Vox Populi Research Agreements

In fact, they have one condition: agricultural technology. But the discovery of this technology is the very foundation of civilization, which is a prerequisite for a barbarian tribe to achieve this new status, so consider that all civilization begins with agriculture that has already been studied. As with most civilization games, their scientific progress is measured in scientific points (SPs), also known as Research Points (RPs). They are generated from different sources and added to a global pool that contributes to your current research project. The project on which your civilization is turning to its research is chosen from the technologies available in the technology tree and can be modified at any time (without losing the progress you have made with the technology you have abandoned). The discovery (development) of each technology requires a certain amount of SPs that grows as you advance through the tech tree, and also depends on the speed of play and the current size of your empire (number of cities you control). In addition, each technology has one or more previous technologies as prerequisites – that is, the concept of a technological tree. The only techs without prerequisites are ceramics, animal husbandry, archery and mining – those that are first available for research at the beginning of the game. Two civilizations at peace can form a research agreement that requires an initial investment of gold and provides the two civilizations with a certain amount of science as long as they remain at peace.

[17] Before the PC version of the game, civilizations were equipped with unknown technology after a series of twists and turns of uninterrupted peaceful relations. It is possible for a civilization to sign a research agreement just to get an enemy to spend money that could be used for other purposes; AI civilizations are programmed to sometimes use this tactic before declaring war. [18] British actor W. Morgan Sheppard delivers the story for the opening films of the original game and its expansion packs, quotes on the discovery of new technologies and the construction of tourist sites and the introduction of the player`s chosen civilization at the beginning of each new game. [19] After education research, your cities have the capacity to turn 25% of their current output into science. Simply assume this ability in a city`s production function, and it will begin to produce science by adding points per turn depending on its production potential! As in previous versions, cities remain the central pillar of civilization gameplay. A city can be based on a site desired by a unit of settlers manufactured in the same way as military units.