Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days (this includes any time you see the message "account suspended"). For more updates please see here.
When you complete ToE, you immediately learn the tech you're currently researching. You're then asked to choose a new tech to research (just like any other time you learn a tech you're researching), and you'll insta-learn the tech you pick as well. Finally, you're asked again to choose a tech, and your scientist will continue research on this tech as normal.
I'm not sure if any stored science beakers are lost or saved when you build the ToE, somebody else can probably supply this information.
The best way to ensure you get to pick the two techs is to make sure that your next tech comes in the same turn you complete the ToE. Then you get a pop up box asking you which tech you'd like to research next. You get this tech, and the process repeats a last time. So if you do it right, you get three techs in the turn.
If you miscalcuate, of just don't care, you get the tech you're researching (while losing any beakers saved up like GK said) and the next one you pick out of your available techs to research.
The worst is when you miscalculate by one turn. I actually stopped paying attention & got a "free" tech that I was 1 turn away from reserching. Boy did I kick myself in the *** when I saw that one pop up. Ah well, we gotta learn somehow
The best 2 techs are atomic theory and electronics, imo. This allows hoover which gives some culature, saves $$ on power plants, can trigger a GA, and these techs are worth quiet a bit since electronics has a wonder associated with it.
To que up the next 2 techs, click on the destination tech and they will turn to a green color.
Also, make sure you stop researching and do cash rushes while building toe. This is the one time in the game where you have 4~10 turns of cash to blow.
I usually use the final bit of time before the TofE 'matures' picking up the cheaper techs - e.g. Sanitation - that I have bypassed in order to get Replaceable Parts and Scientific Method.
Not only do KB's two techs represent a nice slingshot to Hoover, but are also the two most expensive techs available at that time (usually I'm comparing Refining/Steel/Corporation, which are often 2/3rd or less of the cost). Since the two techs are received independent of cost it makes sense to use TofE on the most expensive techs. (If you're already at the 4 turn minimum for Atomic Theory, go for it - maybe you won't be for other techs later, if you can save TofE a bit later of course)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.