Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Help > How do Scientists work ?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Theocharis is offline Theocharis
Settler
Cologne, Germany
May 2002
time: 06:19
  Old Post 11-05-2002 18:11
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
How do Scientists work ? Support Apolyton, buy GURPS/ Alpha Centauri

Hi Folks,


I´m confused about the fact that I see no change in the science rate when I turn a citizen into scientist...
Is there anything I...well...am doing wrong there?


thx

Raion is offline Raion
Prince
USA
Jan 2001
time: 05:19
  Old Post 12-05-2002 00:33 Visit Raion's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Avatar Enlargement: We've got the solution

You lose science by taking a citizen and changing it to a scientist, so with guessing I guess that the minus rate = the plus rate, right now. Depends on city and other factors - some cities have more science to begin with than others - other factors may be the era you are in and buildings you have constructed, so far in a city or cities.

Laertes is offline Laertes
Prince
London
Jul 2000
time: 05:19
  Old Post 14-05-2002 19:27
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Got spare money?

I have noticed the same thing Theocharis. I checked the manual which says that a scientist adds one beaker to the raw production. This should then be multiplied by libraries etc, but it is not noticeable.

However, very early in the game, with only 4-8 cities, I sometimes emply a scientist at size 5 if I do not have any luxuries. I have noticed the science rate come down, when the extra beaker makes a difference.

heidlejohn is offline heidlejohn
Chieftain

Jan 2002
time: 00:19
  Old Post 16-05-2002 19:56
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Enter the AD-FREE zone

Scientists work differently in Civ3 than in Civ2. They contribute just one beaker to the research effort and do NOT use the building multipliers like they did in Civ2. I usually use tax collectors instead of scientists for this reason (they give one gold).

The other problem is that the city display does not tell you the effect of specialists in that city. They are only totaled for the overall science or tax effort.

You are generally better off just keeping the people working hexes rather than making them specialists. For example, you might have excess food cumulating until you build an aquaduct and can expand. Keeping a citizen working a hex will give you a combination of two or more trade or shields, but a scientist or tax collector will only give you one.

The only exception to this would be in very distant cities where corruption is all but impossible to change. After food needs are met and population growth is max, you could use excess citizens as tax collectors to get a few more coins.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:19
  Old Post 18-05-2002 09:05
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by heidlejohn

You are generally better off just keeping the people working hexes rather than making them specialists. For example, you might have excess food cumulating until you build an aquaduct and can expand. Keeping a citizen working a hex will give you a combination of two or more trade or shields, but a scientist or tax collector will only give you one.


Or you can go into the editor and change the values so that it makes more sense to have Specialists. They're rather useless by default, unless you have a city with no more land to work. Other than that, there's no point in having them, like you mentioned. They do help in very corrupt cities though, since they're not affected.

I got some interesting results by setting a few negative values as well. My Taxmen have a negative number for Luxuries, so my citizens aren't quite as pleased having them around as they used to be. Plus my Scientists and Entertainers now cost me gold to have around.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:19.
Apolyton Time is 00:19.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0284 seconds (85.74% PHP - 14.26% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net