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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:35
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There is an old myth (or at least I believe it's a myth) going around that playing on the lowest difficulty levels results in a dramatically lower research rate than playing on higher levels. I've never put much stock in that belief because while low difficulty levels do mean that a good player has to do almost all of his own research rather than trading to AIs for techs, there are several offsetting advantages:
1) Settling or conquering enough land to build a large, highly productive empire is a lot easier.
2) More citizens are born happy, so less income has to be diverted away from research for the luxury slider.
3) Tech costs are cheaper and corruption is a little lower, so an empire of the same size can research more quickly. That's not important when a civ is on a 4-turn research pace, but it helps until then and during the times when a civ would be temporarily thrown off a 4-turn pace on the higher difficulty levels.
4) Playing on lower levels makes it a lot easier to build a lot of wonders, and perhaps to capture other wonders.
In order to test what is possible, I've decided to do something completely absurd and play a game on Chieftain. Keep in mind that I'm normally an Emperor/Demigod level player, so the only real challenge in this game will be to see how well I can do in research. (And I may stop playing and merely extrapolate how long it would take to finish researching the entire tech tree once it is clear that I could stay on a 4-turn pace for the rest of the game.)
Game parameters:
- Huge map, 16 civs, 80% water. A huge map has slower research, at least initially, and 16 civs and 80% water are designed to make it a little harder to grab enough land for fast research quickly. (Also, 80% water may help keep the game from taking quite as long to play.)
- No barbarians, so there won't be any techs from huts to speed things along.
- Random age and climate.
- Random civ, but I'll restart if I get a Scientific civ or an Agricultural civ on a river. I'll also restart if I get a starting position with a wheat or cow on grassland.
I ended up with Carthage, which is Seafaring and Industrious, and a fairly decent river start shown below.
Attachment: starting position.jpg
This has been downloaded 334 time(s).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:35
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I decided to move due east (“6” on the keypad) before settling. My worker started irrigating the flood plains, and then moved on to the next one. My capital started work on a barracks as a prebuild for a granary, and I started researching Pottery.
My research into Pottery was finished in 3250 BC and I then started research into Writing. On Emperor level, I would expect to be showing 50-turn research when I first start, and I’d have to do well to get it down very much below a 50-turn pace. But on Chieftain, with only one city and three population, the display was showing a 36-turn research pace when I first started.
I built a granary and then a settler, and discovered, to my good fortune, that the place where I wanted my second city had wheat. That meant I'd have two fairly good (albeit not first-class) settler pump cities. I then went on to build another worker, a settler, a warrior, and two additional workers. I discovered Writing in 2030 BC, at which time I had three cities. Code of Laws was estimated to take 20 turns, but would presumably take somewhat less as additional cities were built.
I might mention that I used a few micromanagement tricks to help out a little. One was using both flood plains part of the time and only one part of the time, partly to reduce the risk of disease and partly for extra production. Another involved slowing down growth in order to speed up granary construction a turn and grow after the granary was completed instead of before.
Also, there were brief periods when Carthage grew to size 5 and I actually had to use the luxury slider momentarily in spite of the four citizens born happy on Chieftain. But once I get my incense city hooked up, I won’t have to worry until size 6 even without military police.
Attachment: bc 2030 writing discovered.jpg
This has been downloaded 326 time(s).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:35
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Once the new government emerged, it was barely possible to research Mathematics in four turns. Currency took a bit longer and was not finished until 950 BC. My biggest problem with research at that point was that my worker pumps were working a bit too efficiently, so much of my financial bonus for being in Republic was eaten away by worker upkeep costs.
Construction took until 710 BC to research, by which time I’d finally been able to trade for Ceremonial Burial. I decided to go ahead and research Mysticism myself on a four-turn pace to build up gold reserves for other research. With that completed in 630 BC, it was possible to use gold reserves to research Map Making, Literature, and Polytheism in four turns each. Carthage entered the medieval era in 390 BC and could research Feudalism at a 5-turn pace, albeit having to run a deficit to do so.
The REXing situation for an Emperor/Demigod player playing on Chieftain with a good starting position is absolutely unreal. I have twenty-seven cities, compared with three to five each for the four AIs I’ve met thus far. And my tech lead is perhaps even more absurd. If I’d play the game out, I would almost certainly be in the industrial era, and maybe even the modern era, before my neighbors could get out of the ancient era.
Attachment: bc 390 medieval era.jpg
This has been downloaded 288 time(s).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:35
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Feudalism and Engineering took five turns each, but from then on, I was barely able to maintain a four-turn pace. (To do it, I ended up having to use specialists instead of the luxury slider in some of my larger cities a significant part of the time.) I did end up researching Music Theory after Education because I needed something cheap to make the financial books balance if I wanted to stay on a four-turn pace.
By AD 250, I had researched through Music Theory and half of Banking on the top of the tech tree and through Invention on the bottom. That turn, I finally got around to finishing the Pyramids and triggered my GA. With all the universities I can build in a GA, plus the courthouses I can rush in outlying areas, I'm inclined to assume that I could maintain a four-turn pace through the rest of the game. So I won't be trying to play the rest of it out.
Assuming the only remaining optional tech I would research would be Economics, I count 8.5 medieval techs left, 15 industrial techs, and 12 modern techs needed for a space launch. The Theory of Evolution would get me two full techs if I time it properly, so I'd have to research 33.5 more techs before a spaceship launch. At a four-turn pace, that would be 134 more turns.
It's 100 turns from AD 250 to AD 1250. The remaining 34 turns would be 170 years, so I'd be looking at a launch for Alpha Centauri around AD 1420 if I'm calculating correctly (and assuming I'm right that I'm in a position where maintaining a four-turn pace for the rest of the game would not be a problem).
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:35
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quote: Originally posted by Kuciwalker
quote: Feudalism and Engineering took five turns each, but from then on, I was barely able to maintain a four-turn pace. (To do it, I ended up having to use specialists instead of the luxury slider in some of my larger cities a significant part of the time.) I did end up researching Music Theory after Education because I needed something cheap to make the financial books balance if I wanted to stay on a four-turn pace. |
...
Wouldn't you have ended up researching faster overall by skipping Music Theory altogether and researching Astronomy at slower than four turns? |
But he's having a minor happiness problems, probably related to luxary types being spread out so much on Huge Maps and AI not having Harbors nor a road connection from their capital to your road network. Bach's should allow him to fire the specalists in favor of production.
Last edited by joncnunn on 18-08-2004 at 20:51
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:35
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quote: Originally posted by nbarclay
Feudalism and Engineering took five turns each, but from then on, I was barely able to maintain a four-turn pace. (To do it, I ended up having to use specialists instead of the luxury slider in some of my larger cities a significant part of the time.) I did end up researching Music Theory after Education because I needed something cheap to make the financial books balance if I wanted to stay on a four-turn pace.
By AD 250, I had researched through Music Theory and half of Banking on the top of the tech tree and through Invention on the bottom. That turn, I finally got around to finishing the Pyramids and triggered my GA. With all the universities I can build in a GA, plus the courthouses I can rush in outlying areas, I'm inclined to assume that I could maintain a four-turn pace through the rest of the game. So I won't be trying to play the rest of it out.
Assuming the only remaining optional tech I would research would be Economics, I count 8.5 medieval techs left, 15 industrial techs, and 12 modern techs needed for a space launch. The Theory of Evolution would get me two full techs if I time it properly, so I'd have to research 33.5 more techs before a spaceship launch. At a four-turn pace, that would be 134 more turns.
It's 100 turns from AD 250 to AD 1250. The remaining 34 turns would be 170 years, so I'd be looking at a launch for Alpha Centauri around AD 1420 if I'm calculating correctly (and assuming I'm right that I'm in a position where maintaining a four-turn pace for the rest of the game would not be a problem). |
Not too bad Nathan, but if you really want to increase the research rate on games where the difficulty is regent or below, try the following setup:
Civ: Russia (Sci/Exp) is optimal, but any expansionists will do, America and the Inca are good second choices.
Map: Huge (the bigger, the better), 60% water. Moderate temp and wetness. Continents.
Barbs: Sedentary
With this setup I have gotten out of the Ancient age and transitioned to republic by 1650 BC. With a domination win (Spaceship would have been c. 1000 AD) at 1230 AD on Regent.
Although most of the ancient age was done by hut popping, I still researched 3-4 techs of the ancient age.
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:35
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quote: Originally posted by joncnunn
Mad bomber, Nathan specifically said he would restart if he got a scientific or agricutural civ. I'd have added expansionist to the same list myelf consider the shear number goody huts that would be poped with the only "bad" results being empty & map that tells you nothing that expansionist civs have. He actually wouldn't get any far flung settler, as soon as you have more than average number of cities, those stop appearing, but with get loads of free techs, cash, and conscript warriors. |
I must have missed that, but I disagree with the premise even so. Perhaps Nathan should have restarted due to getting an industrious civ as the choice might 'artificially' raise the research rate by having roads and mines built more quickly, or restart with a religious civ because they would miss the anarchy turns. What is left is a seafaring and militaristic civ which should probably be disqualified due to getting a start on a coastal site (oh, the commerce bonus!) and of course the added ability for sea exploration would surely scew results due to early contacts with other civ's. Not to mention that the militaristic civs would allow you to carve out a large empire far earlier than non militaristic civ's.
The basic goal of this game was to debunk the Chieftain research myth which he has done. My comments were simply an addendum to his overall findings.
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diablovision
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Los Angeles, CA
Apr 2004 time: 05:35
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All I gotta say is WOW. Granted I've only played a total of 5 games at most, but the best tech pace I had was getting steam power in 1200AD on Chieftain, and....well, you make me feel so small--what can I say.
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