Announcement

Collapse
No announcement yet.

Education - how does it work?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Sages1993
    replied
    Recently I ran into a problem at my university, I am in my first year and they asked us to write an essay, but I don’t understand anything about it, I didn’t know how to solve this problem, but they told me a place where I could get more info, it was salvation for me and I'm glad that I can also help someone get more info that's all about it. So if it’s not difficult for you, then all the students would be happy to hear all this information about essay coupons
    Last edited by Sages1993; February 10, 2020, 06:10.

    Leave a comment:


  • Mark123jansen
    replied
    Originally posted by Father Beast
    What I'm wondering is how do I control what specialty he gets? It's supposed to be from a specialist in the colony, but does the specialist have to be working at his specialty?
    When the listed time is up, you will be given a list of options with all the available professions at that colony that you can afford. You then choose one, and voila, a new colonist with the chosen profession. When I say "that you can afford" it is because advanced professions, like the refining ones, statesmen and such (pretty much everything but lumberjacks, fishermen, ore miners and farmers) costs a certain amount of money to graduate, depending on difficulty and game speed setting. (On normal a statesman costs about 500 i believe).

    Originally posted by Father Beast For example, the colony with my main college is inland. If I want a new fisherman, can I send one from the coast and put him to work, say, making rum while waiting for the graduate to finish? Will that work?
    Yes, as long as he is Inside the colony (aka not a soldier fortified in the city, but actually working a building or plot), the fisherman will be able to teach his profession to other colonists.

    Originally posted by Father Beast I have a college operating in such a location, and all the graduates are coming out expert farmers, even though I have a vet soldier working at the lumber mill. I'm not sure if that's because he's not working his specialty, or because you can't train soldiers.
    It's because you can't train veteran soldiers anymore. However there is not that much need for them anyway, because unlike col1 they dont get an inherant combat bonus, just the +100 experience upgrade and rank1 strength (not sure about the 2nd, i know they get 2 upgrades, but not 100% sure what the 2nd was).

    Originally posted by Father Beast Oh, and I haven't finished my first game yet
    Good luck

    Leave a comment:


  • Father Beast
    replied
    OK, I'm used to the old system, where you put the specialist into the school (college, university), and sometime later a random colonist would sport the specialty.

    Now I put the colonist (criminal, servant) into the school (etc.) and he graduates with a new skill in a certain amount of time. The listed time is an advantage, since in Col, I just put them there and hoped.

    What I'm wondering is how do I control what specialty he gets? It's supposed to be from a specialist in the colony, but does the specialist have to be working at his specialty?

    For example, the colony with my main college is inland. If I want a new fisherman, can I send one from the coast and put him to work, say, making rum while waiting for the graduate to finish? Will that work?

    I have a college operating in such a location, and all the graduates are coming out expert farmers, even though I have a vet soldier working at the lumber mill. I'm not sure if that's because he's not working his specialty, or because you can't train soldiers.

    Oh, and I haven't finished my first game yet

    Leave a comment:


  • Supr49er
    replied
    Welcome to Apolyton Berginyon.

    Leave a comment:


  • armyjournalist
    replied
    Originally posted by Dale
    In PatchMod, Snoopy made changes to the threshold increase (halved it I think) and we've enabled multiple graduations per turn in one city, instead of having to wait till next turn for the student to graudate. It really helps.
    It is a big help.

    Leave a comment:


  • armyjournalist
    replied
    Maybe the design is a covert social commentary on the state of our school system, i.e. the pay's better in the private sector for specialists so they don't become teachers, and the "watering-down" education effect is making schooling extend further and further into the average person's adult life.

    After all, Civ 4 had plenty of social commentary

    Leave a comment:


  • Berginyon
    replied
    Yea, I liked COL 1's education system. It made sense to set a teacher, and the higher end professions should require better buildings.

    I think it should tilt away from purchasing units. It makes sense that you purchase units to gain expertise you don't already have in your colonies or to rush build an efficient colony, but not be the primary method of getting citizens.

    Leave a comment:


  • Dale
    replied
    In PatchMod, Snoopy made changes to the threshold increase (halved it I think) and we've enabled multiple graduations per turn in one city, instead of having to wait till next turn for the student to graudate. It really helps.

    Leave a comment:


  • armyjournalist
    replied
    Yeah, that might work, although it would tilt the gameplay balance away from purchasing units from Europe (for those who fret about that kind of stuff). Although you have to pay for most specialties anyway, so education right now naturally tilts towards purchasing the units instead of training them after a while. Making building the university require a tremendous amount of effort for less of a payoff than it is now, while removing the threshold increase entirely, could balance it better.

    Personally, I think COL 1 got the education thing right the first time -- the specialist had to work as a teacher, and you needed a college for craftsmen, etc, and a university if you wanted to train Elder Statesmen. (college was 180 hammers and university took 300 hammers, too!) Of course, once you set up a university with your colony at 100% rebel sentiment, you could make 3 of anything (including veteran soldiers) a turn, which made beating the REF at the end ridiculously easy.

    Leave a comment:


  • Berginyon
    replied
    Thanks for the testing army. I had a pipeline of 3 always moving through the university and this increased the threshold faster than any school could graduate, and delayed colleges enough to where they weren't worth building either.

    It's working as designed but it's a bad design contributing to flawed gameplay.

    If I was redesigning it:

    First of all, remove the threshold increase. It's not simulation realistic and it's not a useful game mechanic. Maybe school:12 turns to graduate and only 1 student slot, college:10 turns to graduate 2 slots, university:8 turns and 3 slots. University wouldn't be as overpowered as it is now, but you'd need to reduce the building costs a little to make it worth constructing. The typical strategy would then be to build a university among your farm colonies for mass producing the common worker types, then school/colleges at your specialist colonies.

    Leave a comment:


  • armyjournalist
    replied
    BTW, playing vanilla, I was graduating students from 1 college (not university) and 3 schoolhouses simultaneously without too much of a problem at the schoolhouses (at least until it was taking 60+ turns to graduate from a college, but by then it's pretty much a waste of time to train anybody.)

    Leave a comment:


  • Dale
    replied
    Yeah I agree with armyjournalist. This isn't a bug, that's how it's supposed to work. Perfect explanation too.

    Leave a comment:


  • armyjournalist
    replied
    Playing patchmod 1.06b, I graduated a colonist at a university in one colony (4 turns grad time). In another colony with a schoolhouse, it added 3 turns to the colonist's graduation time (from 10 to 13). I stopped training in the university and the colonist in the schoolhouse DID graduate.

    Next, I put another colonist in the university (grad time 5 turns) while another was in the schoolhouse (original grad time about 15 turns). The university graduate added 5 turns to the schoolhouse (8 turns left to 13 turns left.)

    Since a university has a 4x education effect, if you put a colonist in a university while training at a schoolhouse in another colony, the university student will ALWAYS graduate first, unless you have less than 1/4 the turns left to graduate in the schoolhouse than at the university. If you keep on driving up the threshold to graduation by graduating students from the university the student at the schoolhouse might never graduate. Additionally, converts/criminals/indentured servants produce less ed pts so it would affect them even more.

    Annoying? Yes. A tad unrealistic? yes. A bug? No. I'd either change the XML to your tastes, or send your dunce student to the university

    Leave a comment:


  • snoopy369
    replied
    So you're saying that the uni simply produces educated colonists faster ... I'm not sure that's a bug, though it is understandably annoying. Dale and I will have to think about that one. It's possible a university simply is overpowered, honestly ...

    If the education model annoys you, you can go into GlobalDefines.xml in the root XML directory and edit the education increase directly (as I did in the mod) ... don't recall the tag name off the top of my head but it's fairly obvious - just open the file in notepad and search for education, it's one of the few references in there. It is 20 in the original file, 10 in the PatchMod, and a value of 0 would cause it to not step at all. (There are two values - original number of education points needed, and the per-colonist increase.)

    Leave a comment:


  • Berginyon
    replied
    Yes, 2 colonies one with a university, one with a school house. If a new colonist can be added to a university and will graduate before the schoolhouse student, the schoolhouse student will never graduate. Easiest to reproduce with a native/criminal who receives reduced education at the schoolhouse.

    Leave a comment:

Working...
X