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Tom DeMille
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Kingston, Ontario, Canada
Jan 2000 time: 00:12
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While replaying OCC11, I made an interesting discovery.
After building United Nations (I had had no contact with the other civs until this point), I gifted all my tech to the AI civs. I was expecting my advance rate for new techs to speed up, but it didn't even budge!
What was going on? I thought the # of beakers required for your next advance is partially based on how far ahead you are of the other civs. This indicated otherwise.
The answer came later in the game. Two civs had been destroyed early on in the game, so there were 2 free AI slots. The remaining AIs started fighting during the space race, and Persia's capital fell. Civil war errupted and a new French civ was formed. Shortly thereafter the new Persian capital also fell, and the Japanese civ was formed.
With 6 AI civs, my rate of tech advance fell from an advance every 6 turns to an advance every 3 turns.
The tech discovery rate formula must take into account dead civs. Dead civs will of course be behind you science wise. So if you are going for an early landing on AC, don't let any of your opponents die.
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Hooha
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Oregon City, OR, USA
Apr 2000 time: 05:12
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This is my first post in this forum; I've been lurking for several weeks, and learning a lot.
I have to agree that AI science has an effect on your science rate. I've seen it happen where I've given the AI several techs, checking with my science advisor between gifts, and seen the time needed to complete my research go down from 12 to 11 to 10, etc. I see no other possible explanation.
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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I played OCC11 twice using separate strategies. In game one I had a 1960's result due to 4/5/6 turn science even though I had a fully developed science city under democracy. In game two I had a 1930's result due to a lot of 2 and 3 turn science even to the end.
I was very suspicious. But Tom's theory makes sense. In game one, two AI's were destroyed. leaving 4. In game two, one AI was destroyed leaving 5. And there was certainly no parity in science in either game--the one city ruled. So Something very strange is happening and I think there are more than one factor.
Though I know that science giveaway definately helps reduce the advance time or beaker requirements, I also noticed awhile back that one needs to give away science to most all the AI to get the benefits. So maybe the cut off is science parity with 5 of 6 AI and definately don't kill off more than one clan!
Nice theory Tom, I was so frustrated in game1 of OCC11!
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Tom DeMille
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Kingston, Ontario, Canada
Jan 2000 time: 00:12
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quote:

Originally posted by Ming on 06-14-2000 11:21 AM
I still don't buy in into the fact that the other AI's effect your science rate.
I do understand that your science rate effects other civs, but not the other way around.
When I take a look at my science advance rate... it follows the number of beakers that have been discussed in past threads. And the number of AI civs, or their current level has never effected the number of beakers I need.
Can anybody really prove that.
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Well, I had an autosave 2 turns before the "event" in my OCC replay, so did a little beaker counting.
Researching superconductor, I needed 3504 beakers.
Next turn, with a 7th civ having been created (with a full set of science), the beaker requirement had fallen to 1752.
I then gave away all my remaining science (laser, space flight, plastics) to all the AI civs, and the beaker requirements dropped again to 1679.
So something is going on...
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KhanMan
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Fort Worth, Texas, USA
Jan 1970 time: 05:12
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This is wierd: back in the days when Strategy Guides were popular, I bought one for Civ2 and it gave a formula of how many beakers each advance cost. There wasn't any mention of ai civ's techs or lack there-of having any effect.
So I loaded up a saved game, and tried it. I build MPE, and gave every tech I had to all the other ais. My tech rate did not change before and after I gave these techs away.
Then I tried it in an OCC game (built MPE first, instead of Colossus). Same routine: gave away all techs, no change in tech rate.
Unfortunately, the manual only says: "As time progresses, new advances require more funding to research."
Anyone have a way to nail down this?
-KhanMan
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Platty
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Fairfax, VA, USA
Jun 2000 time: 05:12
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I remember from a strategy book that only on the highest levels does the gap between the AI and you affect the number of beakers required to gain the next advance. On the lower levels it's a straight increase. If I had the book to hand I'd say what the increases were.
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Tom DeMille
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Kingston, Ontario, Canada
Jan 2000 time: 00:12
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I did a little testing. I started a small map, 7 civs, deity, and made sure all civs had zero techs (edited them with cheat menu). I then started giving myself and others civs techs to see how my advance rate was affected.
The following table lists the beaker requirements for my first 10 advances. It compares the requirement for when all AI civs have no techs, 1 tech, 2 techs, 3 techs, and 10 techs
. . . . . . . . . . . . . All 6 AIs have
beakers for | 0 techs . 1 tech . 3 techs . 10 techs
1st tech . | . 10 . . . . . 10 . . . . 10 . . . . 10
2nd tech . | . 18 . . . . . 18 . . . . 18 . . . . 18
3rd tech . | . 27 . . . . . 24 . . . . 24 . . . . 24
4th tech . | . 36 . . . . . 36 . . . . 36 . . . . 36
5th tech . | . 45 . . . . . 45 . . . . 45 . . . . 45
6th tech . | . 66 . . . . . 60 . . . . 60 . . . . 54
7th tech . | . 84 . . . . . 84 . . . . 70 . . . . 63
8th tech . | . 96 . . . . . 96 . . . . 88 . . . . 80
9th tech . | . 108 . . . . 108. . . . 108. . . . 90
10th tech. | . 130 . . . . 130. . . . 120. . . . 110
Clearly the AIs have an effect on your beaker requirements, but the formula that is used escapes me
[This message has been edited by Tom DeMille (edited June 15, 2000).]
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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But if you tech bomb an opponent with the GL, you could not only waylay their tech track, but reduce your own research time. This would probably work best in a 3 teams of 2 each type game where you could gift a unique tech outside your own team and allowing your own techs to stay separate.
This might be a terrible actual trade but...
Just for example: All six players the following five techs - Brz,Alpha,Laws,Burial,Monarchy
Team #1 has
A: Horse,Wheel
B: Writ,Lit and the GL
Team #2 has
C: Writ,Potry
D: Writ,Myst
Team #3 has
E: WarCode,Currcy
F: Writ,Mason
Teams #2 & #3 are concerned about player B getting Rep (for whatever reason) team #2 knows player B has been researching Rep for a couple of turns.
Player C trades Pottery to Player E vs Currency
Player F trades Masonry to Player D vs Myst
Player B now has Pottery, Currency, Masonry, and Myst for a total of eleven techs and instead of it taking him 72 beakers to get Republic it is going to take him 150 or so. Meanwhile Players C,D,E, & F get to research their ninth tech at a cost of possibly 90 vs their eight tech at a cost of 96.
Obviously, this is an overly simplistic example but what if someone with the GL is trying to get Monotheism or Democracy?
hehehehe.
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I'm playing OCC#11 right now and noticed some strange swings in needed beakers which coincided with changes of my place on the powergraph from last to one but last and back. Coincidence?
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Aurelius
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San Francisco
Dec 1999 time: 05:12
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Hi KCBob,
Haven't seen you post in a bit.
Yeah, giving away science like Robotics and Space flight doesn't make sense unless you're playing OCC. Most OCCers don't mind (in fact they like) the rate of science being increased for the AI since they expect to get a ship off to AC way before their AI rivals.
One example, Say you have 4 more years before you get your last sciences to finish off your ship--Fusion. And you have 3 more space parts to make before you can launch. It would be convenient to give away a bunch of science to the AI to facilitate a three year research of Fusion, thus timing the ship launch with the last year of research with nothing to spare.
But science give away is also good earlier in the game--as they say, 'before combustion.'
You'd think they have the best ribs on AC or somethin'
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