In the AU 501 game, I reached a point where I could research a tech at 90% in five turns and wanted to try to get it in four turns at 100%. First, I tried rushing construction of some libraries and universities in outlying areas, but that alone wasn't enough. With three turns left on my research (trying to get it down to two), I went to all my outlying cities with high corruption levels and few improvements and turned anyone I could without going into negative growth into a scientist. With enough scientists on the job, my research time went down from five turns to four. I call this the "mad scientist trick" because it involves "hiring scientists like mad" all over the outskirts of the empire.
Granted, the micromanagement involved is a bit absurd, and it's even worse if you can't get enough scientists and have to give up and set some back to their previous jobs. (That happened to me too, when I tried the tech earlier.) And it does set back growth in cities that give up food to get scientists. But if you're desperate enough to speed up a tech (and, in the process, all the other techs that follow that one), the trick can sometimes work.
Nathan
Granted, the micromanagement involved is a bit absurd, and it's even worse if you can't get enough scientists and have to give up and set some back to their previous jobs. (That happened to me too, when I tried the tech earlier.) And it does set back growth in cities that give up food to get scientists. But if you're desperate enough to speed up a tech (and, in the process, all the other techs that follow that one), the trick can sometimes work.
Nathan
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