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Demerzel
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how bizarre. that strategy is normally foolproof, sounds like a bug to me.
once you have the research infrastructure in place, you should be getting new techs every 4 - 6 turns.
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Vlado
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I've never had a problem with having a few turns adjustment to science and I don't think that there's a warm up period for research either. What I do know though is that when somebody else gets the tech your researching the amount of beakers needed go down and therefor the research time. This could explain why your research time goes down after a while Wittlich.
The only thing I can figure that wrong with the 20+ research time is either a bug or that your empire is to small. With to few cities cranking out beakers it'll take a really long time getting the techs eventhough your empire is well developed. It could also be so that your general income is to low. As far as I know it's so that your beakers are actually money that's converted. Hence when your money income is to low your beakers count woun't be that high either giving a long research time..
An other question though is: When you set the science slider to 50% is that 50% from your end income, eg is the amount of beakers you get derived from the amount of coins on the ground or after marketplaces and banks are accounted for.
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Nym
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France
Mar 2002 time: 06:27
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quote: Originally posted by Catt
Let's assume that your slider is 50% science and 50% tax. Each city gets the benefit of the actual gold it is producing from worked tiles -- let's assume the city's laborers are producing 20 gold. Next corruption is subtracted -- let's assume that the city loses 4 gold to corruption, meaning 16 gold are available. The 16 gold is then parceled out according to the slider -- in our case (50%-50%) 8 gold to science and 8 gold to taxes. These individual "packets" of 8 gold are then operated upon by city improvements. If the city had a market and bank, but no library, it would contribute to the empire 16 gold in taxes and 8 gold in science. If instead the city had a library and university but no market or bank, it would contribute to the empire 8 gold in taxes and 16 gold to science. The obligatory final hypothetical is the same city with market, bank, library, and university -- the city would then contribute 16 gold each to taxes and science.
Catt |
Are you sure?
I have a size 13 city that produces 44 gold form laborers. The slider is 90% tax and 10% gold. The city has library, market, university and bank. Total commerce: 67; Total tax: 42 and no corruption; Total science: 4 and 21 corruption. No entertainers.
I tried, with the same city and during the same turn, to move the slider to 10% tax and 90% gold. Total commerce: 67; Total tax: 4 and no corruption; Total science: 42 and 21 corruption.
If I supposed that corruption is counted only once, I get with your explanation, for the first case:
- produce - corruption = 23
- brut part for tax = 23*0.9 = 20.7
- total tax = 20.7*1.5*1.5 = 46.575
- brut part for science = 23*0.1 = 2.3
- total for science = 2.3*1.5*1.5 = 5.175
Even if I trucate each result before calculation I don't get it correct.
Have I missed something? 
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DaveMcW
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If you are pop rushing, you lose any gold from the citizen you killed.
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