Personally, I think it's a good idea to achieve tech as the last thing in a turn. Like Davin says, and I agree, that when buying tech you want to get as close to the next level "without going over". This way, you can build you last set of scouts or other warships you need before going up in level. You can also move your ships into position for refitting for the new level. Then after you achieve the next level, you can refit your ships, restock any missiles (keep in mind when you achieve a new tech level your missiles are cut in half), and reclassify and build any new ships. What do the rest of you think?
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I would agree with this one as well. If you know you're close to achieving tech and put a little too much into research and BINGO! you're the new tech without wanting to be you wouldn't want any ships built to be the new level. Plus if you want to redesign the ship you're building to allow for the new tech, achieving it at the end of the turn would allow for that.
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On Tue 09/02/24 16:02 , Davin sent:
Yes, James, I'm sorry that you missed part of a turn expecting a tech
level gain -- almost everyone in this game (that have gotten tech 2)
have had that problem. At least it's consistently annoying for
everyone. The random number generator just created large numbers this
time, and I think it needs to continue to be random so players are
never quite sure where the breakthrough will be reached. (Even
guideline numbers weren't published in the early versions of the
game.)
I think the consensus (from phone discussions and lack of additional
participation here) has been to leave it the way it is and gain tech
at the end of the processing run so you'll know whether or not you got
it for use the next turn. Changing it would make it earlier (not
later), but it would come unexpectedly and you couldn't make plans on
it (and thus might have to waste a whole turn just to see if it
happened yet, which would be very annoying). Don't you agree?