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1874 Science Poll continued...
This poll is closed. |
| 1:After Computers, we should research Nuclear Fission, which is required for space techs |
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3 |
37.50% |
| 1:No, Refrigeration, so our CAPITOL can grow |
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1 |
12.50% |
| 1:No, Mobile Warfare, for better defence and a path to Robotics |
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0 |
0% |
| 1:No, Recycling |
   |
0 |
0% |
| 1:No, Rocketry, on the path to Space Flight |
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4 |
50.00% |
| 1:No, Genetic Engineering, to build Cure for Cancer and celebrate |
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2 |
25.00% |
| 1:No, Guerrilla Warfare |
   |
0 |
0% |
| 1:No, Fundamentalism |
   |
0 |
0% |
1:Plantain  |
   |
0 |
0% |
| 2:Build SETI in a city founded later in the game, so when it's built, our older cities will benefit the same turn |
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4 |
50.00% |
| 2:Build SETI in an older, highly defensible city. |
   |
4 |
50.00% |
2 on't build SETI. |
   |
0 |
0% |
| Total: |
8 voters |
100% |
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:25
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quote: Originally posted by cavebear
Looks like it will be a race between the science people and the happiness people...
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I figured as much - I wanted to put this poll in, in case we got MP>Computers in the next session. There are a few good choices now, rather than one obvious one.
Happiness=Growth, or alternatively, lower luxuries, which could mean an accelerated science rate and we get to the final techs faster than we would have by going for them directly.
On the other hand, there's no point getting Genetic Engineering/Refrigeration unless we:
1) Build CfC, obviously
2) Commit to celebrations for a few turns
3) Allot the engineers needed to produce farmland
4) Allot some production to Supermarkets
If we do all that, I can see getting 1 tech/2 turns in the endgame from city beaker production - along with more cash per turn, and better Freight bonuses when we deliver freight.
Conditions 1,2,3, and 4 are outside the scope of the Science Ministry's authority, of course, so I wanted to solicit some discussion as to whether those would be forthcoming... otherwise we might as well ignore Refrig/GE.
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