Tech boost from Research Agreements
The kinda newish system that instead of getting a free tech you get a tech boost doesn't seem to work very well. For example I made several Research agreements on the same turn, and when they ended I could pick any tech avalible almost free (they would take one round per tech) but when I picked flight and clicked next turn it all was... reseted. Radio had gone from 2433/2600(or whatever it was) to 0/2600. The same with all the other techs.
I find this very unrealistic, it's like if we was close to discovering the cure for cancer and just destroyed all work because we instead wanted flying cars.
This was a while ago (several days) and I don't know if they have patched it. If they have then disregard my thread.
The whole Research Agreement -system is a bit vague and odd at the moment. They should specify the effects better in-game for cases like that, and right now you can't see either how big of a "research boost" you get, nor how long it lasts or if it's a permanent boost.
It discourages making those agreements, after all with all other stuff you know exactly what you're getting for your money (promotions, buildings, etc.)
The tech boost you get from a RA is a one-off payout type thing. I don't have the exact amounts, it has something to do with averages of tech points needed by both parties, but all you get are a certain amount of tech points (beakers, if you like). They will automatically be put towards the tech you are currently working on. Any excess is added to one of the next policies.
If you get a situation like the OP, you only get to choose the tech once. After that, the tech points from the boost are used up. They are only shown while you still have the tech points available. The other techs have to be started normally.
It also helps sometimes if you know a RA will be ending soon that you choose one of the techs that need the longest time, or lead to a new era. They will not necessarily be finished by the tech boost, but you will get good techs really fast like this, and the older ones are then a little quicker too.
Yeah thanks, though my point was mostly that the tooltip should be more accurate, unless it's been changed since last I checked. I do believe it's explained more accurately in the Civilopedia however.
Originally Posted by tfordp
RA give 50% of the beakers of the median tech when completed. This can be increased to 75% with either the Porcelain Tower or the Rationalism opener, and and 100% with both.
As for the OP, that is done, however unrealistic, because some people found it annoying that the RA just threw beakers into a tech not of your choice when there was overflow left upon completion. Frankly, I agree with this move, because it is more logical in terms of a gameplay perspective. It is one of those gameplay-over-realism things in the game, but honestly, it is not a huge break from it anyway, considering the RA are already unrealistic as-is.
I don't like the whole research agreement system because its like I accelerate my discovery of a cold fusion just as my research partner does his/her discovery of the light bulb. It doesn't feel like a partnership. I liked the whole technology sharing arrangement cause I can envision how that occurs in reality. The new system functions like magic.
Originally Posted by Jneat
"Any sufficiently advanced technology is indistinguishable from magic."
Originally Posted by NitroPhantasm
But also remember the corrollary:
"Any sufficiently advanced magic is indistinguishable from technology."
I have no idea where I'm going with that, yet felt compelled to say it.
Originally Posted by buchengshi