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Catt
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California - SF Bay Area
May 2002 time: 21:22
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The nature of the order of tasks within each "turn" assures you that you will always get the tech discovery before the building project completes - put simply, the game checks for science discoveries before it checks city by city for build completions, disorder, flipping, WLTKD, etc. You can verify this in any game just by watching when you discover a tech -- you will always be prompted for the next research project before being directed to the first city task.
Nonetheless, it is wise to be careful. If you don't have a decent tech lead, another civ could discover Replaceable Parts before you, devaluing the tech, and making you get it earlier than ToE (no big deal - a turn or two of 0% research). More problematic would be that a city or two goes into disorder or falls out of WLTKD, or perhaps enough pollution starts popping up to deprive your overall civ of just enough gold to reach Replaceable Parts in X turns, and you instead reach it in X+1 turns.
I just had a spot of pollution screw up a pre-build a game ago, but thankfully it was a solar plant for a SS part and not ToE -- pollution caused a worker to move from a mined grassland to a mined mountain -- the few extra shields from the mountain made my solar plant complete on that very turn, even though the previous turn had indicated that the solar plant had "2" more turns to go. Not nearly as painful as finishing ToE while 1 turn from a new discovery would be.
Catt 
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Catt
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California - SF Bay Area
May 2002 time: 21:22
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quote: Originally posted by Alantus
I am so amazed at the detail you people have gathered on the game! . . . . It would be so cool to sit down and watch Catt or Zachriel or some of these others play civ for 8 hours. |
You'd probably be bored to tears watching Catt play - I've heard he's a good guy, but I've also heard he plays more for fun than for optimally exploiting every advantage at his disposal - to truly "play up" to all the detailed knowledge and tactics available in the forums would require a great deal of attention to detail and micromanagement - there are plenty of players who both enjoy that more than Catt, and are also better than him regardless of the level of micromanagament, and there are still plenty of others who know more about the ins-and-outs of the game functions. In fact, I suspect that he gathers most of his game knowledge from Apolyton and CivFanatics - I hear he spends at least as much time surfing the forums as he does playing the game, because he can surf (but not play) at work .
On the other hand, I'd join you in watching Zachriel play if he provided his immersive game commentary (a la his GOTM reports) in real time .
As Theseus said - you should join in on the AU games - they're a great deal of fun -- everyone plays the same game (on different levels according to the player's desire), no rules, no scoring, no contests, no timelines / deadlines - just fun and sharing the stories of the game. Now all of the AU players (experienced and inexperienced) have started sharing specific tips / insights that are neatly illustrated during the game and that others might have missed. You get to learn a little, maybe teach a little, and certainly have a little fun.
Catt 
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Moonsinger
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I have always timed my research correctly so that I don't waste any golds on them. For example, if I know that I will finish the ToE in the next 5 turns and my new research project would take 6 turns to complete, I just set all my research to zero and stocking up golds instead.
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Thrawn05
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All Your Posts Are Belong To Ming
Dec 2001 time: 00:22
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quote: Originally posted by Catt
Just to be clear, when I say that you now always get to choose the two free techs, your first choice will always be whatever you're currently researching. Whether you complete a tech on the same turn as ToE, or you finished a tech a turn or two before, whatever you select as your next research target will be your first free tech (so you sometimes "choose" your first free tech several turns before you build ToE). You do not have the option to set reaserch on Refining but then expect to get Atomic Theory and Electronics from ToE. After getting your current research effort, you will then have the option to select the next research target, which will be given to you immediately as the second free tech.
Under previous versions (prior to 1.21 I think), the game arbitrarily selected the two free techs for you and, as vmxa1 said, you had to be pretty careful to have completed what many consider the "throwaway" techs of Communism and Espionage (usually easy to trade for) so as to not "waste" ToE's benefit on them.
Catt |
Gotcha. I do remember when the ToE would give me a free tech at random with a picutre of Alphabet for it (strange), 1.29f seemed to have fixed this.
I'll take vmxa1's advice on that, I usualy buy communism and esp, since I set the tree to aim for tanks from the start.
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Ethelred
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quote: Originally posted by UberKruX
i'm in my first game of civ since ive been here at uni... anyway, i'm 6 turns away from completeing the ToE, and it's 6 turns until i discover Replaceable Parts.
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If its on the same turn then Replacable Parts will happen first. Tech research is now finished at the beginning of a turn and the Wonders don't initiate till the cities are checked. It worked that way for me. I do the same line of research myself and I now try to time Replaceable parts to either finish the same turn or one turn before TOE does. If its the next turn for RP than I will slow down the wonder even if I have to starve people. Its really annoying to have TOE finish the RP when I have spent five or six turns of flasks researching it. I like getting three techs in one turn anyway.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:22
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quote: Originally posted by Theseus
ToE followed by Atomic Theory and Electronics, and thus Hoover, is becoming such a standard methodology that I wonder if we'll get a little tweak in PTW. |
Quite correct, Theseus. IMHO, ToE+Hoover is the only wonder thing that everybody will agree on. Discussion goes on about the importance of every single wonder, I believe, but these two. I have never heard of anyone dismissing them (unless in a very specific situation).
Firaxis did a great job in making most wonders just about equal in terms of their overall importance and usefulness (which is a great improvement over Civ2, where there were certain "killer wonders"). ToE and Hoover may be the exception proving the rule - even if not overly powerful, they are still no brainers - if you can, build them by all means. Maybe including a new viable wonder in the Northern part of the tech tree may bring more of wonder building strategy into this era of the game.
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All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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