Several of the techs are listed as optional. However, sometimes I am forced to research every tech before being allowed to advance to the next age, even the optional techs. I have gotten techs in 3 turns, however, usually when I do (and sometimes when it takes longer) I cannot build the wonder, city imp. or do any of the features the tech offers until the next turn. However, it only seems to allow you to do the 3 turns for a tech if you previously turned down science to pump up your economy and after starting the next tech, (selecting it, but no beakers generated) then you can up your science and get the next in three turns. However, it does not seem to work for the next time. I might be missing a few factors.
I don't really consider it a problem though as you only get to that point by the modern age typically and then the tech advances are coming so often, 1 turn doesn't typically matter all that much. Like ICBMs are only 4 turns from tactical nukes. What difference does it make if it takes 4 turns vs. 3. Just have ur nuke producing cities start on a Palace and then just switch. Its cheap, but hey. To be honest though I think that the free switch from a Palace is a lot cheaper (bellow the belt) way of playing than caravans... (not that I don't use it all the time).
Think about it though, its bad enough that tactical nukes are obsolete in 4 turns (That means in the same time than you can build tactical nukes, put the absuradly limited number aboard one of your subs and then get it to an enemy, you could have finished researching ICBMs and built them). Imagine if every modern tech was made obsolete in 1 or 2 turns (like in civ 2). If someone fell behind they could never catch the leader. By the same token, once reaching the end of the tree the leader would have to quickly take advantage of this (which for military conquest they would not have the spare money to buy airports, temples etc. necessary to sustain an advance on all but the smallest maps). If they failed to do so all they would get would be a few culture bonuses for furture techs, while everyone else eventually caught up and then they would find themselves without the tech advantage. It would be ridiculous. This way the leader is assured that those trailing can never pass them, and they have a safety money and time slot to work with to make things happen.
Just adjust the slider to give you as much gold as possible without increasing the research time. Though I admit it would have been nicer (As David Weldon mentioned) if they just built this feature in... I've been thinking about seeing if it is possible to create a bot to do this as well as one to allow me to use a variety of build queues that will alter given certain obvious circumstances. Does anyone think this would be possible just using the editor to change the domestic advisor and the govenors? I can't get the editor to allow me to do anything other than create a map, place resources and starting positions, and save it with a discription. All other options are grayed out no matter what I do with all the other options that aren't.
I don't really consider it a problem though as you only get to that point by the modern age typically and then the tech advances are coming so often, 1 turn doesn't typically matter all that much. Like ICBMs are only 4 turns from tactical nukes. What difference does it make if it takes 4 turns vs. 3. Just have ur nuke producing cities start on a Palace and then just switch. Its cheap, but hey. To be honest though I think that the free switch from a Palace is a lot cheaper (bellow the belt) way of playing than caravans... (not that I don't use it all the time).
Think about it though, its bad enough that tactical nukes are obsolete in 4 turns (That means in the same time than you can build tactical nukes, put the absuradly limited number aboard one of your subs and then get it to an enemy, you could have finished researching ICBMs and built them). Imagine if every modern tech was made obsolete in 1 or 2 turns (like in civ 2). If someone fell behind they could never catch the leader. By the same token, once reaching the end of the tree the leader would have to quickly take advantage of this (which for military conquest they would not have the spare money to buy airports, temples etc. necessary to sustain an advance on all but the smallest maps). If they failed to do so all they would get would be a few culture bonuses for furture techs, while everyone else eventually caught up and then they would find themselves without the tech advantage. It would be ridiculous. This way the leader is assured that those trailing can never pass them, and they have a safety money and time slot to work with to make things happen.
Just adjust the slider to give you as much gold as possible without increasing the research time. Though I admit it would have been nicer (As David Weldon mentioned) if they just built this feature in... I've been thinking about seeing if it is possible to create a bot to do this as well as one to allow me to use a variety of build queues that will alter given certain obvious circumstances. Does anyone think this would be possible just using the editor to change the domestic advisor and the govenors? I can't get the editor to allow me to do anything other than create a map, place resources and starting positions, and save it with a discription. All other options are grayed out no matter what I do with all the other options that aren't.
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