I only recently realized the value of going straight for Atmospheric engine while lathe spreads, so seeing this even more efficient strategy is a real game changer. I mean that saves like half a year of research on a great tech! I used to be really bad about almost never researching things ahead of time. I've since realized the value of getting important stuff like Mutual Funds BEFORE the 5 remaining tier 2 social techs that I really don't need that badly.
Yeah, I think I only started doing this slingshot consistently during the 1.5 beta, but had dabbled w/ it due to how the tech bonuses applied in previous patches (a reduction in tech cost, rather than modifying innovation contribution). It's a weird play pattern because you go from wanting to be highly efficient when innovation is effectively expensive to being wildly inefficient when innovation is effectively cheap. Are you excited for Dominions 6 next week?
@@generalistgaming It was a real game changer when I started researching more things ahead of time. Like as Belgium I got Malaria Prevention in I think it was the late 60's or early 70's. Normally I wouldn't be getting that until 90's at the earliest! It completely changed how I play so many nations. Hell yeah I'm pumped for Dominions 6! I was actually just tweeting about it the other day, I only knew it was coming out thanks to your videos. I used to play Dominions 2 in high school!
Malaria Prevention is probably the most rushable tech in the game - honestly not sure where I'd put it relative to stock exchange n the tier list. Oh man, that's old school - I only have a few hundred hours so I def feel like I'm still trying to learn the game.@@MahDryBread
Well this guide was extremely helpful for me, due to finding out Universities do NOT generate literacy. Coming from Vic 2, the idea of the institutions providing the main source of literacy makes sense, but since the pop-promotion mechanic doesn't exist, I assumed Universities would have been the replacement for that mechanic. Thank you for showing me how important timely technology research is important to not only development, and how certain techs are highly influential on overall education impact.
Indirectly they do, since pops with jobs that the university employs (clerks, and especially clergymen and academics) have a higher base literacy rate. But if you are a very large country, a single university is not going to make a dent into that.
It depends on how big your eco is - I think it will often, but not always make sense. I think if you're rushing pumpjacks specifically (where you need two techs first that you might not be making good use of), or researching rubber mastication to go into rubber tools, in which case you don't finish mastication, that it can make a lot of sense.
It took me a year of play before I figured out that the game tracked innovation above the "cap," and that the spread bonus counted excess innovation as unspent innovation.
Hello there! Great guides, I learned a lot about the game thanks to your economy guides. Though I still have a lot questions about how SOL impacts your economy and what to do after you reach around 700-800 mil gdp. Can you do a video about best benchmarks of GDP per capita and sol at certain dates, like when to stop investing and let the pops get accustomed. In previous videos you said about changing trade policy in late game being a meme, but I truly think it's the play
Is there any consideration for building a single university in provinces for the 25% migration attraction? I have been building one university and one fine art for those bonuses when they come into play. A total of +50% migration attraction is pretty nasty.
So for the slingshot method, if I understand correctly you are better off researching everything you can up to 10k while the nat spread takes care of the older tech?
At least one thing to 10k - it still might make the most sense once you get there to go back to the older tech, because getting something like atmo earlier is a big deal.
when is it a good time to build more unis? since they are expensive & i have trouble building fast as others do, like do i judge it be income? gdp? or construction?
You just blew my mind I've been playing this game since it came out and I had no idea the research worked like this. The slingshot method is genius! Say goodbye to inefficiently researching techs for me, thanks!
Only specific state, so if you need quals you spread 'em, but it's important to emphasize that throughput is insane on unis so if you want to maximize innovation putting them in one place is important
This video was insanely helpful for me to understand strategies regarding universities going forward. Although personally, I struggle with trying to find exactly what point in my construction I should begin slingshotting my universities. Do you have an estimate at around how much construction building these universities starts to become negligible?
I feel like you have it reversed a little - you want to use the slingshot method when your economy is smaller, and then swap to ahead of time as you get bigger. I generally like to build to EoS starting at around 180-250 construction, and then build 51-102 ish unis around maybe 800-1100 construction? Less sure on a good range on the second number.
Hello thanks for the video. But does the University +20% Qualification bonus only count towards the Qualification in the state that it has been build in? Do pops not move to University and move back to a state where they could find work?
My dumb ass thought innovation spread was hard capped 💀No wonder I always feel like my economy is behind and that my tech was perma-behind unless I started as a very literate country, no matter what I did. This is such an important video to learn how to play the game
Doesn't throughput apply beyond it's cap? e.g. if EoS is 20, than every building beyond 20 should have maximum possible efficiency. At least that's how I understood the throughput mechanics. And if I'm right, then we shouldn't use EoS as a metric for universities amount.
Not in a direct mechanical way, no. Academic profession will almost always hit 100% literacy themselves though because of both a high wage multiplier as well as a special bonus, so it would pull up the average in the state slightly, but that higher wage multiplier might lead to slightly higher local prices because of higher consumption from the academics, which might make lower SoL pops basket of goods more expensive and offset the positive effect to some extent. Not sure at that minute level
You're technically researching both Atmospheric Engines and Lathe at the same time, so BOTH get progress. And the research cost of atmospheric engine is dependant on how many remaining techs you have in the first era. Thus, going just until 9900-9950 research spent for atmospheric engine and then switching to lathe to quickly finish that will mean the cost of atmospheric engine will go down from 12.5k to 10k, saving you weeks of research points. You will have to wait only 1-2 weeks after you switch back to Atmospheric Engine
Well you're getting the Atmospheric Engine earlier. You'll get the Lathe a bit later however. However if you want to boost up all those Iron Mines you're probably building, AE is a much more important tech.
I dont see russhing higher tier techs as usefull, because my economy isnt ready to use those PM so it turns out to be usless for years after i research them
@@generalistgaming for example if i switch too early to steel buildings, it will lead to huge deficit and bancrupcy. You need to have steel mills first, and even some spare capacity on them, so when you switch prices dont go crazy.
It's definitely impactful if you just swap a few at a time and then add goods, then swap a few more. If you wait until you can swap all and overbuild all the steel and glass and such then you're going to have a huge lull where the buildings you're building aren't very profitable@@kalu19991
@@generalistgaming yes, but that is tidious when running large country like Russia. Maybe the devs should add some regions mechanisam where you can group x number of states and change their PM all at once. + Local prices need to be revorked. Electricity needs to be able to transfeer to neighbouring state woth lets say 40% loss, but with tech it gets to 30%, 20% and so on.
@@kalu19991 I wish they add a way to change production method from the local price UI because that's where I mostly manage my production now as I can immediately see the surplus and shortage in every states which helps with the MAPI