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Dominae
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quote: Originally posted by yimboli
1 - The thread mentions that science specialists provide a flat 2 beakers per turn... is this true?
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If you're playing with the Conquests expansion, Scientists produce a flat 3 Beakers per turn (unaffected by Science-boosting buildings like Libraries and Universities). If you're playing any earlier version, Scientists only produce 1 Beaker per turn.
quote:
2 - I made a bunch of scientists in my cities, but it still takes just as long to research electronics!
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Consider that a tech costs on the order of thousands of Beakers, so adding, say, 30 Beakers per turn to what you already have is unlikely to produce a noticeable effect in the ETA for your tech.
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yimboli
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thanks for the responses.
quote: Originally posted by Apocalypse
Get a better economy. |
care to elaborate? specifically, what do you mean by "economy"? do you just mean trade improvements and government type? or is there more to it than that?
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-SafaN-
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quote: Originally posted by yimboli
somehow, the computer always outresearches me
... unless i play at a difficulty that takes the fun out of playing it to begin with.
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I think he's quite advanced. At warlord the ai never outreasearches ...
with economy they mean the gold: instead of using scientists u better generate as much gold as possible with roads and so on, and then dedicate some of it to science via the tax slider. Then build libarys and universitys to enlarge the effect.
Its normal to be an age behind on emperor or deity, its one of the challenges to survive until u can outtech them.
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skrobism
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Sorry - Still don't have Civ3. I am waiting for Civ3 Complete, but will be playing soon.
re: TRADE TECHS
In Civ2 we found that trading techs can slow your research down. Did the tech penalty go away in Civ3?
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:22
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quote: Originally posted by yimboli
....What do you mean by "economy"? do you just mean trade improvements and government type? or is there more to it than that? |
When I refer to an economy I refer to the entire system of treasury, research, and entertainment improvements, the road system, and worker improvements that produce or buy buildings, wonders, or units and increase the efficiency of the economic system (luxury/commerce/research)
The most crucial part of your economy is the road system as each tile which has a road gets a +1 commerce bonus in addition to the normal commerce for the tile. My advice on roads is this, if the tile belongs to you, it needs a road. Remember to build enough workers to get jobs done in a timly manner. 30 workers may be enough for a standard sized map, but you may need up to 70 or 80 on a huge map by the time you reach the middle ages. A good rough guide is to have AT LEAST one worker per city owned.
Almost as important is the manner in which you develop your cities. You should always work a tile that you have a laborer working before you improve a tile in which you do not (roads are an exception, as is irrigating to land that does not have immediate fresh water)
City improvements are important too. Market places, Libraries, Banks, Universities, and Cathedrals are all very important to your economy. Remember that Commerce is divided into 3 sections, you should develop all three in a systematic manner to obtain peak efficiency of the economy.
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yimboli
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is there some way to disable tech trading? and if so, would it break the AI?
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