Switching research in-progress

Gwynnja

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I've noticed in some of the write ups that a lot of monarch and above players despise switching techs after beakers have been invested. Why? What's the big deal?
 
Not sure I understand the question, but I will mention that when I played lower levels, I was quite a "I can squeeze this in" kind of techer.

As I have gone up in difficulty, I am not so unfocused. I wont try to squeeze things in, or suddenly switch tracks.

Ever see some of Rustens games where he doesnt even know Archery at 1400 AD? Thats focus. Me, I would have "just squeezed in" the 1-turn somewhere. Not him though. He didnt need it, and isnt OCD enough to get it for the sake of order, heh.

But I never changed techs in the middle, not sure who does this at any level, so your question is a bit confusing. Is there a guide somewhere that actually encourages mid-tech swaps?
 
Partial researched techs can be traded for more cheaply by the beakers you've already invested.

Granted, one would probably research their trading tech first then partial research, but it's a good thing to keep in mind.

Also keep this in mind when desperation-conquesting because it works the same with extortion...research part of code of laws, and they're more likely to fork it over for peace :rolleyes:. Better yet, extortion doesn't hold the limitation of monopoly techs or WFYABTA (although it counts toward WFYABTA as a traded techs, you can extort techs from civs in WFYABTA while at war regardless). Now if you do really well you can extort things like metal casting, but even under normal circumstances 3/4 of say currency or CoL is pretty realistic. Don't strike when you can abuse the system!
 
Well, I think most people would despise doing that, since you're basically wasting turns.

Say you have 2 techs that take 10 turns each. Research one then the other, and you not have one tech after 10 turns, and one after 20. Spend 5 turns researching one, then switch to the other, then switch back, you now have one tech after 15 turns, and one after 20.
 
Sometimes, I switch researching a tech when an AI beats me to it. For example lost liberalism race last weekend after only investing a few turns, so I switched to something else that I wanted sooner. Another example is losing a religion race. Dang, someone else founded buddhism - well, I'd rather learn agriculture sooner than finish studying meditation right now.
 
Not sure I understand the question, but I will mention that when I played lower levels, I was quite a "I can squeeze this in" kind of techer.

As I have gone up in difficulty, I am not so unfocused. I wont try to squeeze things in, or suddenly switch tracks.

Ever see some of Rustens games where he doesnt even know Archery at 1400 AD? Thats focus. Me, I would have "just squeezed in" the 1-turn somewhere. Not him though. He didnt need it, and isnt OCD enough to get it for the sake of order, heh.

But I never changed techs in the middle, not sure who does this at any level, so your question is a bit confusing. Is there a guide somewhere that actually encourages mid-tech swaps?

For example: I'm playing an OCC with a industrious leader. I'm researching sailing and building the oracle when I notice that I don't have pottery yet. Obviously I'm going to need pottery and sailing both, but in order to snag metal casting with the oracle I'm going to need pottery sooner, even though I've already invested two turns of research into sailing, so I switch before I finish.
 
For example: I'm playing an OCC with a industrious leader. I'm researching sailing and building the oracle when I notice that I don't have pottery yet. Obviously I'm going to need pottery and sailing both, but in order to snag metal casting with the oracle I'm going to need pottery sooner, even though I've already invested two turns of research into sailing, so I switch before I finish.

In an OCC it isn't a problem, but in a normal game the granaries and cottages outside your capital would be delayed by 2 turns.
 
Doesn't it take 10 turns for research to atrophy?
Usually I don't switch techs mid turn unless I've made a mistake but I imagine someone with good espionage could try to get some late tech with liberalism and would have to abandon some tech for liberalism in order to win the race.
 
I've noticed in some of the write ups that a lot of monarch and above players despise switching techs after beakers have been invested. Why? What's the big deal?

Speed is important! The AI out produces you, out techs you, out grows you.

You lose turns. Losing two or three turns early on can literally break a high level game. Getting an axeman in place two turns before the AI can build the right defender can mean the difference from a 99.1% "guaranteed" city capture and a 65% city capture. Sure you still might win that battle, but what if you don't? You are now one unit behind, their first unit is promoted, and they build faster than you do!

The wrong worker build order, a critical tech delayed by a few turns, building a building or unit you don't need, you can actually lose the game if you are not focused "like a laser beam" on your goals.
 
I switch research quite frequently trying to get something to trade before the AI gets it or from just realizing getting another tech right now would be a better strategy.
The same thing applies with builds, I'll build something for a couple of turns then realize "I don't need this, I need that" and switch. It might feel like a waste but immediately correcting your mistakes instead of doggedly pursuing a path just because you happened to choose it initially can only help your game.
I'll even let production atrophy sometimes if I decide I don't need a build for a very long time/forever such as a part-built unit.
 
I switch research quite frequently trying to get something to trade before the AI gets it or from just realizing getting another tech right now would be a better strategy.
The same thing applies with builds, I'll build something for a couple of turns then realize "I don't need this, I need that" and switch. It might feel like a waste but immediately correcting your mistakes instead of doggedly pursuing a path just because you happened to choose it initially can only help your game.
I'll even let production atrophy sometimes if I decide I don't need a build for a very long time/forever such as a part-built unit.

"sunk costs don't count"

Gliese's mindset here is very good. Under the condition that switching benefits you more than not switching, you *always* switch.

Usually it's a red flag that you screwed up in some way, but it's still better to correct it now than later.
 
Doesn't it take 10 turns for research to atrophy?
Usually I don't switch techs mid turn unless I've made a mistake but I imagine someone with good espionage could try to get some late tech with liberalism and would have to abandon some tech for liberalism in order to win the race.

I've never had this happen before; I'm fairly certain the beakers are permanent (although I usually play on marathon.) If I end up building the great wall and settle a spy or two, enough to see what everyone is researching, I'll sometimes research liberalism to within one turn of completion and then switch in hopes of getting a more expensive tech.
 
I might change research if whatever I was researching lost its luster thanks to a smelly AI getting to it first.

For example, my last game, where Immortal is still showing me what its capable of. :p After researching the basic nessecities of food and bronze working, I begin to take a detour to Masonry in hopes of chopping out the Great Wall to help against immortal barb problems. And then before I've barely started the tech someone finishes it! It's like only 3400 BC! ......Dang. Better switch to Archery.
 
Normally switching techs midway through is because the situation has changed in some fundamental manner. Some examples include:

1. I start Mono hoping to pick up a religion and it gets taken by an AI before I've invested enough :science: to make it worth finishing for trade. With either lib or religion founding techs the value of the tech drops massively once someone else has it.
2. I'm researching monopoly techs to trade with say 2-3 trading partners; seeing one or two of them starting to research my trade bait heavily undercuts its value and I'll often swap to a different path. Say I'm going for biology to trade for two backfill techs from Ghandi and Wang. If one or both start researching bio the value of the trade slips massively; better to swap to communism, down the radio line, or wherever else I can get monopoly techs.
3. I need corps I thought I could live without. Getting CreCon when my GE doesn't pop soon enough for Mining, getting a late GA where getting CivJ is the best I can manage with him. I need oil or Al and have no real shot of getting it outside of the corporate rat race. Normally this is a function of GP spawns or hitting resource revealing techs and finding myself deficient (and not in a position to just take my own).
4. I need military techs ASAP (particularly on the defensive). If I had been planning to delay rifling so I could mass CRIII infantry and the AI looks about to invade I will take a detour to rifling so as not to get squished.
 
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