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Good Science


Dalerian

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I employ every scientist I can afford and fit into a lab. I just work my way down from the highest skill. Sometimes there aren't that many 85+ on the market, you can always sack them and get better ones when they become available.
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To start off, I choose anyone on the market to fill in any gaps. Even a 60 skill scientist will do the job if you're in no big hurry, but I do make a point of handpicking from the higher numbers on down. Then as time goes by and new recruits are available, I start to replace the worst with the best of the new recruits.

 

80+ is fine and a good goal to aim for, but I eventually narrow it down to the 90s, and before long I have a whole team of 100 skill scientists. But by then, I would've probably researched everything I wanted for the rest of the game, so it really doesn't matter.

 

When you really think about it, there isn't all that much that needs to be reseached. It's only when several things you want come in at once all at the same time, that's when speed of research or production appears critical. In reality, it isn't always the case.

 

- NKF

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  • 1 month later...
Extending this topic a little, what would you folks reckon a good total skill is for a team of 5? I've got six teams at the moment, (2 bio, 2 quantum, 2 engineering) and they're all over 400 total. Obviously the maximum is 500 total, but I'm only at weeks 3, and 100 skill workers aren't that common. :D
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Crappy is as good as any if you all you have are a couple of empty labs, and good skilled techs are hard to come by. You need something to start with, then you can spend time fine tuning your team. But if you have a choice, you do want to consciously select the best from the worst rather than hire anyone at random (which works for soldiers, but not for research and engineer staff).

 

- NKF

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Grab the best of whatever is available, and upgrade whenever possible, no matter how slightly.

Are there any financial costs to a "scientist-swap"? That is, does firing your 83-skill scientist and hiring an 84-skill one result in any change in your bank balance? I can't test right now... I had a suspicion that scientist, other than their weekly cost, also had a "hiring fee" of some sort, no? Which would mean swapping a 75-skill scientist for a 90-skill one would be worthwhile, but doing the same upgrade using a number of swaps (say 75-to-77, 77-to-80, 80-to-82, etc...) would be just too darned costly...

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You do have to pay hiring costs, and they're about the only real cost you have to contend with if you're doing frequent swaps.

 

I agree, swapping workers with minor +1 or so increases when your techs are at a lower level is definitely not worth it. You may want to hang on to your money for another week and review the new selection of techs up for grabs.

 

It might be another matter for swapping workers with minor increases at higher-level skill(90+ skill), but for them you may want to consider keeping the old staff and open up a new facility for them to work in. this works well for workshops, but less so for the research as you'll probably have researched all the major and more important research by the time you have the luxury of being picky with your techs. Early on, if you've only got one small facility, it's worth holding on to another five of the next best techs in anticipation of your large facility.

 

- NKF

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  • 3 months later...
Nah, I don't think the game is that detailed. I suspect the scientists are generated randomly, the only thing that impedes the hiring process is if some people, who shall remain nameless (*ahemoverzealouspilotsahem*), destroy every road and people tube leading to your base.
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It is random. Only the soldier pool is influenced by your friendliness with SELF and the Mutant Alliance. Everything else is random. The different staff pools are variable, but it does seem to appear that there are a lot less techs than agents.

 

Sometimes I get an overabundance of biochemists when I want engineers, or vice versa. It pays to check the hiring pools every day to see what new faces have turned up.

 

If you don't mind bending the rules a bit, you save just before the end of the day before the clock ticks over to 00:00. Then let the clock run until the new day starts, check who's for hire, reload and repeat the process over and over again to randomise the results.

 

Also, the amount of staff for hire has a limit. You shouldn't see more staff for hire than the upper limit for each respective profession. Don't quote me on this, but I think it was something like 50 for each profession. Agents have a much higher limit.

 

- NKF

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