Thanks, great analysis/strategy.

I'm going to give it a try as Peter since he is imo best suited (along with Frederick) for this kind of late game aggressive SE gambit. Plus playing Russia as a spy-heavy no-commerce empire is also very "in character". ;)

Yeah peter is really good for the late game pure SE. Actually it was a game using peter than inspired me to write this article. He can be a really monster techer all the way to the end game even with a pure SE. A key ploy with peter is to beeline superconductors soon after the biology beeline to get those powerful research institutes up in running in every major city.
 
thanks polycrates

you have mentioned quite a lot of good ploys and such to do with SE. However this article has a very narrow focus; just how to keep tech rate up after emancipation for an SE intending to stay an SE.
Maybe i was a little unclear, but that was my focus too :p

Spy specialists (and espionage buildings) as a major force for tech leadership in three main areas, post-emancipation:
1) raw beaker output of up to 7 extra specialists per city producing 4 beakers each, without Caste System
2) using the masses of generated espionage points to steal a whole bunch of techs very efficiently (and not give up any of the tech lead via trade)
3) wrecking other tech leaders' economies so that your own tech rate is improved by comparison
 
As someone who was unaware of any such thing as a SE up until, er, last week, I would be very interested in seeing some late game screenshots, both of the worker improvements used in a large area, and of the city screen of a BIG city or two. I'm trying my hand at this (and have never had macemen so fast) but cottage spamming still creeps in rapidly.
 
Screen shots!

I don't normally take screenshots so all of these are from the very late game, A few turns after my space ship was complete and launched. As i no longer needed to tech from that point on and I had just had a neighbour declare war on me I switched my specialists and slider to maximum gold minimum, tech (i felt the need to upgrade a horde of forgotten longbows into mech infantry!) Also I switched from representation to police state amongst other civic changes. Point being my tech rate in the screenshot is just 766 beakers per turn but immediately prior to the space ship being built it was around 3000+ per turn.

This is a huge big and small map, level monarch and I am playing peter of russia.

City screen for moscow
Moscow.JPG


City screen for St petersburg my wallstreet/oxford city

the settled great scientists actually number more than 10 i think, but the city screen stacks them so you can't see how many there are without mousing over.

St._Petersburg.JPG


Map view of the some of the core cities.

Petermap.JPG
 
are you running environmentalism or free market? would you say that the 50% difference in corporation costs would be worth the health benefits of environmentalism? of course, with cities that large, the extra trade routes would bring in huge amounts of commerce.
 
are you running environmentalism or free market? would you say that the 50% difference in corporation costs would be worth the health benefits of environmentalism? of course, with cities that large, the extra trade routes would bring in huge amounts of commerce.


economically I started with merc then state property then free market (to found sushi) then enviromentalism.

the switch to enviro was for the health bonus at that late point in the game I couldn't care less about commerce as I was more than rich enough.

the switch from state property to free market (to found sushi) was painful though and I made it more as an experiment.
 
Honestly it doesn't look to me as though State property was that useful, unless you didn't have two good palace sites. Your capital was pretty good, so all you need is the FP up north.

I see a couple of waterwheels and workshops, but only a couple. So, I wouldn't think State Property would really have been all that good for you. Unless I'm missing something?

Wodan
 
Honestly it doesn't look to me as though State property was that useful, unless you didn't have two good palace sites. Your capital was pretty good, so all you need is the FP up north.

I see a couple of waterwheels and workshops, but only a couple. So, I wouldn't think State Property would really have been all that good for you. Unless I'm missing something?

Wodan

SP definately had its uses for a time. I will mention some. I was maintaining caste system for a long time after emancipation so had to use the culture slider for happiness. In this situation if i used FM most of the extra commerce generated would have been wasted on culture negating most of FM benefit. SP tho saved me lots of money in maintenance, gave extra food to my production cities which DID have plenty of watermills and workshops (Rostov {IW}, Novogorod {herioc epic/westpoint} and some others) and gave small but significant 10% prod boost to every city. I had some distant colonies and conquored cities (taken from the portuguese - I wanted there coal!) again a useful maintenance saving with SP. Another reason was I was experimenting with delaying getting economics/corps in order to prevent the castle esp bonus obsoleting - a castle in every city + nationhood + all the other esp buildings and a fair number of spy spec gave me a huge EP advantage over everyone else which in the end helped keep me safe from AI spy mission spam, quite useful for a space ship win. SP let have powerful economic civic that didn't obsolete my castles.

This isn't the place to debate the relative merits of SP versus FM but I think I probably would have done just as well not switching from SP to FM and founding sushi. Sure FM plus corps potentialy could give me more food and hammers than SP but at much greater cost and with a loss of self-sufficiency too.
 
That makes a lot more sense. Thanks for the explanation.

Wodan
 
Sounds like maoism. Everyone, out of the cities and work the farms.
 
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