Teachs Cost and Teach Turns

yatta77

Emperor
Joined
Mar 22, 2006
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Hello.
Can someone explain why sometimes two different techs that has the same cost in science points needs a different numbers of turns to be discovered (I mean on the tech tree, mousing over two techs not discovered yet, it shows the same cost in science points but different number of turns).
It is conditionned from the kind of tech you already discovered? From how many other civ already discovered the tech? From the traits of the leader?
 
I don't know the modifiers, but if civs you have contact with have a tech, it becomes cheaper to research, and becomes progressively cheaper dependant on how many known civs have it...
 
In addition to what Lance of Llanwy said, techs also become cheaper with the more requirements you know. So, for example, Animal Husbandry is cheaper if you know Agriculture and Hunting than just one of the two.
 
I believe Lance is correct; in addition, some techs have prerequisite techs, often more than one, and the more of these you have the cheaper the tech is to research. For example, Animal Husbandry is cheaper if you have both Hunting and Agriculture, IIRC.
 
Wow, those posts were almost identical. Sisiutil must be stalking you...
 
Shoot the Moon said:
In addition to what Lance of Llanwy said, techs also become cheaper with the more requirements you know. So, for example, Animal Husbandry is cheaper if you know Agriculture and Hunting than just one of the two.

Thank You and Thanks to Sisiutil. Now I explain why Gandhi (Myst+Mining) gets Masonry turn cheaper than other same cost techs. I guessed that, I needed a confirmation. Thanks again.
 
Lance of Llanwy said:
I don't know the modifiers, but if civs you have contact with have a tech, it becomes cheaper to research, and becomes progressively cheaper dependant on how many known civs have it...

and of course, thanks fot this information also
 
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