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The "Mad Scientist Trick"

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  • #16
    Originally posted by GhengisFarb
    If you have scientists in a recently captured city and the city is still rioting due to resistence, do the beakers from the scientists still count?
    Yup.

    The availability of the "mad scientist gambit" and the "welcome to tax hell gambit" opens up all sorts of painful (or joyful, depending on your tastes) opportunities for micro-management: What if these 35 taxmen throughout my empire were scientists? Would I decrease my research time? Let's find out by manually switching each specialist in the F1 screen. Didn't have a turn effect and won't allow me to lower my slider without compromising my turns? OK, let's switch them all back to taxmen. Of course, one could always just keep track of every beaker invested, calculate the exact reseacrh costs for a given tech, and decipher when and for how long scientists will be useful in any given project . . .

    Catt

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    • #17
      I'm a compulsive micromanager. And quite unhappy about it. It's ok the first time, when you want to figure out the exact layout for optimal growth. But switching specialists back and forth is just insanely slow. Especially if cycling past the Entertainer makes a difference between no content and some content citizens, as that will shift the entire row of specialists so you misclick if you click fast.

      And it's not just scientists going to tax men and back. It's all those engineers losing their job when a military unit is built. And all engineers need to be shifted on the round an improvement is built, to get cash or tech instead of throwing shields out the window.

      I'd love a right-click menu with options like
      "Change ALL to Engineer"
      "Change ALL to Engineer without causing unrest" (Ie, leave enough entertainers to keep from unrest.)

      95% of the time all specialists in any given city are on the same task. Atleast for me. 0-[Silly number] Entertainers. All the rest are the same type. Almost always Engineer or Scientist.

      Only time they are split is if building military units. Then I usually have Entertainers, Police to reclaim all red shields and then Scientists.

      My god, they must add a way to manage this more quickly!

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      • #18
        Originally posted by Catt


        Yup.

        The availability of the "mad scientist gambit" and the "welcome to tax hell gambit" opens up all sorts of painful (or joyful, depending on your tastes) opportunities for micro-management: What if these 35 taxmen throughout my empire were scientists? Would I decrease my research time? Let's find out by manually switching each specialist in the F1 screen. Didn't have a turn effect and won't allow me to lower my slider without compromising my turns? OK, let's switch them all back to taxmen. Of course, one could always just keep track of every beaker invested, calculate the exact reseacrh costs for a given tech, and decipher when and for how long scientists will be useful in any given project . . .

        Catt
        I certainly don't micromanage quite that much in SP games. In democracy and PBEM games though it's another story.
        Last edited by Rhothaerill; January 27, 2004, 15:34.

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        • #19
          Yeah, and that's why I don't do it much. I typically pick one type of specialist and make 'em all that type. Some games it's scientists, some games it's taxmen. But since scientists produce 3 beakers vs. the taxman's 2 gold, it seems best to go with the scientists.

          In a MP demogame, however, one could theoretically keep track of every beaker and maximize one's use of specialists... Oh no...

          -Arrian (Secretary of Labor for the American Imperialists in the MZO C3C Demogame)

          edit: crosspost with Rhoth - V.P of the American Imperialists. Well, I'm done for now
          grog want tank...Grog Want Tank... GROG WANT TANK!

          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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          • #20
            does Specialist output get modified by city improvements? For example, do the 2 shields produced by the civil engineer suddenly become 5 shields if the city has a factory & a nuclear power plant?

            Same goes for beakers - do library's/universities modify that value?

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            • #21
              Originally posted by MattPilot
              does Specialist output get modified by city improvements? For example, do the 2 shields produced by the civil engineer suddenly become 5 shields if the city has a factory & a nuclear power plant?

              Same goes for beakers - do library's/universities modify that value?
              I would assume not, seeing as their output isn't affected by corruption it is most likely not considered city specific. More like its a bonus value.

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              • #22
                AFAIK, specialists are unaffected by libraries/markets/etc. But I don't have access to the game right now to check, so I'm not 100% positive.

                -Arrian
                grog want tank...Grog Want Tank... GROG WANT TANK!

                The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                Comment


                • #23
                  Originally posted by MattPilot
                  does Specialist output get modified by city improvements? For example, do the 2 shields produced by the civil engineer suddenly become 5 shields if the city has a factory & a nuclear power plant?

                  Same goes for beakers - do library's/universities modify that value?
                  No.

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                  • #24
                    Catt either you have been reading to many of Dominae's post or this is a DL

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                    • #25
                      Originally posted by lethe
                      But switching specialists back and forth is just insanely slow. Especially if cycling past the Entertainer makes a difference between no content and some content citizens, as that will shift the entire row of specialists so you misclick if you click fast.
                      I hate that.

                      And it's not just scientists going to tax men and back. It's all those engineers losing their job when a military unit is built. And all engineers need to be shifted on the round an improvement is built, to get cash or tech instead of throwing shields out the window.
                      I don't so much mind engineers -- you can set them and forget about them until the build completes or the pop grows -- either way, there is no reason to check them every single turn.

                      Originally posted by Rhothaerill
                      I certainly don't micromanage quite that much in SP games.
                      Nor I; I haven't the stomach for it. But I do find myself doing so fairly often for small windows within any given game. Fortunately, by the late middle ages / early industrial ages, in many of my games in any event, it is fairly efficient to just set them all as taxmen or all as scientists, trading some inefficiency for a much less intensive MM regime.

                      Originally posted by Arrian
                      Yeah, and that's why I don't do it much. I typically pick one type of specialist and make 'em all that type. Some games it's scientists, some games it's taxmen. But since scientists produce 3 beakers vs. the taxman's 2 gold, it seems best to go with the scientists.
                      I think you and I have similar MM tolerance levels. I tend to use scientists early; a mixture in the early and early-mid game; and taxmen in the later game -- although the scientists give 3 beakers instead of 2 gold, excess beakers are wasted while excess gold is always available, and once the tech prices become high enough (and one's research effective enough) it's not terribly unlikely for a good chunk of the scientists' efforts to be wasted whereas the taxmen will usefully be stealing the last gold from widows and orphans.

                      In any event, at some point in the game I just set the specialists to one or the other so I can then ignore them.

                      Catt

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                      • #26
                        Originally posted by Catt
                        Nor I; I haven't the stomach for it. But I do find myself doing so fairly often for small windows within any given game.
                        That's about how I feel. I usually micromanage intensively in the early game, but once my cities are running nicely I will not micromanage the work force nearly as much. I do however still manage my workers myself throughout the game no matter what. I can't stand watching my workers do dumb things.

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                        • #27
                          It works with cities in disorder too. They don't consume food, so make 'em all scientists/taxmen.

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                          • #28
                            Originally posted by vmxa1
                            Catt either you have been reading to many of Dominae's post or this is a DL.
                            I'll take that as a compliment...
                            And her eyes have all the seeming of a demon's that is dreaming...

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                            • #29
                              Indeed it is one.

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                              • #30
                                Originally posted by Dominae

                                I'll take that as a compliment...
                                No, no, no - I'll take it as a compliment -- you should be nonplussed.

                                Originally posted by vmxa1

                                Indeed it is one.
                                Shouldn't you be out on a birthday dinner? Happy B-day!

                                Catt

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