Nice link, SG, thanks.
Excess beakers are lost from the trade bonus so a peek at F6 before the caravan/freight delivers is worthwhile. If you are going to finish an advance next turn w/o the trade route bonus, keep the customer waiting one turn.
I used to hold back on completing a route when cities were just about to grow, too, but experience (not calculation) suggested that the small bonus gain didn't compensate for the loss of a turn or two's trade arrows plus the risk of mishap.
Nice thread Lars-E.
To answer one or two of your questions, Darwin's is a one off wonder. It only affects matters for the player who builds it and for the turn on which it is built. What you do is keep an eye on F6 and then rush build at the moment when you have just made an advance and your beaker count towards the next advance is very low. If you build it in a turn when your beaker count is already high you are losing a chunk of its value.
Turning to the number of beakers needed to advance generally, there are two main influences, how many advances you have yourself made and how your science stands in comparison to the AI. To get to grips with the first point look at the number of beakers needed for your first advance in a game where you found your capital straight away. The beakers needed will be just ten. Look again after you achieve the first advance. The number needed for the next advance will be more. (You will be relieved to hear that in the early turns rulers aren't required!) How many more depends on whether you have got any advances from huts or from exchanging technologies in the meantime. If you haven't, the number needed will be 20. If you have it may be many more than 20. The more advances you get the more the number grows. Incidentally, the bonus techs given before the game starts don't count for these purposes.
The way the second factor works is that if you get ahead of the AI in research (which, by and large, you will) the game penalises you by increasing the beaker requirements a bit more still.
There is nothing much to be done about point one - but you can do something about point two. You can give away techs to the AI. That reduces your lead and stops the beaker count being ratched up so fast.
It is a bit counter-intuitive to do this but if you play a game or two of OCC you'll soon realise the force of the point.
And you can get quite substantial collateral advantages through diplomacy as a result.
BTW, if you do give OCC a try (it's good fun), leave any pride you take in your micromanagement skills at the door along with your six gun. I, for one, got a shock when discovering exactly how casual I really am. And with just one city every mistake is painfully obvious.
Excess beakers are lost from the trade bonus so a peek at F6 before the caravan/freight delivers is worthwhile. If you are going to finish an advance next turn w/o the trade route bonus, keep the customer waiting one turn.
I used to hold back on completing a route when cities were just about to grow, too, but experience (not calculation) suggested that the small bonus gain didn't compensate for the loss of a turn or two's trade arrows plus the risk of mishap.
Nice thread Lars-E.
To answer one or two of your questions, Darwin's is a one off wonder. It only affects matters for the player who builds it and for the turn on which it is built. What you do is keep an eye on F6 and then rush build at the moment when you have just made an advance and your beaker count towards the next advance is very low. If you build it in a turn when your beaker count is already high you are losing a chunk of its value.
Turning to the number of beakers needed to advance generally, there are two main influences, how many advances you have yourself made and how your science stands in comparison to the AI. To get to grips with the first point look at the number of beakers needed for your first advance in a game where you found your capital straight away. The beakers needed will be just ten. Look again after you achieve the first advance. The number needed for the next advance will be more. (You will be relieved to hear that in the early turns rulers aren't required!) How many more depends on whether you have got any advances from huts or from exchanging technologies in the meantime. If you haven't, the number needed will be 20. If you have it may be many more than 20. The more advances you get the more the number grows. Incidentally, the bonus techs given before the game starts don't count for these purposes.
The way the second factor works is that if you get ahead of the AI in research (which, by and large, you will) the game penalises you by increasing the beaker requirements a bit more still.
There is nothing much to be done about point one - but you can do something about point two. You can give away techs to the AI. That reduces your lead and stops the beaker count being ratched up so fast.
It is a bit counter-intuitive to do this but if you play a game or two of OCC you'll soon realise the force of the point.
And you can get quite substantial collateral advantages through diplomacy as a result.
BTW, if you do give OCC a try (it's good fun), leave any pride you take in your micromanagement skills at the door along with your six gun. I, for one, got a shock when discovering exactly how casual I really am. And with just one city every mistake is painfully obvious.
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