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Newbomb
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Ok Ive been lurking here for about one month and have a couple of questions that I cant seem to find the answer for.
1. Can you have a Great leader generated by
Science and still get one generated by an elite?
2. Could someone explain exactly the effects of of using a Scientist or two in a city?
3. Why does making a unhappy citizen into a tax collector actually help matters in an unhappy city?
4. I really dont understand how harbor trade routes work. (Im an island nation with colonies on a bigger continent) Both with trading with other civs and with distributing my resources.
thanks in advance
"...He blinded me with SCIENCE!..."
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:36
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quote: Originally posted by Newbomb
Ok Ive been lurking here for about one month and have a couple of questions that I cant seem to find the answer for.
1. Can you have a Great leader generated by
Science and still get one generated by an elite?
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Nope, having either a SGL/MGL precludes additional MGLs. You can still get new SGLs hoarding SGLs and a MGL.
quote:
2. Could someone explain exactly the effects of of using a Scientist or two in a city?
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1. Any specialist is always content.
2. In Conquests, a flat uncorrupted 3 science beakers per scientist regardless of science improvements. Pre-Conquests, it's 1.
3. It will be very depedent upon remaining needed beakers as to weather your throwing money away with the scientists in the form of wasted beakers or not.
quote:
3. Why does making a unhappy citizen into a tax collector actually help matters in an unhappy city?
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Any specialist is always content.
quote:
4. I really dont understand how harbor trade routes work. (Im an island nation with colonies on a bigger continent) Both with trading with other civs and with distributing my resources.
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Early in the game, the sea connection with harbors can only pass thru Coastal tiles.
With Astronmeny, sea trade connections can include sea as well but not ocean.
It's not until Navigation or Magnetics [whichever you reach first] that trade connections cna pass thru ocean tiles.
Last edited by joncnunn on 03-03-2005 at 23:01
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Lul Thyme
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Quebec, Canada
Aug 2000 time: 05:36
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quote: Originally posted by joncnunn
Nope, having either a SGL/MGL precludes additional SGLs. You can still get new SGLs hoarding SGLs and a MGL.
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You are wrong and contradicting yourself... (I think its a typo but a quite important one...)
It should be
Nope, having either a SGL/MGL precludes additional MGLs. You can still get new SGLs hoarding SGLs and a MGL.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:36
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quote: Originally posted by Newbomb
Still dont understand if the beakers affect your building program or if not that how they affect your research? I cant seem to see them lessening turn count.
Also in every game I have played I cannot get the AI to buy anything for a per turn count even 1gpt.
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I am not sure I understand your questions, but try this concept.
Beakers = gold
Researching a tech has a formula that uses things such had level and map size and some other things to determine how many beakers are needed to learn a given tech.
A citizen works a tile and that tile yields food, commerce or shields or a combination of all three. How much of each depends on the qualities of the tile and its improvements.
You set your slider to a level (percentage) for research, among other things. This determines how much of your gold (net of corruption) is converted to beakers. If you use specialist called scientist, you get a direct conversion to beakers, not affected by corription. This is three beakers in C3C.
Beakers are accumulated each turn until you have at least enough to get a breakthrough. Excess beakers are lost, so it is wise to turn down the slider to conserve any excess.
So the impact on any other production such as a structure is that the more gold you convert to beakers, the less you have for building.
The only way to lower the time frame is to either increase the beakers per turn count or to have additional contacts with civs that already know the tech. The two way to increase the beaker count is to increase the slider rate or increase the enconomy. The economy is increased by additonal citizens working tiles or adding improvments to those tiles worked. Of course there are other improvements to be had such as lowering corruption or a more effecient form of governemnt, but I will ignore them.
One way to end up not getting any gpt deals with the ai is to have broke previous deals with someone. A bad rep will make the AI refuse any gpt deals, even when it is very favorable to them.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:36
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quote: Originally posted by vmxa1
So the impact on any other production such as a structure is that the more gold you convert to beakers, the less you have for building. |
You didn't mention--probably because it's so obvious--that the other production reduction may be the number of shields that could have been produced by the new scientist (or any other specialist).
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:36
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No it won't, scientists produce a flat 3 science beakers, regardless of all improvements [including wonders] in the existing city. (Also regardless of corruption level)
Similarly, taxmen produce a flat 2 gold, regardless of all improvements [including wonders] in the existing city.
3 is greater than 2, but extra beakers are lost, usally effectively resulting in 0 vs 2 in epic. (Some of the conquests though do feature low enough science costs for a second level of science tweaking. [Not only the science slider, but how many taxmen and scientists to absolutely minimizing wasted beakers.])
Ditto for Civil Enginners, except if your producing a military unit, the CE go on strike. [They can only be used to speed along improvements and wonders.] Also note that extra shields are also wasted and so they need to be tweaked. So I usually only use them for wonders where it is likely that having them several turns will shave a turn or two off of it.
The one specalist whose effects are effectively multipiled is the Policemen. -1 corrupted shield and -1 corrupted commerce. This is before city improvements, so the city improvements can yeild additional sheilds / science / taxes / luxaries from the non longer lost to corruption shield and commerce. Consequantely this is my normal specalist to use in the Industrial and Modern eras. There's a decent chance I'll get some benifit of it that's not wasted. (Provided there is both a wasted shield and wasted commerce without it)
quote: Originally posted by Mace
I too rarely use scientist specialists...more likely I use a taxman or two. Having more $$$ coming in means that you can set the slider to devote more to science.
The exception to this is in a city that had, say, The Colossus AND Copernicus Observatory or Newton's. Then I might be very tempted to put some scientists there...probably would pay off better to put a taxman or two there (as I am violating my own rule, hehe) so I could adjust the slider, but hey. |
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Dominae
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Turning 10 Taxmen into Scientists provides 30bpt, which is sometimes enought to cut off a turn on Industrial era techs (sometimes Modern era, if you're lucky). Obviously 3bpt is nothing impressive, but in numbers (such as you get when conquering enemy territory) Scientists are far from useless.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:36
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quote: Originally posted by joncnunn
No it won't, scientists produce a flat 3 science beakers, regardless of all improvements [including wonders] in the existing city. (Also regardless of corruption level)
Similarly, taxmen produce a flat 2 gold, regardless of all improvements [including wonders] in the existing city.
3 is greater than 2, but extra beakers are lost, usally effectively resulting in 0 vs 2 in epic. (Some of the conquests though do feature low enough science costs for a second level of science tweaking. [Not only the science slider, but how many taxmen and scientists to absolutely minimizing wasted beakers.]) |
Why would the tweaking you mention only work for conquests? Even if scientists don't make enough beakers to bring research down a whole turn, being able to set research at (ie) 10% instead of 50% the final turn will return more cash than if you had taxmen the whole time, provided you do balance out the taxmen the final turn also.
However, if you try to shave it down to the last one or two beakers and an enemy crosses over the wrong tile... 
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:36
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Two instances in which I use Scientists:
1) When starving off foreign population in a freshly-conquered (and often corrupt) city.
2) When Sanitation is not available and a given city has squares that do not yield enough benefit (usually due to corruption and waste) to be more valuable than 3 beakers. Note that food is not part of the equation only in this specific case.
I tend to have a high (>50%) science rate and more libraries than marketplaces; relying on my own scientific power. Yes, that works only after subjecting and tech-extorting a number of neighbours.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:36
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quote: Originally posted by joncnunn
Note that unless your scientists are allowed you to tweak down the slider on the last turns more than otherwise, that their beakers are going to waste.
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Right, that's a valid caveat.
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