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SCG
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of less than all that I see
Jun 2000 time: 00:28
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quote: Originally posted by Six Thousand Year Old Man
Now, in Demo, I think I once got 4 techs in a turn... but don't quote me, it might have been 3. |
i decided to pull up one of my old (first) diety games when i used to completely ignore science to keep the AI from using science as well. I revamped that save from the celebrating, capitalistic democracy to a research democracy
numbers: 1887AD
115 cities (57 libraries and 14 universities)
researching automobile (63 techs)
37 active freights
1024/2112 beakers accumulated
7561 beakers per turn
even with the complete lack research facilities
1 library per 2 cities
1 university per 10 cities
no concept of research labs or superhighways, and Cope's in enemy hands
Ike's city having 0 trade routes, no trade specials or even sea spaces, and no university
that civ is going to made 4 discoveries this turn if the freight is delivered. just for fun i went into cheat mode and bought libraries and universities for each city and it bumped it up to 10979 beakers per turn - means we can get 5 techs per turn after freight deliveries (37 freights had better result in payoff >1200 as most of the large cities are reachable in 1 turn by railroad)
with that on 115 cities and the city max at more than 2x that, plus getting superhighways, SETI and more trade routes, and more roads in the newer cities, with a little fiddling around, i would guess 8-10 techs in a single turn would be well within reach for those who have the time, patience, desire and lack of sanity to want to try it 
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:28
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quote: Originally posted by SCG
with that on 115 cities and the city max at more than 2x that, plus getting superhighways, SETI and more trade routes, and more roads in the newer cities, with a little fiddling around, i would guess 8-10 techs in a single turn would be well within reach for those who have the time, patience, desire and lack of sanity to want to try it |
I suppose the trick to setting a 'record' for # of techs in a turn would be: acquire enough techs to allow massive growth (sanitation, democracy, etc), then set science to 0 and stop trading for several turns with lux at 80 for growth purposes. Gift all your techs to the key civ, of course, and gift RR, sanitation, rep or demo, and explosives to the AI so their cities will get huge as well. Wait until you get to the point where the key civ is ahead of you in techs, and then jack up the science rate, deliver the freight, then Xin cities with Einsteins, etc.
8-10 techs, easy... but then, as you say, what would be the point 
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