Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not doubting you, but is that a fact from TW that only 3 gentlemen do anything?
The research points generated by each gent is reduced as you add more gents, like trade ships. We don't have any actual in game feedback for what the numbers are, but the player consensus is the contribution of each gent after the third is so neglible that it has no effect on your rate of gaining new tech's. Unlike trade routes, your gent's don't generate more research over time to the base rate. The only way to gain more research is to pick up a trait. The only way to gain traits is to complete research. Since the time between start and finish of each tech is relatively low, the reduced research for gents 4-6 is wasted because it doesn't reduce the number of turns to complete the tech, or if it does it's not nearly as robust an effect if gents 4-6 were on another school.
This especially compounded by the research bonuses you can gain from social tech tree. If you are spending all your gent bonus on an industrial tech for 7 turns while it would only take 3 turns to gain 10% you have really paid quite a lot for that industrial tech, a lot more than merely 7 turns of research. Savvy?
if you are considering stealing research, I'm comfortable saying that you'll be succesful about 3 in 15 attempts. That makes tech stealing extremely expensive at first, and viable later. However, by the time you would actually save more than a couple of turns stealing a tech that you could research you should be the tech leader anyway. It's much easier and more reliable to trade/buy than it is to steal. It may look like an outrageous deal, but it does't really matter. The sooner you can cap out the social/industrial trees the better off you are and the fastest way to do it while not wasting a town's worth of income is to have 3 schools with 2 gents each. If Maratha, you can have as many as 6, I like 5. If you are proceeding well with the colonies, build/upgrade more schools. Put the schools without gents on the techs that take the longest and focus your gent's on the social/industry trees.As you gain research speed, you'll spend some time shifting the research focus a lot so don't look at a 37 turn completion and think it's a waste of research. Research points are not lost if you stop research. You'll adjust as your gents clear the earlier techs.
Get cannister and FBR (and possible carbines if you need some dragoon love) and don't worry too much about the rest of the military tree until your economy is rock solid. In the meantime, spam the AI at the beginning of each turn and hunt for tech's to buy and trade for. Don't waste too much effort getting the second and third tier branches from the farming tree, they don't really have much of an impact. If your empire is mostly cotton, focus on that. If you mostly have ironworks, focus on that. Push social as hard as you can, first on the left side of the tree for research speed and then the right side of the tree for Enlightment. The benefits to your economy from the Entlightment technologies far outweigh the survivablity benfits from the military tree. The naval tree will save you money if you are playing a naval empire and can have a large impact on the survivability of your ships of the line if that's what you want to use. If you are staying with a 5th and 6th rate naval force, get the speed upgrades and then wait until you decide to transition to SOL's for the rest of the naval tree.
1) That makes sense.
2) Wait, trade ships too? There's a limit to number of trade ships per node? What's the number? As far as i've seen the amount of trade has gone up each time i've added ships...
There is a hard limit, the number of ships you can have in a fleet. But the normalization hit can be quantified by checking the trade route with each ship you add. You can't do that with gents.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^