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Dominae
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If you're really keeping track of your Commerce, you can start pulling your Science slider back 2 and 3 turns in advance and save even more Gold than you would if you only do it on the last turn before a tech research is done. Thankfully this is only useful in the early-game, where the calculations are easy and the additional Gold may actually make a difference.
Dominae
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Dominae
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quote: Originally posted by nbarclay
But otherwise, I don't see how it would matter on average; you'd have to do some serious analysis to figure out whether cutting research by a small amount earlier or a larger amount later will do better in a particular case.
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It does not matter on average. But if you're willing to do it (which I sometimes am), you can save yourself small amonts of Gold. No big deal, but it's worth pointing out.
And, by the way, for this to work you do no need to have Libraries and such built in the meantime, or even cities to grow. The way the game rounds Science/Tax/Luxury it is sometimes impossible to complete a tech dead-on Beaker-wise unless you fiddle with the sliders a few turns in advance.
Dominae
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cumi
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Austria
Jul 2002 time: 06:27
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quote: You can do the same thing with production, but do not try this on a huge map, as it will soon become micromanagement hell! Everytime a city grows, zoom on it and rearrange the loborers to get maximum (insert what you want here, production, food, commerce, etc...) I have begun to do this and it can make or break the early game in the higher levels...
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I am actually doing this. 
I am checking almost every turn, what is the situation in my cities, how many unhappy people will I have, when I let the city grow. Improving the terrain around the city is also a function of that.
Later, I just simply memorize, the max city size number - for the current luxury, temples etc situation - when there is no civil disorder.
I am also trying to save money, with the slider, especially at the beginning of the game. Later can be also very usefull, when there is a need for buying an improvement or upgrading the military. I am not using the upgrade of the units, but sometimes when suddenly someone attacks me, I need an up-to-date and modern army ASAP.
I use micromanagement, because I'm afraid my macromanagement skills are stil not good enough.
cumi
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Mountain Sage
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quote: Originally posted by Dominae
Thankfully this is only useful in the early-game, where the calculations are easy and the additional Gold may actually make a difference.
Dominae |
Sorry to disagree, but if you play the tech slider well, you can get up to 600-800 gold on the last turn during the industrial ages (at least with the French). Then you can run -200 deficits for 4 turns, accept another -200 the 5th, put the lider back again for the last turn and you have researched a new tech in 6 turns for a total cost of 200/400 gold.
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Rogerdude
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Bucharest, Romania
May 2002 time: 07:27
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I fear the things stated about this "trick" may not be correct.
What I suspect is that the computer adds the science points generated by each of your cities, and when they reach the neccesary sum, the advance is ganied.
So, if this this happens when, say, the 4th city added up his points, the points genreated by the 5th city will be used for the next science advance.
This means that, if you have 1 turn left to research, you can switch the science ladder back, and the advance will still be gained in the next turn, but much later (for example when the 10th city adds up its science points).
You gain more money, that's undisputed, but you traded them for the science points that could be used to start up the next advance.
Waddaya thn'k ? 
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vulture
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Leeds, UK
Jun 2001 time: 05:27
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quote: Originally posted by Rogerdude
I fear the things stated about this "trick" may not be correct.
What I suspect is that the computer adds the science points generated by each of your cities, and when they reach the neccesary sum, the advance is ganied.
So, if this this happens when, say, the 4th city added up his points, the points genreated by the 5th city will be used for the next science advance.
This means that, if you have 1 turn left to research, you can switch the science ladder back, and the advance will still be gained in the next turn, but much later (for example when the 10th city adds up its science points).
You gain more money, that's undisputed, but you traded them for the science points that could be used to start up the next advance.
Waddaya thn'k ? |
That was the way it worked in civ 2, but it has been demonstrated many tmies that civ3 does it differently. If you have excess beakers of research left over, they are wasted rather than being put into the next tech. Its a shame, but c'est la vie.
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Mizaq
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San Diego
Nov 2001 time: 21:27
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This is also a good idea if you're about to build the TOE and you know you cant possibly discover a tech before the thing is built. I just switch all tech off and go for gold instead when I know I'm the only one who has a chance of building it.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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quote: Originally posted by PLATO1003
This is an incredibly interesting idea. How does it affect building GW? How fast do you catch up to the other Civ's? Does it work equally well across different difficulty levels? Do you trade resources for techs from the AI Civs while your population works to complete your academic infrastructure? |
So far, I've only tried the "save early, research after more science buildings are done" approach within the confines of researching a single tech. For example, if a tech takes six turns to research at 60%, I might suspend research for two turns and then push it up to 90% until I determine that I can get the tech at the same time at a lower rate. I don't do that sort of thing often, but I figured I'd bring it up.
The problem with doing it over a longer period of time is that it could cost tech trading opportunities, opportunities to build something new I want to build, or such. But under the right circumstances (e.g. only you know the prerequisite tech so trading won't be affected, and you don't care that much about when you get techs short of your target), it could be done across multiple techs.
Nathan
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Mountain Sage
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quote: Originally posted by nbarclay
Toward the heavy micromanagement end of the spectrum, I've actually been known to crank down my research early and crank it up late when I'm working on libraries and universities in the hope of maybe saving some gold. The most extreme variant of that when tech takes more than four turns to research and maximum research results in a deficit is to actually turn off research early and build up a surplus which can later be spent researching at a deficit once more science buildings are in place. |
Absolutely.
The classical example is when you have the GL. You research then at 40 turns/tech and save all the gold. Then you build Libraries fairly soon (if you are still REXing, it's Settler-Library-Settler ...).
Once you get Education, you crank up the tech slider at 4-5 turns. Of course, you will run 50-80 gold/turn deficits, but this has been budgeted for. You sell then the first and second techs to everybody who can afford it for gpt. Most AI won't have any gold left to research as fast as you.
Finally, before entering the next age, you research the last couple of techs in 6-7 turns and accumulate the gold again (if you need to, of course). My experience is that the first techs of a new age (specially if you are the tech leader) are very expensive at 4-5 turns/tech.
If you go for a Spece Race win, the overall goal is to be able to research all the Modern Age techs at 5 turns/tech maximum.
Then it's take off....
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