Weird behaviou of fut. technologies

pfe

Chieftain
Joined
Aug 3, 2004
Messages
1
Hi all,

I have noticed that although I have cience each year enough for several discoveries, only one is achieved. This stops when the spaceship is launched. Is this allways like this? Also, I can only get to 256 FT, then it passes ro 0 and I lost all the score from the previous ones. Is this also normal?

pfe
 
I don't know about that spaceship thing, but that 256 FT thing is normal, so once you get to either 254 or 255 halt ALL scientific research COMPLETELY, so you won't lose all those hard-earned points.
 
You can accumulate tons of research beakers in your science box from caravan/freight deliveries, but they will only trigger the discovery of one tech at the beginning of your next turn. The first city from the bottom that has a beaker will trigger the discovery (losing all the excess), then the box will be empty and begin accumulating again toward the next tech. So cities further up the list can refill the box and trigger a second tech in the same round IF they contribute enough beakers that turn. That is the only way to get more than one tech per turn: delivery bonuses for the first one, followed by city research for any extras.

FutureTech 255 resetting to 1 is a known "bug" of Civ2. The FT number is a hard-coded 8 bit variable.

BTW, welcome to CFC, pfe! Sounds like you have a handle on the research side of things!
 
If you get that far you are either wasting time and should have launched your spaceship long ago, or you are going for max score but misjudged your research.
 
The Person said:
Just FT 12? I think I've gotten far up the 60's/70's. And I thought I was bad! But 255... That's like you said, pretty amazing, if not to say godlike!
I seem to recall there is a point where the research cost of a tech resets back to the beginning, and you can whip out many techs per turn. I think this happens somewhere in the low-mid 100s. I've never seen it happen because I never play a game out that far, but I'm pretty sure I read that somewhere.
 
TimTheEnchanter said:
I seem to recall there is a point where the research cost of a tech resets back to the beginning, and you can whip out many techs per turn. I think this happens somewhere in the low-mid 100s. I've never seen it happen because I never play a game out that far, but I'm pretty sure I read that somewhere.

There is. It happened to me once at about FT 167. I got about 20 techs in one turn. amazing. The actual turn it happens on will vary based on the number of techs you start with and the tech penalty effect. (Usually, by that stage in the game, you only have a pet city and unless you are the Mongols, the penalty will effect your tech costs, changing the exact turn your research cost resets.)
 
This is all a little over my head. So, you're saying you can get more than one tech in the same turn, but you have to be on a certain turn number? :confused:
 
:blush: Oops. I meant to say FT, not turn. As you get future techs, you reach a point where the beaker cost per tech resets to zero. On that turn, you can get a one-time jump of many techs.

And, yes, you can get more than one tech per turn, regularly. You can get one tech by delivering lots of camels/freight and another one or more by having lots of beakers produced by your civ each turn. This is where the Super Science City is so important. It can produce hundreds of beakers per turn and the trade routes linked to it also produce mucho trade arrows which convert to taxes which convert to science. It helps to have 20+ cities with 12+ citizens, libraries, and universities too.
 
The Person said:
It's like PlutonianEmpire says. When you get to Future Tech 255, you start on 1 again. A quite annoying bug.
Sid didn't expect that anyone would reach this number of discoveries. 8bit limit.. :)

As I Remember there is something called the no limits patch. That Patch makes it Possible to play on bigger worlds and counts further when your population exceed 320 million.
 
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