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Production when going science only

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4 years ago
Apr 28, 2021, 7:39:16 AM

In my understanding there are several ways how to play: balanced (a mixture between food/production/money/science), food focus (and use population sacrifices for buildings), money focus (use buy outs), production focus (regularly building stuff), via population in cities (to increase the numbers by using buffed workers) and via districts (to increase the numbers by using buffed districts). I'm not sure if military (just conquer the territories or make vassals), influence (just expand massively) and religion (buff a certain playstyle) are valid ways in itself or just boosters after which you have to transition into other playstyles.

Anyway, I tried some playthroughs focussed on the various strategies and they all worked fine and felt like I can finish the full game this way. However, I often seemed to neglect science, i.e. my cities looked great but research crawled slowly. So I tried a science focused playthrough yesterday and rushed through the tech tree including the last era. But then I was stuck: my science rating per city way easily 10x higher then the other productions and suddenly everything got super slow: 20-40 turns to build normal buildings, several turns for population increases which itself bring only minimal increases and way too little money to buy anything at all. I was honestly stuck with no way to recover my economy. For roughly 10 rounds I was locked into a war with a single unit which I couldn't reinforce or upgrade to its supervisor successor unit because I lacked production or money. Then I surrendered.

Hence my question: do you have the same impression, that there a several valid strategies, including focus on a single parameter but they all need some science in parallel and that science only is not a valid strategy since the costs massively scale after a while where science has no way to catch up (contrary to money or population where you can use them to shortcut production)?

Would it make sense to add a similar mechanism where science can be used to shortcut buildings (e.g. reduce costs of outdated buildings when you research the successor tech. No idea how this should apply to districts or units though)?

By the way, is there a logic behind how costs massively increase over time? If I look at a large capital city with massive science production but zero population or other production capabilities, the building costs are massively higher than for a new city. I'm not sure if it scales by amount of connected territories (didn't seem so), production (didn't seem so and wouldn't make sense since anyway), population size (didn't seem so) or something else.




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4 years ago
Apr 28, 2021, 8:56:01 AM

In my opinion, valid playstyles aren't based around maximizing a single objective; they're focused on maximizing all other objectives using some basic method. Food is the most fundamental resource that unlocks everything else. You get a large population, which means that you can buy out new buildings the moment they become available. Lacking influence? Buy out 4 districts. Need science? Buy out 4 districts + all the science buildings. On all cities. Oh look I just doubled my science output across the board, and I still have enough production to make anything I want in a single turn, and if I don't, I'll just buy it and have it next turn. Invaded? Oh look my capital is going to produce three full-stack armies in three turns. 


Food and influence enables science and production which accelerates food and influence, like a cycle. It's not like they're mutually exclusive. You can have everything, so why try to have only one thing?


Big population lets you do anything you want, faster than everyone else - It takes time to power up, so you're vulnerable for the first 50 turns or so. Money has the same advantages but obv the decisions you make are going to be different turn-by-turn. Production is good too, and probably becomes extremely powerful mid-to-late game, but expect a much longer period of vulnerability while your industries get up and running. 


Basically, trying to maximize one particular thing is not going to work, and it makes perfect sense that if you have a civ full of academics and no factory workers/craftsmen/miners, you may discover firearms before everyone else, but you're not going to make enough for an army. 


All factors available contribute to the success of one particular strategy, and you need to be flexible and adaptive, not blindly focused on one particular "Strategy". If you focus on any one factor  specifically, and ignore the others, you'll run into the same problems you found and get whacked. A pure expansionist/militarist is going to run into gunners eventually and get wrecked. A pure money/science dude is going to run into an enemy that can produce 10 bowmen for every gunner he can buy, and get wrecked. A pure influence dude can demand territories and claim lots of land, until they run into a strong enemy that isn't going to let themselves be bullied without a fight, and then get wrecked. 

Updated 4 years ago.
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4 years ago
Apr 28, 2021, 11:18:36 AM

I totally get your point and see it very similarly, but in the end you repeated my observation that besides a balanced playstyle a focus on food, money or production can work since you can easily mitigate shortcomings and transition into other playstyles if you focus on one of those aspects exclusively. This doesn't work for science focus since you can neither increase food, money or production if you lack in all of them. With that, the four city outputs are not all equally viable on their own.


On your question why not go balanced but focus on something specific: role playing, trying a certain theme or playstyle, multiplicative synergies, just feels right to stay in your orientation or not stop improving perfectly well placed districts with new emblematic buildings, because other 4x games let you do that too (technically selecting a culture in civilization is exactly this: a focus on a single way of playing) and because the game shouldn't forbid you to play in a very intuitive way ("today, I will go science, zombie mode, yolo!" - "no, you shall not, you must balance because you shall never dominate the tech tree in an unreasonable amount and still expect to not get stuck midgame")


As a thought experiment, I wonder what happens when you do a challenge were you select one of the aspects (food, production, money, science, influence, religion stability) and only build buildings and districts, assign workers and select civics of this very aspect. I guess it will work for food, production and money halfway decently (maybe a bit lacking in science), not too well for science (no way of building anything at some point) and not be possible for influence, religion and stability since they don't work on their own as you have to assign workers to something and there might be nothing to do with all the surplus you get.

Updated 4 years ago.
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4 years ago
Apr 28, 2021, 11:42:21 AM

I feel like you can go science in one era but no need to go there in every era. I just made food play and than switched to science. Get all researches and go to gold after. There is one reserch where forbids you from pop buyouts than gold becomes more needed. 

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4 years ago
Apr 28, 2021, 1:08:19 PM
zzzioh wrote:

In my understanding there are several ways how to play: balanced (a mixture between food/production/money/science), food focus (and use population sacrifices for buildings), money focus (use buy outs), production focus (regularly building stuff), via population in cities (to increase the numbers by using buffed workers) and via districts (to increase the numbers by using buffed districts). I'm not sure if military (just conquer the territories or make vassals), influence (just expand massively) and religion (buff a certain playstyle) are valid ways in itself or just boosters after which you have to transition into other playstyles.

Anyway, I tried some playthroughs focussed on the various strategies and they all worked fine and felt like I can finish the full game this way. However, I often seemed to neglect science, i.e. my cities looked great but research crawled slowly. So I tried a science focused playthrough yesterday and rushed through the tech tree including the last era. But then I was stuck: my science rating per city way easily 10x higher then the other productions and suddenly everything got super slow: 20-40 turns to build normal buildings, several turns for population increases which itself bring only minimal increases and way too little money to buy anything at all. I was honestly stuck with no way to recover my economy. For roughly 10 rounds I was locked into a war with a single unit which I couldn't reinforce or upgrade to its supervisor successor unit because I lacked production or money. Then I surrendered.

Hence my question: do you have the same impression, that there a several valid strategies, including focus on a single parameter but they all need some science in parallel and that science only is not a valid strategy since the costs massively scale after a while where science has no way to catch up (contrary to money or population where you can use them to shortcut production)?

Would it make sense to add a similar mechanism where science can be used to shortcut buildings (e.g. reduce costs of outdated buildings when you research the successor tech. No idea how this should apply to districts or units though)?

By the way, is there a logic behind how costs massively increase over time? If I look at a large capital city with massive science production but zero population or other production capabilities, the building costs are massively higher than for a new city. I'm not sure if it scales by amount of connected territories (didn't seem so), production (didn't seem so and wouldn't make sense since anyway), population size (didn't seem so) or something else.




I believe the costs scale with the number of districts you produce. 


Your thought experiment is an interesting one.  I expect what you're find is that if you focus just on any one yield, your economy will be sub-optimal.  Consider:

  • if you focus solely on Industry, you'll be able to build lots of things, but if all you build is more Industry production, it goes nowhere
  • Money is the same as Industry, if all you do is use it to get more Money
  • Food gets you Population, and Population can get you anything else (except Influence), but to put that Pop to work generating other yields, you need worker slots, and those slots come from the districts and infrastructure associated with those yields; if all you focus on is Food, all of your Pop will end up being farmers, making more Food and nothing else
  • Science gives you the ability to do more things, but you need Industry or Money to put them into effect
  • if you focus exclusively on Influence you'd be able to add lots of territories and start lots of cities, but not do much with them besides continue to map-paint
The game is shaping up nicely to allow you to emphasize any one of these areas, shaping your empire accordingly, while still requiring you to put some effort into all of them.  The only near-substitutes are Industry and Money, and even those have some exclusive uses that keep them from being complete substitutes.  Keeping a well-functioning economy going is a constant re-balance of needing more in one area, then when you address that weakness now you need more in another area.  It makes for fun gameplay, for me, as you never feel like you ever hit a steady-state where everything's just perfect - there's always something holding you back that needs addressing.


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4 years ago
Apr 28, 2021, 1:24:57 PM

From my experience you don't really need to focus much on science, if you just build the proper buildings and have some pops working as scientists that's enough.
You can mostly focus on other things. I mean if you focus on production with food/industry/money you can instantly build the required buildings and that alone will keep your science going.
Early on just a single scientist helps you rush through the early tech.
If you pick Joseon in the last Era, to get all tech, and have many harbors you will clear the tech tree very quickly.

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4 years ago
Apr 29, 2021, 10:42:07 AM

I forgot to consider that you lose the ability to sacrifice population for instant construction. So food only might not be a viable option in the later epochs.

Updated 4 years ago.
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4 years ago
Apr 29, 2021, 10:53:25 AM
TravlingCanuck wrote:

I believe the costs scale with the number of districts you produce. 


Your thought experiment is an interesting one.  I expect what you're find is that if you focus just on any one yield, your economy will be sub-optimal.  Consider:

  • if you focus solely on Industry, you'll be able to build lots of things, but if all you build is more Industry production, it goes nowhere
  • Money is the same as Industry, if all you do is use it to get more Money
  • Food gets you Population, and Population can get you anything else (except Influence), but to put that Pop to work generating other yields, you need worker slots, and those slots come from the districts and infrastructure associated with those yields; if all you focus on is Food, all of your Pop will end up being farmers, making more Food and nothing else
  • Science gives you the ability to do more things, but you need Industry or Money to put them into effect
  • if you focus exclusively on Influence you'd be able to add lots of territories and start lots of cities, but not do much with them besides continue to map-paint
The game is shaping up nicely to allow you to emphasize any one of these areas, shaping your empire accordingly, while still requiring you to put some effort into all of them.  The only near-substitutes are Industry and Money, and even those have some exclusive uses that keep them from being complete substitutes.  Keeping a well-functioning economy going is a constant re-balance of needing more in one area, then when you address that weakness now you need more in another area.  It makes for fun gameplay, for me, as you never feel like you ever hit a steady-state where everything's just perfect - there's always something holding you back that needs addressing.

I think you missed that military is a valid side effect, i.e. after boosting industry or money to the max you can use the surplus to create units and conquer the world - still ignoring the other resources. Assuming you have some population to spare.

Updated 4 years ago.
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4 years ago
Apr 29, 2021, 11:26:11 AM

Every districts adds +20% cost to all districts.. Resource extractors not included. Just saying. No idea how science scales.

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4 years ago
Apr 29, 2021, 11:40:27 AM

Wow, that is really good to know! This will actually influence how I approach the game, especially since you can get quickly diminishing returns when you spam standard districts.


Do you happen to know if this also applies to special buildings like harbours, train stations and especially hamlets?

Updated 4 years ago.
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4 years ago
Apr 29, 2021, 12:18:30 PM
zzzioh wrote:

Wow, that is really good to know! This will actually influence how I approach the game, especially since you can get quickly diminishing returns when you spam standard districts.


Do you happen to know if this also applies to special buildings like harbours, train stations and especially hamlets?

Yes on Harbours, and hamlets. If it's a district, which a harbour and hamlet are, it has a cost increase.


Train stations and airports seem to be kept at 1 turn build speed, but it's not like you can ever take advantage of having more than one in a given region, as both districts are vastly inferior to all other districts in terms of yield output--which I don't think Airstrips have.  


Infrastructures and technology do increase in cost. Just about every infrastructure you can unlock in the industrial era cost more than 9,000 money to buyout (Academy being a 15.8k cost), while every (late) industrial era unit past Partisans cost around 5,500 money to buyout without any of the cost reductions.

Updated 4 years ago.
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4 years ago
May 1, 2021, 1:25:53 AM

I personally liked how science districts worked before, where you could build them in clusters of makers quarters. It made sense thematically and logically and I think it helped with gameplay too; it meant that every city could reasonably contribute to science gain and there was an end goal to creating sprawling complexes of industrial districts. An end game besides pumping out military units, that is. And most importantly, science districts look absolutely silly when they’re spammed right now. They have this big building in the middle that makes them look like they were only intended to be placed sparsely, which they evidently were given previous versions of the OpenDevs.

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