There is an old myth (or at least I believe it's a myth) going around that playing on the lowest difficulty levels results in a dramatically lower research rate than playing on higher levels. I've never put much stock in that belief because while low difficulty levels do mean that a good player has to do almost all of his own research rather than trading to AIs for techs, there are several offsetting advantages:
1) Settling or conquering enough land to build a large, highly productive empire is a lot easier.
2) More citizens are born happy, so less income has to be diverted away from research for the luxury slider.
3) Tech costs are cheaper and corruption is a little lower, so an empire of the same size can research more quickly. That's not important when a civ is on a 4-turn research pace, but it helps until then and during the times when a civ would be temporarily thrown off a 4-turn pace on the higher difficulty levels.
4) Playing on lower levels makes it a lot easier to build a lot of wonders, and perhaps to capture other wonders.
In order to test what is possible, I've decided to do something completely absurd and play a game on Chieftain. Keep in mind that I'm normally an Emperor/Demigod level player, so the only real challenge in this game will be to see how well I can do in research. (And I may stop playing and merely extrapolate how long it would take to finish researching the entire tech tree once it is clear that I could stay on a 4-turn pace for the rest of the game.)
Game parameters:
- Huge map, 16 civs, 80% water. A huge map has slower research, at least initially, and 16 civs and 80% water are designed to make it a little harder to grab enough land for fast research quickly. (Also, 80% water may help keep the game from taking quite as long to play.)
- No barbarians, so there won't be any techs from huts to speed things along.
- Random age and climate.
- Random civ, but I'll restart if I get a Scientific civ or an Agricultural civ on a river. I'll also restart if I get a starting position with a wheat or cow on grassland.
I ended up with Carthage, which is Seafaring and Industrious, and a fairly decent river start shown below.
1) Settling or conquering enough land to build a large, highly productive empire is a lot easier.
2) More citizens are born happy, so less income has to be diverted away from research for the luxury slider.
3) Tech costs are cheaper and corruption is a little lower, so an empire of the same size can research more quickly. That's not important when a civ is on a 4-turn research pace, but it helps until then and during the times when a civ would be temporarily thrown off a 4-turn pace on the higher difficulty levels.
4) Playing on lower levels makes it a lot easier to build a lot of wonders, and perhaps to capture other wonders.
In order to test what is possible, I've decided to do something completely absurd and play a game on Chieftain. Keep in mind that I'm normally an Emperor/Demigod level player, so the only real challenge in this game will be to see how well I can do in research. (And I may stop playing and merely extrapolate how long it would take to finish researching the entire tech tree once it is clear that I could stay on a 4-turn pace for the rest of the game.)
Game parameters:
- Huge map, 16 civs, 80% water. A huge map has slower research, at least initially, and 16 civs and 80% water are designed to make it a little harder to grab enough land for fast research quickly. (Also, 80% water may help keep the game from taking quite as long to play.)
- No barbarians, so there won't be any techs from huts to speed things along.
- Random age and climate.
- Random civ, but I'll restart if I get a Scientific civ or an Agricultural civ on a river. I'll also restart if I get a starting position with a wheat or cow on grassland.
I ended up with Carthage, which is Seafaring and Industrious, and a fairly decent river start shown below.
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