I've got an idea to beat the 4-turn limit, and make it in a 3.5-turn limit in certain cases. I've got 2 questions:
1. Is my idea on how the mechanics work right?
2. Is it allowed?
The thing is this: we'll go for combustion now, while GoW sits idle. Afterwards, they'll go for Mass production, while we do nothing (or go for flight). However, we give them combustion, and they will receive it before starting on research... meaning that they could set their research path to Mass Prod one turn earlier at 100%, and 'win' the turn delay.
so the following timeline:
T1: we start on combustion
T3: GoW sets research to Mass Prod, 100%
T4 a: we give the tech to GoW.
T4 b: GoW receives the tech, before spending any beakers. It doesn't give access to F1, however as combustion is present, the first beakers they spend go to Mass Prod
T7 a: we set research to Mot transport at 100%
T7: GoW discovers Mass Prod. Send it to us
T8: We receive MP before research, and start on Mot Transport.
T11: we discover MT, and send it to GoW.
and so forth. It only works when the techs are linear, so no 2 prereqs are needed for a tech.
If I count right, this should give a 3.5 turn limit (per 2 techs each time). In case there is no ability to do 4-turn research by a team (not enough bpt at 100%), the same holds: doing it like this, we could get to 4.5 turn research when only having enough bpt for 5-turn research.
So, my 2 questions:
Am I right? And is this an exploit, or a clever way of doing things?
DeepO
1. Is my idea on how the mechanics work right?
2. Is it allowed?
The thing is this: we'll go for combustion now, while GoW sits idle. Afterwards, they'll go for Mass production, while we do nothing (or go for flight). However, we give them combustion, and they will receive it before starting on research... meaning that they could set their research path to Mass Prod one turn earlier at 100%, and 'win' the turn delay.
so the following timeline:
T1: we start on combustion
T3: GoW sets research to Mass Prod, 100%
T4 a: we give the tech to GoW.
T4 b: GoW receives the tech, before spending any beakers. It doesn't give access to F1, however as combustion is present, the first beakers they spend go to Mass Prod
T7 a: we set research to Mot transport at 100%
T7: GoW discovers Mass Prod. Send it to us
T8: We receive MP before research, and start on Mot Transport.
T11: we discover MT, and send it to GoW.
and so forth. It only works when the techs are linear, so no 2 prereqs are needed for a tech.
If I count right, this should give a 3.5 turn limit (per 2 techs each time). In case there is no ability to do 4-turn research by a team (not enough bpt at 100%), the same holds: doing it like this, we could get to 4.5 turn research when only having enough bpt for 5-turn research.
So, my 2 questions:
Am I right? And is this an exploit, or a clever way of doing things?
DeepO
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