Eldred Posted February 22, 2004 Report Share Posted February 22, 2004 As I understand the situation... 1) Your scientists all have a chance of making a "research breakthrough" whether they are assigned to a fleet or are stationed at a colony. 2) Your scientists have more chance of making a breakthrough if you have constructed science installations. 3) Your scientists have more more chance of making a breakthrough if they are stationed at colonies on alien worlds. 4) The better the scientist the greater chance of a breakthrough. When your scientists are successful this is indicated on your turn. To get immediate benefits from your scientists you could of course get them to assist in suveying warp points Quote Link to comment Share on other sites More sharing options...
Krelnett_of_Kraan Posted February 22, 2004 Report Share Posted February 22, 2004 They work well for EXPL orders, too. Of course, they have to be assigned to a fleet, then, so you're not as likely to get science breakthroughs from them. Quote Link to comment Share on other sites More sharing options...
Ur Lord Tedric Posted February 23, 2004 Report Share Posted February 23, 2004 And do be patient! It took the Star League 17 turns to even recruit one and then until Turn 31 for our first and only science breakthrough! Chief Scientist (but only just) to Ur-Lord Tedric Quote Link to comment Share on other sites More sharing options...
Paradigm Posted February 24, 2004 Report Share Posted February 24, 2004 Could anyone give me an example of how the turn report looks like when a scientist have a succes? Thanks Tokmok Chief Scientist Johannes Stark used his/her skills as a Scientist to good effect, resulting in a minor breakthrough in the field of Orbital Elevator research! Quote Link to comment Share on other sites More sharing options...
General Miles Avatar Posted February 24, 2004 Report Share Posted February 24, 2004 We of the Zendo mar have been blessed with 1 Chief Scientist and 2 Master Scientists with many of lesser rank yet those breakthroughs havent happened very often. Its also possible that there may be Major breakthroughs although to date we havent seen any. Quote Link to comment Share on other sites More sharing options...
orin Posted April 2, 2004 Report Share Posted April 2, 2004 Question on fuel transfer. What is the code to move fuel from pop group to fleet? The FUEL command is just for feul from one fleet to another (quoted). or is it the LC command? Quote Link to comment Share on other sites More sharing options...
RTGPete Posted April 2, 2004 Report Share Posted April 2, 2004 Question on fuel transfer. What is the code to move fuel from pop group to fleet? The FUEL command is just for feul from one fleet to another (quoted). or is it the LC command? Right - to get Fuel onto a fleet from a pop group, use Load Cargo (LC). Quote Link to comment Share on other sites More sharing options...
HumVie Posted April 2, 2004 Report Share Posted April 2, 2004 You can also have multiple minor breakthroughs on research in a single turn. Most I have seen in a single turn is 3 for one empire. >Master Scientist Ti'deer used his/her skills as a Scientist to good effect, resulting in a minor breakthrough in the field of 5th Generation Civil Engineering research! > Master Scientist T'dah used his/her skills as a Scientist to good effect, resulting in a minor breakthrough in the field of 3rd Generation Planetary Engineering research! > Chief Scientist Ti'bill used his/her skills as a Scientist to good effect, resulting in a minor breakthrough in the field of 5th Generation Space Science research! When you get one it will be in the area where new leaders join the empire. Good Cheer, Rick Quote Link to comment Share on other sites More sharing options...
Sakarissa Posted April 3, 2004 Report Share Posted April 3, 2004 The most I've seen is 6 in one turn. It's nice having a lot of high level scientists-chefs. :lol: Sakarissa Quote Link to comment Share on other sites More sharing options...
Locklyn Posted April 4, 2004 Report Share Posted April 4, 2004 Thing to consider is that scientists now only affect breaktroughs in techs you are actually researching instead of as before in any area you had points in (like EXPL hits) hence Scientists have become much more useful in advancing your current techbase /Locklyn Quote Link to comment Share on other sites More sharing options...
Lord Xaar Posted April 4, 2004 Report Share Posted April 4, 2004 As I understand the situation... 1) Your scientists all have a chance of making a "research breakthrough" whether they are assigned to a fleet or are stationed at a colony. 2) Your scientists have more chance of making a breakthrough if you have constructed science installations. 3) Your scientists have more more chance of making a breakthrough if they are stationed at colonies on alien worlds. 4) The better the scientist the greater chance of a breakthrough. When your scientists are successful this is indicated on your turn. To get immediate benefits from your scientists you could of course get them to assist in suveying warp points Point #2 and point #4 seem fairly self-evident. What about #1 and #3? I've had three minor breakthoughs in one turn (two this last turn), but in both cases (and a couple of one-off hits) the scientist in question was on my HW. I've been considering bringing home my expat scientists to maximize my chances on this front. Has anyone seen a scientist that is off-HW score a successful research hit? Thanks! -LX Quote Link to comment Share on other sites More sharing options...
Ixitixl Posted April 4, 2004 Report Share Posted April 4, 2004 As I understand the situation... 1) Your scientists all have a chance of making a "research breakthrough" whether they are assigned to a fleet or are stationed at a colony. 2) Your scientists have more chance of making a breakthrough if you have constructed science installations. 3) Your scientists have more more chance of making a breakthrough if they are stationed at colonies on alien worlds. 4) The better the scientist the greater chance of a breakthrough. When your scientists are successful this is indicated on your turn. To get immediate benefits from your scientists you could of course get them to assist in suveying warp points Point #2 and point #4 seem fairly self-evident. What about #1 and #3? I've had three minor breakthoughs in one turn (two this last turn), but in both cases (and a couple of one-off hits) the scientist in question was on my HW. I've been considering bringing home my expat scientists to maximize my chances on this front. Has anyone seen a scientist that is off-HW score a successful research hit? Thanks! -LX Yes, I do believe #1 and #3 are correct based on my own results. Scientific breakthroughs do seem to be more frequent on alien worlds, this is based on the results I have seen an experimental science colony in a nearby system. It worked so well that all my scientists have been relocated to this planet. Quote Link to comment Share on other sites More sharing options...
Ur Lord Tedric Posted April 5, 2004 Report Share Posted April 5, 2004 Has anyone seen a scientist that is off-HW score a successful research hit? Thanks! -LX Yes! Currently the majority - but the sample size is VERY small..... Chief Scientist (Now a bittle bit happier) to Ur-Lord Tedric Quote Link to comment Share on other sites More sharing options...
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