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theNiceOne
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Well, IMHO there could be an even better and simpler solution - if the excess research points went into the next research project.
Being able to set the number of turns for a research project doesn't necessarily solve all micromanagement problems:
When you start researching a tech you may find that you can afford to finish it in 8 turns and set that, but new city improvements/growth or other civs discovering the tech may reduce the research time you can afford. In this case you need to check every turn whether you can decrease this time.
Also, it may be the other way around if a city or two goes into civil disorder, the AI must increase your science funding to keep it to 8 turns. If done automatically this may reduce your luxury spending - forcing even more cities into civil disorder, or spend money you needed elsewhere.
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theNiceOne
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quote: Originally posted by fittstim
Actually it's not only the last turn that's important.
One should check this EVERY turn.
An easy way to see this is to check what setting the "4 turns" first comes up (which level of research). And then see how long it will take if you lower it by 10%.
E.g. At 40% research it takes 4 turns to research a tech. At 30% research it takes 6 turns. Chances are that you can research at 40% for 2 turns and then lower the slider to 30% for 2 turns.
I don't have any numbers in front of me but I'm fairly sure that this method will actually save you more research (and earn you more gold). Than if you had, according to the example, been able to decrease the level to 20% for only the last turn. |
In your example, you would get exactly the same amount of gold if you only adjusted it the last turn. Assume your income was 1000 gold. 40/40/30/30 would give a total of 1400 research points and 2600 gold, which is exactly the same as you get by having it to 40/40/40/20..
To be completely fair, if your research setting is less (in 10% increments) than the number of turns for the research project, then it may be benefical to adjust it before the last turn. Ex: 40/30/30/30/30 is cheaper than 40/40/40/40/10.
Also, if the price drops (when other civs get the tech) or your reserach capacity grows substantially (city grows, unvirsities is built etc.) it may mean that it may pay to adjust it before the last turn.
Generally though, there's very little to gain by checking before the last turn, unless your reserach rate is less than the number of turns you research (i.e. a very low research rate).
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theNiceOne
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quote: Originally posted by Stuie
They do. The research is tallied up until you reach an advance, then you are notified of the advance, pick your next one to research, and the remainder of the research for that turn is applied to the new advance. I didn't think this was the case, but I saw it happen in the game: I reached an advance (not having moved the slider) and picked the next one. It said it would take 8 turns; when the game finished cycling through all the between turn stuff, I only had 7 turns left to research. |
No, the remaining tech points are wasted. This has been tested a long time ago (search for it), and can easily be verified. Test it by saving when you only have one turn left to discover tech A at a low rate (say 10%). End your turn, select next tech to research (tech B), set the rate to 50% and see how many turns you need.
Then reload, set the rate to 100%, end the turn and select tech B again. After you set the research rate to 50% you will find that you need exactly the same turns as above - so the additional 90% of research got totally wated.
The reason that your research time fell from 8 to 7 turns was probably that some of your cities grew in size or built libraries/universities.
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Shr3dZ
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I dont think for everyone an automatic slider would be any good. I know for myself I have no problem remembering to monitor it from turn to turn, and I believe the more skilled players will be sliding it so you may be making +50 one turn and -250 the next. I hardly ever have it set so that I make the minimum amount of money and maximum tech, like I said, sometimes I losing a lot of gold per turn just so I can research the tech a little faster. Altho you have a point, there could be a little button that says 'automate slider' and it will take care of that last turn for you...
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CiverDan
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This is one change I disliked from civ2 for civ3. In civ2 any extra beakers would not be wasted (except for the extra beakers in the city which contributed the last beakers needed for researcgh an advance, IIRC). Now all exceess beakers are wasted. I think this changed has something to do with the fact that the games sets a mininum number of turns per an advance. Even is you tweak the editor, it is impossible to research more than 1 tech a turn, which was possible is civ2.
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Coracle
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quote: Originally posted by Brizey
Some of the problems in this area is the poor implementation of diminishing returns. I like civ3, and usually mentally defend the game when people complain, but this is one place where they got it wrong. They should have used a true diminishing returns model instead of a flat cap. It would have been more intuitive for the player. |
Good one. I've thought of about 75 problems and disappointments with Civ 3, especially compared to Civ 2, but I hadn't thought of that one.
BTW, Firaxis is never giving you any of this, you know. With the exception of one more patch for PTW, they are done.
Last edited by Coracle on 10-12-2002 at 10:30
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