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rpodos
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I usually play Monarch. At the very beginning, when I choose the first tech to research, a ratchet the science rate down to the minimum % where it takes 40 turns to complete.
Has anyone noticed that different civs have different research rates?
I might be wrong, but Persia required 40%, and Egypt only required 10%...
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rpodos
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My first reaction was "DOH! Of course the amount of revenue generated from terrain will impact research."
But on second thought, I'm not sure that get's to my point. Post-1.17, initial research is hardcoded to be 40 turns, no matter what. A lot of people therefore don;t bother with it, and just buy / extort techs. I like to research at least a little though, so I set the min % and go about early wearmongering.
What strikes me is that jump from 0 progress to 40 turns.
Why would being on a river, say, which generates some commerce, change where that "flip" is? And even if that's right, I'm pretty sure my start conditions weren't dramatically different enough to cause a jump from 10% to 40% (I c-s-q a lot to find good start positions, so in both cases I would have been on a river, with at least one good food tile).
This is potentially a big issue for picking civs.
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KrazyHorse
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Macedonia
May 2001 time: 00:18
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quote: But on second thought, I'm not sure that get's to my point. Post-1.17, initial research is hardcoded to be 40 turns, no matter what |
Not true. Turn up science to 100% and research ceremonial burial and you'll be done in either 8, 12 or 24 turns (depending on starting locations, and assuming I've remembered the numbers right).
quote: Why would being on a river, say, which generates some commerce, change where that "flip" is? |
Duh? Your civ needs to generate at least one science/turn to progress in research. Your science rate determines what fraction of total trade is spent on science. The more trade you are generating, the lower a percentage you require to get at least 1 science. If your city generates 1 trade, then (assuming luxuries set to 0) any science rate 40% or below generates 0 science, 1 gold/turn. 50% gets 1 science, 0 gold (science rates are rounded up on the 50/50 split). This gives at worst a 40 turn discovery rate (depending on expense of discovery, it could be less). If your city generates 2 trade, then any science rate 20% or below will generate 0 science, 2 gold. 30% or more and you are generating at least 1 science, so discoveries progress. If your city generates 3 trade, then even a 20% science rate gives 1 science (and 2 gold).
Last edited by KrazyHorse on 25-03-2002 at 08:29
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