When to recall or promote Scientists, Economists, Workers, or Engineers?

Some of the tech tree items take a lot of turns to complete.  Some ships, especially the large ones with lots of advanced drives or weapons, are very very expensive.  And some tile improvements can really take a long time to finish.

As my scientists, engineers, workers, and economists level up and as my civilization grows at the same time, I'm thinking that at some point, it makes sense to pull my highest ranked scientists and economists back to "Working For Government" so that they can benefit my whole civilization while I continue to train new scientists and economists on my research and manufacturing-focused worlds.  Likewise with my economic and shipmaking centers in key locations throughout the galaxy.

And similar to that, when should I promote a scientist to shortcut an especially difficult tech tree item.  Or promote a worker to complete a project, or an engineer to complete a ship?

At what point do things pay off for such a strategy?

31,562 views 9 replies
Reply #1 Top

Usually I send my citizens to colonies early game and recall them when I have more than 10 colonies.

As for promotions when I have plenty of citizens of one type, more than 10, or when I start replacing them with leaders.

Reply #2 Top

When you retire them for big projects, do you get more bang for your buck if you retire higher levels, or is it moot enough that you just use level 1s and 2s?

Reply #3 Top

Quoting BIF, reply 2

When you retire them for big projects, do you get more bang for your buck if you retire higher levels, or is it moot enough that you just use level 1s and 2s?

Levels affect their bonus when on planets. So low level ones can be used for projects.

Reply #4 Top

Sometimes you might also capture an enemy colony and get their citizens and it might be a good idea to recall them for one of your bigger more specialised planets or into general gov.

 

Promoting and retiring is probably something I would only do late game or if in need of a desperate boost.

Reply #5 Top

I usually only promote Administrators to get more Admin points and occasionally a commander, never did promote anyone else yet since I don't like promotions where you lose your citizen.

I tend to use my citizens all on my home planet and later globally since playing only ludicrous maps I have a problem with the mechanics that all citizens sent to another planet start at the home planet and must then travel to the destination world, what can take a very long time on a big map.

Also that citizens only level up when assigned to planets is not an ideal mechanic, especially for counter espionage agents that must stay in the global pool ...

Reply #6 Top

Thank you for the input.  Interesting logic, all.

I don't mind having to transport the Galactic Citizen to a planet of my choosing.  There's a reality there, and real risk too; I've lost a few to pirates.  But yes, the Galactic Citizen always being born on the home planet seems not right.  He/she should be able to be born on ANY planet in my civilization, maybe partly due to what's going on on that planet (lots of research, a real bang-up center for ship manufacturing, etc).

Tell me if you think my math is correct.  I'll use Scientists as an example, but it can be applied to the others, too.

 At the base value, a scientist can produce +3% when working for the government, but can provide a whopping +30% when stationed on a planet.  That 30% number rises as the Scientist learns the locations of the labs, bathrooms, and best sushi places and gains more experience in all those things.  A level 8 Scientist can bring a 38% boost to a colony's base science.  Three level 9's and a level 8 can add 39+39+39+38 = an added 155% to base science.

I can add 155% to Earth VI's science production with those Scientists.  From here, it's merely a math problem, right?

Let's say the base science on that planet is 12.  12+155% comes to 42.6.

Now, if I want to put those scientists to work for the government, they would be contributing only 3% each to Earth VI.  In this example, 3X4=12%  But they would also contribute a +12% to every other colony.  If I have a series of research based planets, this could eventually boost science more than just assigning them to a single planet.  And I can leave my more experienced scientists on the colonies, while assigning young scientists to the government; no need to get them to level up.  That can help mitigate the risk of travel in mid-game when the pirates, monsters, and Drengin are creeping about my part of the galaxy.  It also helps mitigate the risk of losing a colony to a conquerer, as long as I don't lose my capital colony.

I'm thinking that I should take advantage of both.  Working in colonies AND working for government.  But having a hard time figuring out how to decide when to populate the government and/or colonies (except for the risk factors noted above).

Reply #7 Top

155% of 12 = 18.6, so 12 + 155% = 30.6 ;)

Apart from that you have it quite right. It depends on the number and build of your planets when it's more lucrative to put the scientists to work globally instead of on planets. Mathematically spoken it's something like calculating

sum of research on all planets * 0.03 > raw research on best planet * 0.3

(citizen levels not taken into account; also I don't know exactly whether the 3% of global boost are cumulative or additive to any locally present scientists).

Reply #8 Top

Hi,

There are certain techs especially the larger hull sizes and high end weapons which take an age even if you have a good scientific workforce and these can and indeed I think should be rushed by using a scientist, 20 prometheon and two arnor spice.  

Engineers are very useful on your major ship building planets but can also be wonderful to rush huge ships. using "Crunch time". I don't have galciv3 on the laptop I'm using at this moment but you can find the requirements by threatening to promote an engineer in this way. You can put your absolute best ship at the top of the queue and it will complete instantly and be ready for use the same turn. A life saver if you're being attacked and have an engineer in place either by design or because it's a captured planet which has an engineer attached.

Cheers,

Jon

 

 

Reply #9 Top

Thanks!

Back to the War Room...