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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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Under Civ 3's default rules, you have to research a tech that's not on the space race path to build the Internet, and even if you have a leader waiting when you're ready, you won't get research labs in most of your core cities any faster than you could build them from scratch. With a big, wealthy civ that can already do four-turn modern research (at least once the core labs go online), Miniaturization and the Internet are a wasteful detour, unless maybe you need the research labs and you're too busy fighting a war to build them from scratch.
Of course under the Apolyton University Mod rules, Miniaturization does have to be researched on the way to the space race, so the Internet has a great deal of value if you have a leader available to rush it. But without a leader handy (or expected), I'd generally want to build research labs in my core cities anyhow rather than wait until the Internet can be completed.
Nathan
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Catt
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California - SF Bay Area
May 2002 time: 21:25
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quote: Originally posted by nbarclay
The Internet, a new wonder in PtW, gives a research lab in every city on the continent it is built on. The fascinating thing is that each of those research labs is a generator of culture. So if you build the Internet on a continent you are trying to conquer, every city you take on that continent starts generating two culture per turn (1 in mobilization) the moment you capture it. You don't have to do anything! No investing gold in rush building, no pop rushing, just sit back and watch the culture accumulate until it (hopefully) gives you enough tiles for victory. (Or if you need the borders in some cities to expand more than once, it gives you a head start in addition to whatever you build yourself.)
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I'm actually not convinced that the culture from the free RL's was a conscious design decision. True, there are no other "improvement in every city" wonders that offer culture-producing improvements, and no other such wonders that offer the benefits without the improvement prerequisites in place (i.e., Hoover gives plants, but the effects apply only if a factory is built -- the Internet offers a 50% research boost even in cities without a library and offers the 2 culture per-turn!) -- so maybe it was entirely conscious; but for some reason it just strikes me as wrong. Wonders go to the leader or one of many leaders. The internet offers: (1) greater technological lead; (2) big culture boost (principally helpfully on borders, particularly borders that are in motion ); and (3) a decent savings on maintenence costs. It just goes against some other desgin decisions that limit the relative advantage of holding a leadership position.
In those games that make it to the modern era, the Internet is, IMHO, a very powerful wonder. It should cut research time by 1 turn at least (assuming you're not cruising at a 4-turn pace); if you're at a 4 - 8 turn research pace, it is easy to delay RLs in most cities and wait for the Internet with a pre-build ready; it shames its neighborly wonder SETI in terms of utility; and if you're on a mission of domination or conquest, it significantly alleviates the cost of reaching the goal -- expanding borders, at a time when much of the world is RR'd, means both land and productivity. The thing's a killer. When playing standard rules, I've only once deviated from an approach of securing the Internet right after Computers -- and then only because I was on an archipelago and pretty sure that the next UN vote would bring victory . I suppose I might bypass the tech in a very, very tight tech race towards a space race, but that's a pretty rare happenstance, IMHO.
Catt 
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