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  • Taxmen and Scientists

    I looked around a bit but couldn't find an answer so I am asking here. I am wondering, is there any good stragegies for the scientists and tax collecters? Are they even worth using at all? Thanks

    BigDork
    Holy Cow!!! BigDork's Back!

    BigDork's Poll of the Day over at MZO. What Spam Will It Be Today?

  • #2
    I believe they are only useful for starving freshly captured cities. However others disagree.
    I think there was a discussion about it recently:http://apolyton.net/forums/showthrea...44#post1531644

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    • #3
      Sometimes in cities an entertainer can be changed to a Scientist or Taxman without lowering the happiness of the population.

      In highly corrupt cities that cannot grow (no aqueduct or hospital) past 6 or 12, most of your gold from that city will/should come from taxmen. Taking them off the land & turning them into taxmen is better than having the food surplus wasted.

      Starvation as mentioned, helpful in anarchy too.

      If you have your Science Bar down to 0%, all you need is 1 Scientist to achieve the '40turns to next Technology' rather than get nothing.

      That's what I can think of for right now.

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      • #4
        Originally posted by Pyrodrew
        If you have your Science Bar down to 0%, all you need is 1 Scientist to achieve the '40turns to next Technology' rather than get nothing.
        Does that mean if I have 2 scientists it will be researched in 20 turns? 3 scientists for 10 turns?

        BigD
        Holy Cow!!! BigDork's Back!

        BigDork's Poll of the Day over at MZO. What Spam Will It Be Today?

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        • #5
          BD :

          No. Since the maximum research time is 40 turns, even one beaker per turn will work for a 200 beaker technology. But if you make, say, 2 beakers, it's still 40 turns. The same for 3,4&5 beakers.
          "Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.

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          • #6
            Taxmen and scientists add just 1 gold/beaker. And this does not get multiplied by libraries, banks, etc. They are however, immune to corruption. This makes them more useful in higher corrupt cities.

            In your capital and nearby cities you want as many tiles worked as possible, so only use specialists there when you run out of tiles to work. In those 1 shield/1 gold cities where building a courthouse, police station,etc, won't help it produce anymore, irrigate those and get as many specialists from them as you can.

            The exception is of course where you are using the 1 scientist trick to get techs by spending the minimal amount (go for techs the AI is slow at going after like mathematics, polytheism, currency, etc.)

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            • #7
              Great, thanks.

              BigD
              Holy Cow!!! BigDork's Back!

              BigDork's Poll of the Day over at MZO. What Spam Will It Be Today?

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              • #8
                Taxmen & Scientists generaly aren't as useful as working tiles, but here's there uses:

                1. 1 Scientist with 0% science for reserach in the maximum 40 turns reserach.

                2. Sometimes a size 6+ city would have 1 unhappy citizen if all were worked, turning the last one into any specialist trigures a WLTPD which decreases waste increasing net production.

                3. Certian cities with food bonuses will grow past 20 even with every tile mined and so will be using specalists.

                4. Cities at the size 6 / 12 limit without a Court House.
                1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                Templar Science Minister
                AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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