The money you put into the agreement is lost. That`s not necessarily a bad thing – if you can fool someone into a research deal before they go to war, they`ll lose the money they could have used to defend themselves. Use this research to have a large army, as you should be technologically advanced, upgrade units with gold, and make sure they meet your new standards. Just add strength and have units at a distance. Although pikemen are not particularly good, they have a good fighting force that increases your military score. Look at the demographic screen and don`t be the last, but the 3-5th in a 10-player game. AI has „disagreements“ with tiny civs, even though they`ve never really fought in the past. They like to devour you when you are small and weak. Plus, build new units as they become available.
You want to gradually expand your army during the game, but you don`t need to be #1. It is easy to defend in your own country if you have enough troops. Notice how I set up a fortified line in one of the screenshots above to protect my country. Babylon was quite friendly, but things can change for the worse if you start earning by building spaceship pieces. Castles, etc. in your cities are also a deterrent. In this game I was allowed to build Neuschwanstein, which favors a certain defense and offers luck in the melody of 8-10 for a total of 3-4 cities. While an early gaming academy is the obvious choice, later in the game, all the great scientists should be used to give you a technical boost. Indeed, as the end of the game approaches, an academy cannot generate as much science over 100 turns as a single use of the Discover Technology capability of the Great Scientist.
Given that the release of Discover Technology is based on the current Science edition of your Civ (worth about 8 rounds), it`s obvious that using an early game is a big waste. Getting 200 Science from them would be a joke if a city can get this in 7 rounds later in the game with an academy and all the +% Research Boosting buildings. Under optimal conditions (excluding civs, all technicians examined and all 4 +50% of buildings), an academy will generate 36 searches per round. With Freedom`s New Deal Tenet, you can get +16 Science per academy or 48 per turn in optimal conditions. Korea would get 54, due to science +2 for all great Person Tile improvements. Flat Boosts for Science: Trade RoutesIf you`ve explored fewer technologies than a Civ or if you`re impacting them through tourism, you`ll earn Science for Trade Routes, or they will. In most cases, both civs get a few Science for the trade route, depending on who is more advanced. The two are the same, it would be a bit of science each. This is most relevant in early play, where connecting to Civs can make up for its own lack of science. Going from 30 to 33 sciences with a trade route is an important leap. The science drawn from a late play of the trade route is negligible, especially due to the lack of push of the modifiers of %.
Simply send multiple routes to Babylon or another advanced Civ to increase your gold per turn, and shave one or two rounds of each technology you`ll explore. This science is added to the city edition after everything else has been calculated. Since AI is usually scientifically ahead at the beginning of the game, finding business partners can greatly help your science production and help you get the technologies you need to abandon them. .