The AI is totally dependent on tech trading to be technologically competitive. Why is this the case? here is my analysis:
The general tech rate of the game, provided everyone trades, is a function of the number of civs and the individual civs research pace. Let's say that you and the AIs individually research at a pace of 1 tech pr x number of turns, i.e a tech rate of 1/x.
With everyone trading and assuming everyone reasearches a different technology(ok a bit unrealistic), if you have 5 AI in the game and you, the general tech pace will be (1+1+1+1+1+1)/x technologies pr x turns, i.e 6/x.
This is why isolationism does not work. You might think: 'I am not gonna help the AI, I will do my own research'. If you are going at it alone, you are researching at a pace of 1/x while the AI crowd are researching at a pace of 5/x. Clearly, you would have to produce the combined research of 5 AIs just to stay in the tech game. This is possible on lower levels, but not on the higher ones. You HAVE to be 'in the loop' for tech trading, or you are screwed.
Let's say you, through cunning use of specialists, academies and maybe the great library manage to get a tech rate DOUBLE that of the AI civs, i.e 2/x. 'Great, now I will easily win the tech race' you say? Wrong! All you have done now is increase the tech rate of the game marginally, from 6/x to 7/x. Because isolationism is impossible and everyone is in the tech loop, everyone is benefitting from your increased research speed. If you do manage to pull ahead, you will not have anyone to tech trade with, and you will revert to a tech speed of 2/x. The AIs however, are researching at a combined speed of 5/x, and will soon catch up. This means there is a built in mechanism in the game to prevent technological superiority. If someone pulls ahead, the rag-tag tech trade crowd WILL catch up!
Let's say you have a choice between doubling your tech rate, military power or culture production. Which one should you double? Answer: probably not technology production! Because of the way tech trading works, you are not going to pull ahead this way. You are much better off producing a bunch of military units instead, because your military power is individual. So by doubling your research, you are changing the tech rate of the game from 6/x to 7/x. By doubling your military you are doubling your military strength from 1x to 2x.
Of course, there are benefits to having a 2/x science rate. One of these is that you are likely to get to the 'key' techs, like religion and free specialist techs first, and you can leverage a tiny tech lead on military techs to a HUGE military advantage, for example at the discovery of gunpowder, or a peacefull advantage like to build a wonder first, etc.
This all becomes very evident if you turn tech trading OFF in the custom game setup. It's like dropping a few difficulty levels. The biggest bonus to the AI is not starting with free units etc, it's the tech trading! The AI uses rampant tech trading as a crutch, because it is simply not very good at maximizing research like the Human can do.
I am not sure how I feel about this. It makes being a science behemoth less attractive than I like. That's why I often ramp up the difficulty a bit and play with no tech trading instead. This way, there is more of a payoff: should I make more military units, or should I boost my research to not fall too far behind? In the 'normal' tech trading game, it's basically a no-brainer to make military, because even if you are the slowest researcher, it makes no difference because you can allways trade your way up the tech tree, and use your superior military for extortion of techs. It's basically a very sound strategy to be a militarist with weak research, and, ironically, a less efficient strategy to be a super science optimizer with weak military.
The general tech rate of the game, provided everyone trades, is a function of the number of civs and the individual civs research pace. Let's say that you and the AIs individually research at a pace of 1 tech pr x number of turns, i.e a tech rate of 1/x.
With everyone trading and assuming everyone reasearches a different technology(ok a bit unrealistic), if you have 5 AI in the game and you, the general tech pace will be (1+1+1+1+1+1)/x technologies pr x turns, i.e 6/x.
This is why isolationism does not work. You might think: 'I am not gonna help the AI, I will do my own research'. If you are going at it alone, you are researching at a pace of 1/x while the AI crowd are researching at a pace of 5/x. Clearly, you would have to produce the combined research of 5 AIs just to stay in the tech game. This is possible on lower levels, but not on the higher ones. You HAVE to be 'in the loop' for tech trading, or you are screwed.
Let's say you, through cunning use of specialists, academies and maybe the great library manage to get a tech rate DOUBLE that of the AI civs, i.e 2/x. 'Great, now I will easily win the tech race' you say? Wrong! All you have done now is increase the tech rate of the game marginally, from 6/x to 7/x. Because isolationism is impossible and everyone is in the tech loop, everyone is benefitting from your increased research speed. If you do manage to pull ahead, you will not have anyone to tech trade with, and you will revert to a tech speed of 2/x. The AIs however, are researching at a combined speed of 5/x, and will soon catch up. This means there is a built in mechanism in the game to prevent technological superiority. If someone pulls ahead, the rag-tag tech trade crowd WILL catch up!
Let's say you have a choice between doubling your tech rate, military power or culture production. Which one should you double? Answer: probably not technology production! Because of the way tech trading works, you are not going to pull ahead this way. You are much better off producing a bunch of military units instead, because your military power is individual. So by doubling your research, you are changing the tech rate of the game from 6/x to 7/x. By doubling your military you are doubling your military strength from 1x to 2x.
Of course, there are benefits to having a 2/x science rate. One of these is that you are likely to get to the 'key' techs, like religion and free specialist techs first, and you can leverage a tiny tech lead on military techs to a HUGE military advantage, for example at the discovery of gunpowder, or a peacefull advantage like to build a wonder first, etc.
This all becomes very evident if you turn tech trading OFF in the custom game setup. It's like dropping a few difficulty levels. The biggest bonus to the AI is not starting with free units etc, it's the tech trading! The AI uses rampant tech trading as a crutch, because it is simply not very good at maximizing research like the Human can do.
I am not sure how I feel about this. It makes being a science behemoth less attractive than I like. That's why I often ramp up the difficulty a bit and play with no tech trading instead. This way, there is more of a payoff: should I make more military units, or should I boost my research to not fall too far behind? In the 'normal' tech trading game, it's basically a no-brainer to make military, because even if you are the slowest researcher, it makes no difference because you can allways trade your way up the tech tree, and use your superior military for extortion of techs. It's basically a very sound strategy to be a militarist with weak research, and, ironically, a less efficient strategy to be a super science optimizer with weak military.
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