No - I tend to build everything up *except* my military research during the game - unless I have particularly unruly neighbors, I'd rather spend the points elsewhere - the faster I can get to discovery Spheres - the happier I am - {G}.
Interesting. I also favor non-military techs in my early game and work to build a huge research capacity as soon as I can. But for me, that often leads to exactly the 3-techs-at-once moment without any UI mention of creativity.
And no - I had not thought about adjusting to a lower research production towards the end of the research production cycle, then amping it up. On the one hand - that's a horrid exploit. On the other - dang, it would definitely verify the formula is based on how many rp points you have remaining, and it would be *so* cool - {G}.
I don't know if I'd call it an exploit. I started learning about it because I noticed that some of the other civs produce very jerky-looking output on the Timeline tab while my play style seems to be about producing a classic logarithmic curve. But I'm not sure what you mean by your "rp points remaining" comment. Please elaborate.
My definition would be along the lines of "Something that works in game because of the manner in which it approximates a reality, but would not work in the reality the game is intending to approximate". A bug, but a bug with specific characteristics. Since the reality of the game is approximately is a technological progression from our own, and in this reality I never managed to convert the concept of my goofing off all semester and then cramming the night before my final into additional credit for the next course after the one I was taking, I feel I can sat with some justification that that theory doesn't work in reality - {G}.
As far as research point remaining - well, It's definitely *not* 10%/week - I've gotten my creativity too high for this to be likely, so I see two likely formulae for creativity.
Given technology x, which requires 10,000 rp (TotalRP) to research, it obviously starts with 10,000 rp (RemainingRP) on turn week T-10, Creativity of 10% (Cr), and 1,000 rp per week (rp/wk) at 30% research implementation, the question is what is your chance of getting a creativity bonus per week of research.
Which gives us two likely contenders:
Either
A.) it's (Cr/TotalRP) * (rp/week) - so (10%/10,000rp)(1,000/wk) where the 10,000 rp is constant, generating ten 1% chances over the research period of having a creative burst - if you do 0% research for two weeks, and 90% (3000rp) research the third week, you will have two weeks of 0% chance of creativity and one of 3% - barring vagaries of mathematics and the way the probabilities work out, you will still get ~ the same percentage chance of a creative moment finishing the project over the course of researching the technology.
*OR*
B.) it's not based in the total research requirement, but on the remaining research requirement - (Cr/RemainingRP) * (rp/week), in which case 1000 rp/week gives you a gradually increasing chance of creativity - 1% on the first week, 1 & 1/9 % week2, 1.25% with week 3, up to a 10% chance of a creativity bonus on week nine - which my tendency to get creativity bonuses in the later weeks of long projects rather than earlier might imply. (Alternatively, it may imply I haven't really been paying attention to when I get creative bursts but tend to notice when I go "Dang it - two more weeks and I'd have gotten the next tech too!" - i.e. selection bias.).
Which is fine too except that, if appears to be that if you get a creativity bonus on the last week, it's applied to the next technology in the series (or some pseudorandom choice among available technology at the end of a series) - *probably* a more expensive than the one you're currently researching.
Thus Tetley's observation: if you go nine weeks, until you have 1,000 rp left, *then* drop your research percentage to 27% for 900 rp, you will finish in 2 weeks rather than one, with the last week setting your RemainingRP to 100rp; Then you go back up to 30% research again for 1,000rp
and *now* we get -
(10%/100rp)(1000rp/week)=100%/week chance of creativity bonus - and that bonus applies to the *next* tech, not the one you're on.
And *that* is definitely an exploit. Or else I should have been cramming for exams in college a lot more than I ever did and using that creativity bonus - I could been through college in *half* the time, easy - {G}.
Jonnan