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ducki
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If your population doesn't increase in the next 50 turns and you don't settle any new towns in the next 50 turns, the screen is 100% correct.
As you grow, both population and # of towns, you bring in more commerce and, depending on your sliders, beakers.
If you default to minimum research, when you grow, you're still at minimum research, so your time-to-discovery is still 50.
If you default to maximum(for, er, maximum effect) as you grow, you will see the time-to-discovery drop, often dramatically, though not always (dramatically, that is), depending on the beaker cost of the tech.
By the same token, at minimum research, instead of seeing your time-to-discovery drop (as a result of increased income spent on research), you'll see your treasury grow dramatically as a result of increased per turn income deposited directly into your treasury.
Did that help, or did I just muddy the waters further?
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ducki
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Yeah, what Roth said - it's not that min, max, or in between are right or wrong.
Dom and I were arguing against the idea that if a tech says 50 turns when you found your capitol that it means it will take you 50 turns no matter what tax rate you set.
Basically we were saying that the slider doesn't know what it's talking about because it can only account for current conditions, which may work fairly well lategame but is very innacurate early game with such frequent population fluctuations and (in this case with a 4-turn pump) very frequent founding of new cities.
At least, I think that's what we were saying.
Side note: Lately I've been bitten by what someone mentioned as a potential bug, but may just be population fluctuation and the like - a tech that is due in "1 turn" actually taking 2 or 3 turns to complete. There's so many variables to look at(support costs, territory losses, corruption, etc), I haven't bothered trying to find it, but it has happened to me a few times. Basically, the slider isn't "always" right.
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ducki
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I'm almost positive it's population fluctuation because:
-I've been doing a lot of 4-turn pump practice
-I've been trying to build lots more units
-I don't recall ever seeing it lategame - generally Ancient Age
Under these circumstances, I feel my pop may fluctuate enough to "lose" me just enough beakers to cost me a turn, especially in the late Ancient Age with a 4-turn pump, since by that time, settlers have to travel far enough I can sometimes have 2-3 on the road any given turn. In fact, with roaded riverside tiles, losing 2 pop (at least) every 4 turns is probably a major cause, at least in my case. I could be wrong. I'm horrible at analyzing the game mechanics just because I don't like doing it.
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Dominae
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quote: Originally posted by ducki
Side note: Lately I've been bitten by what someone mentioned as a potential bug, but may just be population fluctuation and the like - a tech that is due in "1 turn" actually taking 2 or 3 turns to complete. There's so many variables to look at(support costs, territory losses, corruption, etc), I haven't bothered trying to find it, but it has happened to me a few times. Basically, the slider isn't "always" right. |
If slider says 1 turn at the end of your turn you will get the tech the next turn, unless one of the following things happens:
1. You lose a city.
2. An enemy unit steps onto a tile currently worked by one of your cities, and the Governor does not reassign the Laborer to a tile with equivalent or more Commerce outupt.
3. One of your cities falls into disorder.
4. You enter a period of Anarchy.
There may be more but you get the idea. Population fluctuations have nothing to do with it, because Commerce is tallied up and divided before Food is added to the box.
Dominae
Last edited by Dominae on 24-02-2004 at 05:47
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:33
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quote: Originally posted by ducki
Side note: Lately I've been bitten by what someone mentioned as a potential bug, but may just be population fluctuation and the like - a tech that is due in "1 turn" actually taking 2 or 3 turns to complete. There's so many variables to look at(support costs, territory losses, corruption, etc), I haven't bothered trying to find it, but it has happened to me a few times. Basically, the slider isn't "always" right. |
Yeah, me too. If I can afford it, when I get down to one turn I'll set science at that level plus 10%, wasted beakers be damned.
Edit: On reading later posts, I have been assuming that the reason was more or less something like what vmxa1 posted... I use city governors for mood, so little tiny changes in commerce / research rate happen often.
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ducki
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quote: You could also change the citizens working and failed to notice that it affected the research. |
Before my recent obsession with pumps and MM, I might go along with you on that, and it's a good suggestion, but I know for a fact that it's not the case. I have "Wait at end of Turn" on and I double-check happies and adjust the slider last thing each turn.
It's not Anarchy, but I guess it's possible that #1, 2, 3 from Dom's list are possibilities.
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:33
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Emperor Level, stock rules.
Research
Full bore Pottery was always a given first here, and in the circumstances I chose to follow up with a full bore writing. The nice opening and isolated Civs would make delaying Philosophy until after Code of Laws so as to get free Republic a powerful strategy.
Expansion and workers
Efficiency is the watchword here I think, so aside from the settler that Adrianople built (before the factory was up and running) to give me curraghs asap all settlers and workers were to come from the factory. There were 2 obvious sites to the West and East, so these were my priority. After that the nice land was beginning to run out, so I ran the factory as a 2 turn worker producer for several turns. All cities founded had good squares to work before the workers came along to improve tiles.
Curraghs
Adrianople was not on the coast, so built warriors, then a barracks. The other 3 cities built curraghs, with the first exploring Japanese waters, and the other 2 heading North and East respectively.
2110BC
The screenie shows the situation in 2110BC. We are researching Code of Laws, and it will arrive in 15 turns. Barracks are beginning to go up for when we find a suitable victim people to bring civilization to. 
Attachment: clipboard02.jpg
This has been downloaded 60 time(s).
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:33
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Hmm...I've been deciding whether to post my belated efforts or not. Like Dr. Spike, I got a late start, and from that I've been playing at my customary snail-like pace. Just reaching Flight late last night. -- Admiral Glacier
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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