@Ori: "hallowed be the Ori".... You are a Stargate fan I presume??
Maybe the point beeing that MT should be slightly cheaper than Astronomy, thus intended and not a bug.
I think you need all AND + atleast 1 OR for the tech to be researched. Thus that beeing the MINIMUM requirement. Therefor your explenation of the MT oddity is not right...
IIRC you get a (minor?) bonus when researching certain techs that have synergy with your traits, but I am far from sure about it.
I
think any Arrow in the techtree is an "OR" while the pictures in the bars are "AND" prereq's .
There are a few AND only techs:
Flight
Astronomy
Devine Right
They are all KEY techs that provide KEY things. Flight and Astro explain themselves I think. DR is so because I think it provides a short cut to Nationhood => MT.
Research Monarchy + Theo, Lit + Music, DR => Nationhood.
Offcourse the strange thing about MT is that it is nearly no good getting it without Gunpowder, tho Gunpowder is not a pre-req.
@MadCandy: Jummy
The best way to slow research in a game is to be LAST to research everything, this way you conserve beakers => Gold for your self and not give it to the AI.
Offcourse beeing last to research everything has its disadvantages (i.e. Liberalism and even MT or Currency)
Note that the ghost beaker (the free 1 beaker) comes from this formula:
Original Article said:
Calculating the Known Civilizations w/ Tech modifier
1) Multiply 0.30 by the number of KNOWN, LIVING civilizations, who have the tech.
2) Divide by the number of civilizations which STARTED on the map and ROUND DOWN to the hundredth place (0.01) of the quotient.
3) Add 2) to 1
Tech Known by Civilizations modifier = 1 + RDDW (0.30 * # known Civs who have the tech / # of Civs who started the game
Note the 1+ part. I think this has 3 possible explenations
1) Allways having 1 beaker prevents you from running into devision problems when deviding by 0. While deviding by 1 is never a problem, circumventing that little issue.
2) A lot of CIV revolves around religion and the fact that IIRC Sid is religious as well. You could theorize that if there is a God (allah or who ever, dont want to offend anyone
) and he is ALL knowing. Then all techs are also known by him, but all we have is faith that he does excist and does know. Therefor we get 1 free beaker in researching from Him
3) Our populous is self thinking therefor generating some beaker ad random by just beeing. Tho... how 10.000 population can generate 1 beaker and 10.000.000 also add 1 beaker would then be beyond me...
Anyway taking the formula and calculating it... Lets say there are 10 civs in the game and you know ALL of them. You are about to research CoL. You Know Writing, Math and Priesthood (no currency).
I think this doesnt count with Priesthood beeing an OR requirement (I think the MT is a different thing!!!) You need Writing + (Currency OR Priesthood)...
Therefor you have fullfilled the
minimum requirement of CoL giving you 20% Bonus.
Researching Currency before starting CoL will give you an additional 20%
For every civ that allready knows CoL, 0.30 * 1/10 = 0.03 or 3%
Every civ that knows it will give you a 3% bonus in researching it in a 10 civ game. 3% bonus = 1 / 3 * 100 = 34 beakers you civ has to generate for every FREE (3%) beaker! ! ! Or make 100 beakers for 3 free beakers. This ramps up (or down) depending on the number of civs that started the game.
NOTE: Taking out (or down where the are useless) will hurt in this! ! !
If 1 civ knows the tech and you started with 15 civs you get 2% bonus, this is the table:
15 2%
14 2%
13 2%
12 3%
11 3%
10 3%
09 3%
08 4%
07 4%
06 5%
05 6%
04 8%
03 10%
02 15%
Presuming you wait you can get 27% additional bonus (there is allways one civ that doesnt know it... You!).
Without Currency this makes for 27/120 = 22.5% additional bonus. The 1.2 you ALLWAYS get, so it really makes NO sence to me, why add a bonus you ALLWAYS get??
If you research currency prior to CoL you get an additional 20% even if no one knows CoL => 140%
Now waiting for everyone to research CoL will give you 27 / 140 = 19.2% bonus. For a total of (obiously) 167% !
BUT seeing as you are allways going to research all/most techs at 120% it is
only a bonus of 47 / 120 = 39.1%
So researching in the right order (Currency => CoL) AND waiting till (nearly) everone has all CoL will net you a bonus of roughly
20 / 120 = 12 % for researching Currency.
21 / 140 = 15 % for waiting till atleast 7 out of 10 civs know it.
If above map is Continents and/or you only know 4 other civs that know the tech, 4/10 * 3% = 12% cap on research bonus.
21 / 120 = 17.5 % bonus if you dont research Currency AND wait till 7 out of 10 civs know CoL.
These bonusses are nice, but dont compare to techtrading and/or tech leader.... Having currency last may just cost you more than you care for.
suppose you have 5 cities pre-currency. That is atleast 10GPT you are missing out on. And if your civ is generating say 50 BPT your bonus will be 17.5% = 8.75BPT so there is a good point in beelining something sometimes.
Now currency is pretty quantiviable, but MT is a much less so... But we all know how damaging Cavalry can be when facing LBs instead of Musketmen or even Grens, I dont even want to use Cavs when facing Riffles .... which will happen if you are last to research MT.
The best way (if there is such a thing) is binary research, this allows for civs to research CoL while you are building Cash. Then research deficit to 0 gold in the bank while getting CoL on the same turn you would normaly. This maximizes the turns you may get a bonus (and maximizes the bonus itself) while not slowing you down.
Now how to
"make it work for you" or in any case NOT for the AI. You want FAST Cavalry but dont want to give away bonusses (or the least possible) cause you are techleader and want to stay that way!!!
Making it work for you is to delay discovering techs. Lets presume this situation.
You have Macemen walking about: CS + Machinery. Also you bulbed Philo (bulbing is bad for the beaker bonus but .... we found Taoism). Also you got music for the free artist offcourse....
Now we are particularly intrested in Knights to supplement our Macemen ASAP, but dont have Feudalism yet but (nearly) all the AI offcourse do as they just love it.
Now run 0% research long enough to run 100% science thru Feudalism AND Guilds. This maximizes your bonus on Feudalism while getting the target tech Guilds at the same time as if you had run say 70% for all that time.
Now you are techlead on that branch again + No one has Nationalism yet.
Pick a tech you need... Either Gunpowder or Nationalism...
Now for your bonus you should wait... but you dont want to wait... cause you want those Cavs running and upgrading your Knights. Research either tech to near as possible researched. Just MMing the slider a little BUT dont discover it yet, to prevent giving the bonus to the AI.
Now if you have researched both techs to <1 turn and you want to go MT... First run 0% long enough to be able to run 100% on MT.
Now steamrole at 100% research Nationalism => MT => Gunpowder.
Doing it this way will delay your giving bonus (3%) to AI as long as possible but net you Cavalry in the same amount of turns.
It saves 3 beakers per 100 beakers the AI is generating for EACH AI. 3 * 9 = 27 BPT lost to the AI research pool.
Now if you can delay your own techs for a collective 100 turns, this accumulates to 2700 beakers lost to the collective AI or 300 to each AI.
While it may add to your beaker count... (hard to quantify)
Offcourse all this comes at some opportunity costs, in above situation:
1) Later feudalism => LBs, Vassalage and Serfdom come later.
2) Later Gunpowder => Later musketmen (if you use them at all anyway)
3) Later Nationalism => Later Taj Mahal (if at all, cause the AI may now beat you to it)
I hope all that is not as clear as mud, and I didnt make any (to) obvious mistakes
Feel free to shoot me down... and/or ask questions.