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  • Automating the research slider needed!!!

    Micromanaging the research slider is extremely tedious. I think civIII should allow you to just choose the number of turns you want the research of a technology done and then automatically lower the costs to the lowest possible for that number of turns.
    eg. I keep forgetting to adjust the slider when there is only 1 turn left (sometimes you can move the slider from 100 % to 10 % on the last turn of research).
    If there is already such an automation, I sure couldn't find it anywhere.....

  • #2
    Not to appear too harsh but...

    This kind of complaint ranks up there with setting "war" on automatic so the program automatically moves only a minimum amount of your troops (that would statistically beat any opposing army) to an area. Why not just automate EVERYTHING?

    Come on, there has to be some sort of thought process and strategy involved.

    Comment


    • #3
      Well, IMHO there could be an even better and simpler solution - if the excess research points went into the next research project.

      Being able to set the number of turns for a research project doesn't necessarily solve all micromanagement problems:

      When you start researching a tech you may find that you can afford to finish it in 8 turns and set that, but new city improvements/growth or other civs discovering the tech may reduce the research time you can afford. In this case you need to check every turn whether you can decrease this time.

      Also, it may be the other way around if a city or two goes into civil disorder, the AI must increase your science funding to keep it to 8 turns. If done automatically this may reduce your luxury spending - forcing even more cities into civil disorder, or spend money you needed elsewhere.
      If you cut off my head, what do I say?
      Me and my body, or me and my head?

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      • #4
        Originally posted by fittstim
        Not to appear too harsh but...
        I think you did

        I agree that too much automation will take away some tactical aspects fo the game, but seriously: When you find that you can afford to research a tech in 8 turns by setting the research slider to 90% (an example), then how much "thought process and strategy" is involved in always having to remember to check whether you can decrease science funding the last turn?
        If you cut off my head, what do I say?
        Me and my body, or me and my head?

        Comment


        • #5
          Actually it's not only the last turn that's important.

          One should check this EVERY turn.

          An easy way to see this is to check what setting the "4 turns" first comes up (which level of research). And then see how long it will take if you lower it by 10%.

          E.g. At 40% research it takes 4 turns to research a tech. At 30% research it takes 6 turns. Chances are that you can research at 40% for 2 turns and then lower the slider to 30% for 2 turns.

          I don't have any numbers in front of me but I'm fairly sure that this method will actually save you more research (and earn you more gold). Than if you had, according to the example, been able to decrease the level to 20% for only the last turn.

          Comment


          • #6
            Originally posted by theNiceOne
            Well, IMHO there could be an even better and simpler solution - if the excess research points went into the next research project.
            They do. The research is tallied up until you reach an advance, then you are notified of the advance, pick your next one to research, and the remainder of the research for that turn is applied to the new advance. I didn't think this was the case, but I saw it happen in the game: I reached an advance (not having moved the slider) and picked the next one. It said it would take 8 turns; when the game finished cycling through all the between turn stuff, I only had 7 turns left to research.
            "Stuie has the right idea" - Japher
            "I trust Stuie and all involved." - SlowwHand
            "Stuie is right...." - Guynemer

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            • #7
              Hmmm

              I want:

              -automatic luxury slider
              -automatic settler placement
              -automatic attack force planning
              -automatic tech choise selections
              -automatic toilet paper refill machindos
              -automatic pizza delivery services
              -automatic funeral

              NOT!



              Research slider automation is not necessary at all IMO...
              I'm not a complete idiot: some parts are still missing.

              Comment


              • #8
                Originally posted by fittstim
                Not to appear too harsh but...

                This kind of complaint ranks up there with setting "war" on automatic so the program automatically moves only a minimum amount of your troops (that would statistically beat any opposing army) to an area. Why not just automate EVERYTHING?

                Come on, there has to be some sort of thought process and strategy involved.

                I never automate more than a worker or two. But hey, give me a break, I want to be able to decide how fast my research should be done but obviously to the lowest costs possible and that should be adjusted automatically. There's nothing strategic about this whatsoever. Correct me if I'm wrong......

                Comment


                • #9
                  Originally posted by fittstim
                  Actually it's not only the last turn that's important.

                  One should check this EVERY turn.

                  An easy way to see this is to check what setting the "4 turns" first comes up (which level of research). And then see how long it will take if you lower it by 10%.

                  E.g. At 40% research it takes 4 turns to research a tech. At 30% research it takes 6 turns. Chances are that you can research at 40% for 2 turns and then lower the slider to 30% for 2 turns.

                  I don't have any numbers in front of me but I'm fairly sure that this method will actually save you more research (and earn you more gold). Than if you had, according to the example, been able to decrease the level to 20% for only the last turn.
                  In your example, you would get exactly the same amount of gold if you only adjusted it the last turn. Assume your income was 1000 gold. 40/40/30/30 would give a total of 1400 research points and 2600 gold, which is exactly the same as you get by having it to 40/40/40/20..

                  To be completely fair, if your research setting is less (in 10% increments) than the number of turns for the research project, then it may be benefical to adjust it before the last turn. Ex: 40/30/30/30/30 is cheaper than 40/40/40/40/10.

                  Also, if the price drops (when other civs get the tech) or your reserach capacity grows substantially (city grows, unvirsities is built etc.) it may mean that it may pay to adjust it before the last turn.

                  Generally though, there's very little to gain by checking before the last turn, unless your reserach rate is less than the number of turns you research (i.e. a very low research rate).
                  If you cut off my head, what do I say?
                  Me and my body, or me and my head?

                  Comment


                  • #10
                    Originally posted by Stuie
                    They do. The research is tallied up until you reach an advance, then you are notified of the advance, pick your next one to research, and the remainder of the research for that turn is applied to the new advance. I didn't think this was the case, but I saw it happen in the game: I reached an advance (not having moved the slider) and picked the next one. It said it would take 8 turns; when the game finished cycling through all the between turn stuff, I only had 7 turns left to research.
                    No, the remaining tech points are wasted. This has been tested a long time ago (search for it), and can easily be verified. Test it by saving when you only have one turn left to discover tech A at a low rate (say 10%). End your turn, select next tech to research (tech B), set the rate to 50% and see how many turns you need.

                    Then reload, set the rate to 100%, end the turn and select tech B again. After you set the research rate to 50% you will find that you need exactly the same turns as above - so the additional 90% of research got totally wated.

                    The reason that your research time fell from 8 to 7 turns was probably that some of your cities grew in size or built libraries/universities.
                    If you cut off my head, what do I say?
                    Me and my body, or me and my head?

                    Comment


                    • #11
                      Originally posted by theNiceOne
                      ...
                      The reason that your research time fell from 8 to 7 turns was probably that some of your cities grew in size or built libraries/universities.
                      ... or because more civs had discovered it, lowering the cost for you.

                      --
                      While I would prefer an "automatic" solution (e.g., on last turn the slider automatically optimizes AND you get a pop-up informing you), it boils down to a matter of priorities.

                      You do NOT have to play the perfectionist. When you forget to adjust the slider and maybe some gold, then obviously it was not that important to you at the time. You were MEANT to experience the game this way.

                      If you don't choose to take that water-under-the-bridge attitude, then please DO go ahead and grovel in your frustration.

                      Comment


                      • #12
                        Originally posted by theNiceOne
                        This has been tested a long time ago....
                        And thus needs to be tested again with the current code - who's to say Firaxis didn't change it. I'll give it a go if I have the time/energy.
                        "Stuie has the right idea" - Japher
                        "I trust Stuie and all involved." - SlowwHand
                        "Stuie is right...." - Guynemer

                        Comment


                        • #13
                          It's not a bad idea - but governments have to manage their budgets all the time. Considering the complexity of most empirical economies, I don't think just moving a slider around once a turn represents a huge amount of micro-management.

                          It would be nice to have the slider on the main game window, so you don't have to open the domestic advisor screen every time you want to adjust this value.
                          Infograme: n: a message received and understood that produces certain anger, wrath, and scorn in its recipient. (Don't believe me? Look up 'info' and 'grame' at dictionary.com.)

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                          • #14
                            fittsim- Not much thought process to performing the same stupid repetitive task over and over again. (If I wanted that, I'd spend an extra hour or two at work.. :LOL: )

                            Jaybe- I'm fairly sure I wasn't "supposed" to experience the game this way. The interviews that I've seen with Sid outline his philosphy of keeping only the INTERESTING choices. It's a shame his philosophy didn't get translated to the game better...

                            theNiceOne- I agree 100%. I'd bet good money that a quick fix would take approximately 3 minutes to code. (Do one extra calc as you gain a tech to set current research points to current research points - tech cost (instead of zero...)

                            FNBrown- Sure, it's not a huge amount of micromanagement, it's more like a small amount of very repetitive micromanagement that could have been coded out with minimal effort on their part. I don't really agree with your budget analogy. As a leader, I shouldn't have to be bothered with grade school optimization problems. For that matter, if I were president in the CIV 3 universe, I'd make DARN SURE to hire a science advisor who understood the concept of arbitrage. (Zero cost gains) and could adjust the science rate accordingly. Why should I have to go and teach my science advisor how to count?

                            Sorry if I come across as cranky. This one issue hacks me off every time I think about it. Not so much for how annoying it is, but rather how it illustrates how half-***ed the whole implementation of Sid's philosophy really was with civ3..... (the game has nice graphics though.... )
                            We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"

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                            • #15
                              Originally posted by FNBrown
                              It would be nice to have the slider on the main game window, so you don't have to open the domestic advisor screen every time you want to adjust this value.
                              NOW that's a great idea ! It doesn't seem impossible to implement as well. We really should suggest this to Firaxis
                              "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                              "I never had the need to have a boner." -- Dissident
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