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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:33
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In the AU 501 game, I reached a point where I could research a tech at 90% in five turns and wanted to try to get it in four turns at 100%. First, I tried rushing construction of some libraries and universities in outlying areas, but that alone wasn't enough. With three turns left on my research (trying to get it down to two), I went to all my outlying cities with high corruption levels and few improvements and turned anyone I could without going into negative growth into a scientist. With enough scientists on the job, my research time went down from five turns to four. I call this the "mad scientist trick" because it involves "hiring scientists like mad" all over the outskirts of the empire.
Granted, the micromanagement involved is a bit absurd, and it's even worse if you can't get enough scientists and have to give up and set some back to their previous jobs. (That happened to me too, when I tried the tech earlier.) And it does set back growth in cities that give up food to get scientists. But if you're desperate enough to speed up a tech (and, in the process, all the other techs that follow that one), the trick can sometimes work.
Nathan
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The pirate
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Is this not a valid use of high corruption cities, which are high in food and low in production?
The times I have done this I wasnt sure if it helped (since I never did nearly enough to get a readable result as described - very poor at MM). However it felt like an exploit: the research from the city is lost to corruption, but the research from a scientist is not, presumably this bonus applies to taxmen as well.
Is there not a 'how to make best use of cities beyond the OCN' thread, and if not, is this the start of it (too much history to find razing cities intuitive).
Get them to size 6 and WLTK (may be harder in C3C with less luxuries, but since I am on PTW, what do I care), aim for maximum food, and support as many specialists as possible. actually WLTK is not important after all, and nor is size 6, and nor is the version of Civ 3
(this illustrates why I post rarely).
James
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The pirate
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'The version of Civ3 is very important on the use of specialists'
Thank you, I stand corrected...
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CerberusIV
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Yes, one of my earlier C3C games was with the Sumerians. Thanks to some irrigated RR'd floodplain with cities on rivers I had 2 or 3 cities where four working citizens were able to support 8 specialists. Very useful compared to the negligible output they would otherwise have had.
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lethe
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I'm a compulsive micromanager. And quite unhappy about it. It's ok the first time, when you want to figure out the exact layout for optimal growth. But switching specialists back and forth is just insanely slow. Especially if cycling past the Entertainer makes a difference between no content and some content citizens, as that will shift the entire row of specialists so you misclick if you click fast.
And it's not just scientists going to tax men and back. It's all those engineers losing their job when a military unit is built. And all engineers need to be shifted on the round an improvement is built, to get cash or tech instead of throwing shields out the window.
I'd love a right-click menu with options like
"Change ALL to Engineer"
"Change ALL to Engineer without causing unrest" (Ie, leave enough entertainers to keep from unrest.)
95% of the time all specialists in any given city are on the same task. Atleast for me. 0-[Silly number] Entertainers. All the rest are the same type. Almost always Engineer or Scientist.
Only time they are split is if building military units. Then I usually have Entertainers, Police to reclaim all red shields and then Scientists.
My god, they must add a way to manage this more quickly!
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MattPilot
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Tulsa, OK
Dec 2003 time: 05:33
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does Specialist output get modified by city improvements? For example, do the 2 shields produced by the civil engineer suddenly become 5 shields if the city has a factory & a nuclear power plant?
Same goes for beakers - do library's/universities modify that value?
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Catt
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California - SF Bay Area
May 2002 time: 21:33
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quote: Originally posted by lethe
But switching specialists back and forth is just insanely slow. Especially if cycling past the Entertainer makes a difference between no content and some content citizens, as that will shift the entire row of specialists so you misclick if you click fast. |
I hate that.
quote: And it's not just scientists going to tax men and back. It's all those engineers losing their job when a military unit is built. And all engineers need to be shifted on the round an improvement is built, to get cash or tech instead of throwing shields out the window. |
I don't so much mind engineers -- you can set them and forget about them until the build completes or the pop grows -- either way, there is no reason to check them every single turn.
quote: Originally posted by Rhothaerill
I certainly don't micromanage quite that much in SP games. |
Nor I; I haven't the stomach for it. But I do find myself doing so fairly often for small windows within any given game. Fortunately, by the late middle ages / early industrial ages, in many of my games in any event, it is fairly efficient to just set them all as taxmen or all as scientists, trading some inefficiency for a much less intensive MM regime.
quote: Originally posted by Arrian
Yeah, and that's why I don't do it much. I typically pick one type of specialist and make 'em all that type. Some games it's scientists, some games it's taxmen. But since scientists produce 3 beakers vs. the taxman's 2 gold, it seems best to go with the scientists.
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I think you and I have similar MM tolerance levels. I tend to use scientists early; a mixture in the early and early-mid game; and taxmen in the later game -- although the scientists give 3 beakers instead of 2 gold, excess beakers are wasted while excess gold is always available, and once the tech prices become high enough (and one's research effective enough) it's not terribly unlikely for a good chunk of the scientists' efforts to be wasted whereas the taxmen will usefully be stealing the last gold from widows and orphans.
In any event, at some point in the game I just set the specialists to one or the other so I can then ignore them.
Catt 
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