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How science works and why there IS a 4 turn cap

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  • How science works and why there IS a 4 turn cap

    Okay, so I spent some time this evening trying to figure out how exactly the techs per turn works, and to put to rest the 4 turn per tech myth.

    I think I have the formula figured out - here goes:

    First, you need to calculate the base number of "beakers" needed to research a tech.

    base# beakers = 16 * tech cost

    where tech cost is the cost listed in the editor. I will post a follow up message in this thread listing off the various costs for those of you too lazy to look them up

    Then there is an adjustment based on the number of civs that already have that tech. Multiply the base number by

    (# of civs that do not have the tech) / (total # of civs in the game)

    That's the number of beakers you have to get to get the tech.

    Now let's talk caps. As most everyone has already figured out by now, there is a max cap of 32 turns / tech.

    But, let's talk about the minimum cap of 4 turns / tech. Some are saying there is a cap, while others (myself included) have said that we have researched techs in 3 turns. But yet, I think both sides are right!

    There is a 4 turn / tech cap only when dealing with the adjustment due to the number of civs that have a tech. This is a bit confusing, so let's do an example.

    Mysticism has a tech cost of 4, so it costs 64 beakers. I was playing on a tiny map with 4 civs total, and the other 3 civs already had Mysticism. So, we multiply by 1/4 (# of civs that don't have the advance / total # of civs). That gives 16 beakers. I was producing 7 beakers, so it should have only taken 3 turns, yet it was capped at 4 turns. Had I been producing 22 beakers, that would give me 64/22 = 3 turns / tech.

    I didn't test that, but I KNOW that I have gotten 3 turns / tech, so I'm fairly confident that that is what is going on. So, there is a cap when your number of beakers needed is adjusted due to other civs having the tech, but not when you can get it in under 4 even without this adjustment.

    A couple of other things - the beakers you produce only go to the advance that you're currently researching. For instance, if you're researching Writing and you've produced 40 beakers towards it, but then you switch to Pottery, those 40 beakers are wasted. They don't transfer. You can switch while you're on the Science Advisor page (F6), but once you leave that page those beakers are gone.

    One last thing - let me use an example. I was researching Polytheism, tech cost of 12. So the number of beakers needed is 16 * 12 = 192. With 7 beakers it would take 28 turns, 1-6 beakers we hit the cap of 32. I researched 6 turns at 7 beakers. That leaves 150 beakers to be researched. At this point, 7 beakers it takes 22 turns, 6 beakers it takes 25 turns, and with 1-5 turns it takes 26 turns. That is because we've already spent 6 turns researching this advance, which are taken out of the 32 turn max.

    Anyway, this is what I have so far.

  • #2
    Here's a list of tech costs in the order they are in the Civ Editor, which is more or less in the order they go on the tech tree, from Ancient to Modern:


    Bronze Working 3
    Masonry 4
    Alphabet 5
    Pottery 2
    The Wheel 4
    Warrior Code 3
    Ceremonial Burial 2
    Iron Working 6
    Writing 8
    Mysticism 4
    Mathematics 8
    Philosophy 6
    Code of Laws 10
    Literature 10
    Map Making 12
    Horseback Riding 5
    Polytheism 12
    Currency 16
    The Republic 28
    Monarchy 24
    Construction 20
    Monotheism 30
    Feudalism 26
    Engineering 36
    Theology 32
    Chivalry 30
    Invention 40
    Printing Press 32
    Music Theory 30
    Education 42
    Gunpowder 44
    Banking 48
    Astronomy 48
    Chemistry 52
    Democracy 56
    Economics 44
    Navigation 52
    Physics 56
    Metallurgy 52
    Free Artistry 56
    Theory of Gravity 60
    Magnetism 60
    Military Tradition 56
    Nationalism 100
    Steam Power 96
    Medicine 84
    Communism 100
    Industrialization 88
    Electricity 100
    Scientific Method 96
    Sanitation 80
    Espionage 76
    The Corporation 92
    Refining 100
    Steel 100
    Atomic Theory 160
    Combustion 120
    Replaceable Parts 84
    Flight 140
    Amphibious War 92
    Mass Production 100
    Electronics 120
    Motorized Transportation 100
    Advanced Flight 140
    Radio 140
    Rocketry 160
    Fission 220
    Computers 180
    Recycling 240
    Space Flight 240
    Nuclear Power 200
    Superconductor 220
    Miniaturization 180
    Ecology 160
    Synthetic Fibers 200
    Satellites 200
    The Laser 220
    Genetics 240
    Stealth 220
    Smart Weapons 160
    Robotics 200
    Integrated Defense 180

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    • #3
      is it really this simple? it doesn't seem possible, considering it took so long to figure it out for civ2 (no one ever did completely figure it out, did they? I think they figured out too many variables).

      Comment


      • #4
        I found that the 16 you use is map-size dependant. On standard it is 24, and on small it is 20. I believe the number comes from the number in the editor for world size, divided by 5. (i.e. normal: 120/5 = 24, standard: 100/5 = 20). I assume your tests were done on a tiny map? If so, then this would agree with the two data points I have already taken.

        As for building up tech, you can get the tech either by spending 32 turns, or by getting enough beakers, whichever comes first. That's why the first few turns, even though you're being limited by the 32 turn rule, you are still accumulating beakers that help if you science rate goes up in the future.

        As for the 4 turn soft limit, I believe the penalty is worse than you describe because I have been able to get a new tech (no one else has it yet) at 40% science in 4 turns. at 100% science, it is still 4 turns. This means that more than double the # of beakers doesn't even reduce the time from 4 to 3, much less 2. There is definitely a steep penalty here, but I haven't been able to find exactly what it is because I have never been able to get a 3-turn advance (I'm not saying it's not possible, only that I haven't been able to test it yet).
        I'm not giving in to security, under pressure
        I'm not missing out on the promise of adventure
        I'm not giving up on implausible dreams
        Experience to extremes" -RUSH 'The Enemy Within'

        Comment


        • #5
          (# of civs that do not have the tech) / (total # of civs in the game)
          so, what you're saying is that the fewer civs that have a tech, the easier it is to discover? umm. are you sure?
          By working faithfully eight hours a day, you may get to be a boss and work twelve hours a day.

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          • #6
            No, he's saying the MORE civs have it the easier. For example if 6 out of 8 civs on a standard map have it, the cost would be:

            (TechCost*24)*(2/8)

            The 2 being the civs that DON'T have the tech, the 8 being the total, and the 24 being the modifier for the map size.

            Question: If 2 of those 8 civs get eliminated, does the denominator for techs after that get reduced to 6, or stay at 8?

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            • #7
              That is correct, the more Civs that have it, the easier it is.

              Also, to David Weldon, yes, I used a Tiny map, so it looks like you are correct in figuring that it is map-dependent.

              Another thing that I forgot to add last night is that if a civ discovers the advance you're researching while you're in the middle of it, it automatically reduces the number of beakers you need.

              For example, I was researching Iron Working and I had 5 turns left to discover it. Next turn I automatically discovered it - turns out that one of the other civs had discovered it, so I got it automatically because the number of beakers I had already researched was greater than the new number I needed to get, taking into account the 3/4 multiplier now that one other civ had it.

              Comment


              • #8
                This means that it is very important, if you sell or trade a tech that you have just discovered, immediately to sell, trade, or give it to everyone. Otherwise, even if the AI doesn't trade for it, it becomes very cheap to research.

                It's tempting, if the last AI civ offers to pay 20 gold for a tech that you just sold off to everyone else, to say "Forget it." Perhaps a better strategy is to give them the tech. They might be unexpectedly grateful.

                Comment


                • #9
                  It is also important in trading not to accept a tech that you are currently working on if there is another option available. During my last game I made a trade to recieve my current research choice with only a few turns left on it when there was another tech I could have gone for. Basically I wasted all of the beakers that I had used to get the tech. This also means that switching research can be very costly.

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                  • #10
                    I think that if you switch research-focus the beakers you have used on that tech _stays_ with that tech, so if you vchange back later you can conytinue where you left...

                    Achnor
                    I want to die in my sleep like my Grandfather, not crying and screaming like the passengers in his car!

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                    • #11
                      there is a "tech cost" or "tech rate" modifier in the map-types. This must be the multiplier.

                      - nickersonm

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                      • #12
                        No - if you switch techs that research is gone forever. Research a tech for a few turns, then switch and leave the screen. If you go back to the screen and switch back to the first tech, it will still be at 32 turns (or however many turns it would normally take)

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                        • #13
                          Originally posted by SandMonkey
                          it doesn't seem possible, considering it took so long to figure it out for civ2 (no one ever did completely figure it out, did they? I think they figured out too many variables).
                          Yes, it took a long time, but it is completely clear now, after the last discoveries by samson (in april 2001 IIRC). You can find it in the GL (top thread of civ2 strategy forum). Look at 'beakers'.
                          Aux bords mystérieux du monde occidental

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                          • #14
                            I'm still looking for an exact measurement of how big the 4-turn barrier is. I _still_ haven't been able to get a new tech in 3 turns, even though it only takes 30% science to get it in 4 turns. Could anyone who is able to do this please post the # of beakers and # of turns for each % setting (along with world size and difficulty level)? Or should I start to disbelieve those who say they've done it?

                            It would be really good to have this info.
                            I'm not giving in to security, under pressure
                            I'm not missing out on the promise of adventure
                            I'm not giving up on implausible dreams
                            Experience to extremes" -RUSH 'The Enemy Within'

                            Comment


                            • #15
                              Don't disbelieve. I've gotten a few 3 turn advances.
                              12-17-10 Mohamed Bouazizi NEVER FORGET
                              Stadtluft Macht Frei
                              Killing it is the new killing it
                              Ultima Ratio Regum

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