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Señor BooBoo is offline Señor BooBoo
Settler

May 2002
time: 23:19
Arrow  Old Post 15-05-2002 22:39 Visit Señor BooBoo's homepage!
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Scientists vs. buying science Increase the size of your Attachments

A quick question about science and money…
Is there any advantage to creating scientists, as opposed to creating taxmen and increasing the science percentage?
Which combination gives you the most money and science?
And what about converting production to money and money to science?

Just wondering…

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:19
  Old Post 15-05-2002 23:21
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A taxman produces 1 gold per turn. A scientist produces 1 "beaker" per turn. You would need a lot of scientists to have any impact on your science rate (unless you are using the 1 scientist, science at 0% money-making scheme early on).

Neither specialist is worthwhile, in my opinion. Unless you have a city that has grown past size 20, put your citizens to work on the land. If they have grown... it's six one way, 1/2 dozen the other.

-Arrian

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:19
  Old Post 15-05-2002 23:46
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Increase Your PM Length

Depends on difficulty level. In any level up to Monarch it's worth to research as soon as you have a solid commerce and libs/unis in your core cities. Without own research, you can't get a tech lead. This is possible only with the tech broker technique in the ancient age, where the AI's have no access to each other yet. As soon as the AI's have contact, you have no chance to sell a tech you bought from another AI (at least not for a good price), because the AI deals with techs itself actively.

In Emperor and Deity games the AI's advantage is so big, that you have no chance to outresearch the AI, unless you are close to the domination treshold, or it's quite late in the game and you succeeded to severely weaken the AI's. In these levels, you have to beat the techs out of the AI in peace treaties, if you want to keep track.

As Arrian said, scientists aren't worth the effort. Send that guy farming, or mining.

Ethelred is offline Ethelred
King

Mar 2002
time: 21:19
  Old Post 16-05-2002 14:18
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I usually have any extra workers as entertainers. That helps your score and if it puts you into WLTKD it helps with corruption. Much more usefull than taxmen. Ocasionaly a scientist is good. If you set your research to the minimum one scientist may be the way to go. And last I saw a scientist produces science even if you are in anarchy.

I-iZ-1337 is offline I-iZ-1337
Chieftain

May 2002
time: 05:19
  Old Post 16-05-2002 17:24
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Scientiztz r j00zlezz, j00 shud onl33 j00ze them in republic/demo in j00r totall33 corrupt citiez (coz sciez and taxmenz d00 not suffer corruptionz).

Señor BooBoo is offline Señor BooBoo
Settler

May 2002
time: 23:19
  Old Post 16-05-2002 18:56 Visit Señor BooBoo's homepage!
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quote:
Originally posted by Arrian
Neither specialist is worthwhile, in my opinion. Unless you have a city that has grown past size 20, put your citizens to work on the land. If they have grown... it's six one way, 1/2 dozen the other.

-Arrian


Thanks…
Yeah, I had figured as much. Spent too much time makeing scientists in 40+ cities with little effect… Just wanted to make sure I wasn't missing something!

Señor BooBoo

planetfall is offline planetfall
Prince
Incoming from CO
Jan 2002
time: 22:19
  Old Post 17-05-2002 02:54
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The only way scientists are worthwhile are if you edit the rules and change beaker output from 1 to 3. Even then it is marginal. This rate was suggest by others who compared normal production of citizen [food/shield/gold] working a tile vs the benefit of scientist. Still can't create a science city, but variant does make a scientist a potential contributor.

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