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What do we research next?
This poll is closed. |
| Mobile Warfare, leading to Combined Arms and Robotics |
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4 |
36.36% |
| Fundamentalism, leading to some wasted time *not needed for AC* |
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0 |
0% |
| Guerrilla Warfare, leading to Labour Union and nothing crucial *not needed for AC* |
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0 |
0% |
| Nuclear Fission, leading to Nuclear Power and ultimately Fusion |
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3 |
27.27% |
| Recycling, leading to Environmentalism *not needed for AC* |
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0 |
0% |
| Refrigeration, leading to nothing but potentially allowing our biggest cities to grow *not needed for AC* |
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0 |
0% |
| Space Flight, leading to Plastics and of course, Apollo |
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4 |
36.36% |
| Banana, leading to a healthy amount of potassium daily. |
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0 |
0% |
| Total: |
11 voters |
100% |
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:26
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It's 1880.
A few people have made the comment that it would be nice to get to 2 turns/tech. Well, we're close... 
We produce 1233 beakers/turn. The next tech requires 2698 beakers - to get 2 turns/tech we need 116 additional beakers per turn (for this tech, anyway - beaker cost increases with each new tech you acquire, thus my argument against stealing techs which are currently unnecessary).
We can get Rocketry in 2 turns most simply by delivering Freights for around 250 g next turn - that should push us far enough to get Rocketry in 1882.
The other obvious alternative is to build Universities in St. Pratski, Avila, Seville and Valencia - that approach, once complete, would produce 134 more beakers/turn, based on current numbers for those cities.
The Science Ministry prefers the Freight approach for a few reasons:
- we already have some commodity freights to deliver, while the Universities would require a change in the build queues.
- the Universities probably would not be ready for a few turns, while Freights can be delivered more or less immediately.
- Freights are more flexible. If we really wanted, we could accelerate to 1 tech/turn by delivering a LOT of Freight (incrementally rushbuying demanded goods). On the other hand, eventually the extra beakers from the Universities won't be enough to produce 1 tech/2 turns, as the beaker cost per tech increases.
- Finally, the Freight approach will also produce extra cash, allowing us to rushbuy other needed improvements/units. The ideal would be to use the cash to rushbuy more Freights, thus creating a self-sustaining process - and generating a LOT of science and cash.
Please discuss, and vote in the poll: 
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H Tower
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does SETI put a research facility in every city, or just the ones with universities?
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cavebear
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of the Pleistocene
Oct 1999 time: 00:26
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The science ehancements (Library, University, Research Labs) are working cumulatively from the base. Each and every one adds the same. So it is valuable to get the least expensive ones in each city. SETI was great, because it added a Research Lab in every city at a modest per/city cost. But we don't want to ignore the remaining Libraries and Universities either. They will add 50% of the base to each individual city. A University is just as valuable to a city after SETI as it was before.
So, while our technology advances, we still have cities that should have Libraries, Marketplaces, etc as investments in the future. At this stage of the game, it is natural to think only in terms of the latest possible infrastructures, but we stiull need to let the smaller cities get the core structures built.
It doesn't pay off in the short-term, but it will 5 sessions from now.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:26
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[takes off Science Minister hat] This is probably obvious to some of us, but it might help explain my thinking re: Robotics. If we have a lot of food caravans, we can set production in a city that produces 30+ shields to a wonder (often, Manhattan, since it hopefully won't be built in this game), and then add food caravan to put production at 50 shields. Then production is changed to a structural (no loss of shields, as SS parts count as wonders). The next turn, the city adds its 30+ shields and a structural is built.
Same deal for components/modules - except for components, you use 2 freights if the city produces 60 shields, instead of 3 freights. For modules, you use 6 freights, or 5 if the city produces 70+ shields.
This technique gets used a lot in OCC games where the ideal is a city with exactly 80 shield production (no need for freight to build structurals).
If we want a minimal spaceship built fastest, I think we need 16-2-3, or at least 35 food Freights. If we don't have 35 Freights, then we need to either have a lot of high production cities (meaning, we need manufacturing plants), or we need lots of cash for rushbuying.[/puts on Science Minister hat]
The Science Ministry does not endorse Robotics... it is off the true path. However, some of the citizenry think it might help. 
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