Tipps und tricks anno 1800: Beginners Tips Introduction Anno 1800

Beginners Tips Introduction Anno 1800

Anno games have been around since 1998. However, Anno 1800 may be your first introduction to the series. Anno 1800 starts simple but quickly increases in both scope and complexity. Without careful management, your citizens be unhappy, your trade routes become a cluttered mess, and your competitors will claim all the resourceful islands.

RELATED: Best Tactical Strategy Games For Beginners

Fear not, though. There are countless tips and tricks experienced players use to keep the engrossing gameplay under control, and knowing them from the start will be a huge boon. Soon, you will be extorting as much tax as possible from your citizens and rolling in wealth. After all, the money always has to keep flowing in an Anno game.

10/10 You Can Remove The Pirate Factions From Your Game

When you start a new game in Anno 1800, pirates will be present by default. Both in the Old and the New World, your trade fleets will be harassed and raided by pirate ships. Initially, they will stick to the corner of the map, but soon they will set sail and seek you out wherever you go.

This can provide a neat challenge (and some video game pirates are beloved rogues), yet it can also be an annoyance and a distraction if you are new. Luckily, there’s a simple way to defeat the pirates in one fell swoop: toggling them off in the game settings beforehand.

9/10 It Is Easiest To Build Cities In 10×10 Grids

It can be a constant struggle to optimize your layout as you evolve your starting village into a sprawling metropolis. An effective and easy solution is to use modular 10×10 grids. This requires a 12×12 road, which leaves you with a 10×10 city block in between. This block can fit nine houses, or a combination of a special building (such as the pub) and some houses.

RELATED:Best Games Like Cities: Skylines

Even though this is not the most space-efficient layout, it will save you a lot of time. Another benefit is that this layout gives you a lot of flexibility, since you can easily move buildings around without needing to change the layout of your roads. That’s the key to this excellent city builder.

8/10 Do Not Spend Your Influence Points On Censoring The Newspaper

An announcement will pop up regularly during the game asking you if you want to modify (read: censor) your nation’s newspaper. This gives you a nice bonus.

While this may be tempting, you should refrain from doing so. Not just because censorship is bad (this isn’t Tropico, where you can be a ruthless dictator), but, more importantly, because altering the contents of the newspaper costs you influence points. By the mid- to end-game, these influence points become one of the most valuable currencies in the game. You will be needing them for all your trade unions, zoos, museums, and botanical gardens.

7/10 Do Not Wait Too Long To Settle New Islands

Anno 1800 is a game that can be very relaxing, but still requires an expansionist playstyle. If you wait too long to settle new islands, you may find that your teammates or competitors have already claimed them. Also, it is relatively inexpensive to settle on a new island and to start making a profit. Therefore, you should claim the best islands for yourself as soon as you can.

RELATED: Games To Play If You Like Age Of Empires

Now, what constitutes ‘best’? It depends on your playstyle, but in general, you will want to claim the largest islands, as well as islands with fertilities that you are lacking. Islands with a lot of minerals and/or oil are also preferable in this unique strategy title.

6/10 Feras Alsarami Is An Amazing Specialist

Feras is a specialist of epic tier who can be acquired from various neutral traders, such as Isabel Sarmento. Feras works in Trade Unions and boosts the productivity of all production buildings by +50%, along with some additional minor effects.

To cut right to the chase: you should acquire Feras as many times as you can. Feras’ productivity bonus is useful everywhere. A fantastic extra boon is that it also applies to oil refineries. Oil can be a very difficult resource to manage, but if you have Feras, you produce 50% more of it.

5/10 Do Not Upgrade Your Citizens To The Next Tier Immediately

If you upgrade all your citizens to the next tier whenever possible, you will quickly reach a point where you can no longer satisfy their demands. It is far easier to keep a few dozen citizens happy than a few hundred. When your citizens start demanding products like coffee and chocolate, your economy can quickly get overwhelmed.

To avoid overextending your economy, make sure you only upgrade small groups of citizens at a time. For smaller islands, you might even consider keeping them at farmer or worker level for a while, but with full happiness. Another factor at play here is Royal Taxes. When you have a population over 1000 of any given citizen tier, a part of that tier’s income will be reduced.

4/10 There Is A Useful Blueprint Mode And Copy Tool

Anno 1800 has two very useful tools that may not be so obvious to find: the blueprint mode and the copy tool. With blueprint mode (default hotkey ‘v’), you can build a blueprint of roads and buildings. This blueprint can be used to plan out your city without spending resources or paying upkeep.

The blueprint mode becomes even more useful when you combine it with the modular 10×10 grids and the copy tool (default hotkey ‘c’). After you have built a 10×10 grid, you can easily copy and paste this grid to create a large city in a manner of seconds. While you should feel free to handcraft your cities (an understandable preference if you are a fan of Cities: Skylines), sometimes efficiency can be very welcome. Especially when you are working on your 20th island.

3/10 Be Wary About Setting Up Many Trade Routes

Once you get to tier 3 citizens (Artisans), they start demanding rum. The next tier, Engineers, also need coffee to function (who doesn’t?). Both rum and coffee are, at least at first, imported from the New World. This is a logical trade route that you should set up in a streamlined manner.

However, all the other goods should be produced locally as much as possible. You should not clutter your early game with dozens of trade ships carrying simple goods like sausages or fish. You can also use charter fleets instead of trade ships. Of course, by the end-game, you can let loose (and part of the fun is figuring out how to operate a huge trade network). Until that time, though, build it up slowly and only add another trade route if you need one.

2/10 Explore Your City In First-Person Mode

Did you know that Anno 1800 has a first-person mode? For some reason, it was never really advertised. If you press Ctrl + Shift + R, you enter the game world in first-person wherever your mouse was pointing. You can then walk around using W-S-A-D, jump using the spacebar, and run using the shift key.

This mode is not only a great deal of fun, but it also gives you a different perspective on your city and can be useful during certain sidequests; for example when you need to find some lost pigs or photograph a drunken brawl. First-person views aren’t just for action games.

1/10 Sell Soap To The Prison To Become Rich

Did you know that Eli Bleakworth, governor of Wormways Prison, is always interested in buying Soap? He pays you 384 credits for each bar of soap. By setting up soap industries on an island nearby, you can establish a very lucrative business. Just let a trade ship sail back and forth non-stop.

Now, the real fun starts once you have access to Trade Unions. With the specialist Perfurmier Prunella, you can make soap using Wood instead of Tallow, allowing you to skip both the Pig Farms and the Rendering Works. Additionally, with specialist Hervé Savonne, you produce +50% more soap, with -50% fewer workers, while also producing dynamite every three cycles. In short, to establish a strong economy in Anno 1800, you should look no further than the production of soap.

NEXT: Civilization 6: Top Early Game Strategies

Beginner’s guide to ANNO1800 + tips and how to build a successful city : anno1800

I thought I would write a guide for new players starting ANNO1800 — the below includes a collection of research I did to help me build my first city successfully (YouTube, online articles & Reddit). You’re welcome to disagree on my strategy and this is purely based on my own opinion.

After many trials & errors (i.e. restarting a new sandbox game) — my most successful city stands with: 3.98 million cash +22K revenue ~15K population ~ 1,000 investors

City is still growing and haven’t finished but looks like I am going to secure my first win. The main 3 KEY ASPECTS to be successful are: Electricity & Oil & Commuty Pier

Basics:

  • Start a sandbox game, if this is your first game, I would recommend turning off all AI & pirates. But do not turn off the traders — total of 4 (3 old world + 1 new world). No pirates would make it much easier to trade across your own islands and no AI will help you to choose + settle on islands you think are strategic

  • Need a good map. I would recommend to Google ‘best map seeds’ — plenty of good islands

  • Start with a ship instead of the game picking up your starting island

When the game starts:

  • Spend about 10min scouting for a good island. Ultimately you want an island that offers: Potato + Grain + Hops + Iron mines AND OIL (very important). The traders will always offer Pepper as seed fertility. I personally don’t think Pepper is required as much as Hops. Why? Late game you’ll end up with 6 hops farms compared to 3 peppers.

  • Once you’ve picked your island, it is very tempting to build a lot of houses but I’ll suggest to only get enough population (for now) to meet basic labour activity. In terms of city build, I like to build it by blocks leaving a nice 12 squares space in the middle (equivalent to 4 houses). Most infrastructures needed require 2 houses space

Tier 1 & 2

  • Farmers and Workers — requirements are quite simple but do use CTRL + Q. This will give you access to the stats dashboard and help you learning on how much demand/supply is required. As long as the ratio is 1:1 you will be fine

  • As your city grows, don’t worry yet about VULGARITY and POLLUTION

  • If you hover your mouse over PRODUCTIVITY within a building, it will tell you how much time is spent to produce goods. Example: potato farm produces 1 every 30 seconds and it takes 30 seconds to produce schnapps. Because it is 30:30, ratio is 1 so one potato farm is required per distillery

After playing for a little bit, you will unlock expedition and discover the new world. This is when the game starts.

  • Similar to old world, spend at least 10min scouting for the right island. In the new world you want your main island to have: bananas, sugar cane, cotton, corn AND OIL (new world offers more OIL than old world)

  • Build accordingly to have a population of around 10 — 20 Jornalero left after building ‘needs’ and 600 — 700 Obrero (good for cash + late game)

At this stage your revenue should be quite low (+200 to 800) but do not hesitate to buy steel and bricks off the traders to boost growth instead of using your own workforce to build too many mines and steel factories. I personally always have only one clay mine per BIG island and I think it’s plenty.

Tier 3 & Tier 4

  • Once you’re ready to upgrade to Artisan this is where things become a bit more complicated

  • What I usually do is in the old world, I start to colonise another island with similar fertility seeds — if you’re thinking of trading schnapps and other required Farms and Workers necessities, your trade routes will become too convulated so I personally avoid that

  • When you settle on your second old world island, build a lot of Farmers and then UPGRADE your Workers to Artisan on your main island. The trick here is that you will need electricity to advance to T4 on your main island so avoid building too many Farmers on your main island. Instead upgrade them nicely to Tier 4

Why? Tier 4 unlocks Commuty Pier and this is probably the most important building in the game as it allows you to share the workforce across your islands. This is ultra critical otherwise you will end up stuck on so many different aspects.

  • After you’ve unlocked Commuty Pier (you need one on each island) and the workforce is being shared, it is time to shift all your ‘Pollution» buildings to either 1) second island or 2) a third island. I personally always opt for a 3rd smaller island with a lot of mining resources. That means in total you will need 3 commuty piers.

At Tier 4, few things are now required:

  • Export (or trade) New World exotic goods to your main island in the old word —> Rum + cotton (used for furs) + coffee

  • Export (or trade) caoutchouc to produce Bicycles

  • Export Gold to your mining island (3rd one for me in that case) to produce pocket watches

Note: Rum always depletes very fast. I have two ships trading 100 units each (so 200 in total) every time. Even then, I still need to buy rum off the exotic trader but it is cheap.

If you’ve followed the above, your income should now easily generate +10K and you should be sitting in the million in terms of cash.

The next step is where I used to get blocked all the time.

Electricity:

  • Hopefully your main island has at least 4 oil well. Your first objective is to build CARGO SHIPS — this will replace wooden ships allowing trades (export/import) to be much faster

  • You need electricity to supply the motor assembly line which produces goods to allow cargo ships to be built

  • Then back to the new world, build an OIL HARBOUR to allow trade of oil. TO DO SO, YOU NEED TO SELECT OIL ROUTE in the Routes trade optionality. Selecting CHARTER or TRADE will not allow this. Took me awhile to figure this out… albeit it is written quite clearly…

If you’ve left that 12 square space in between your main block on your main island and the supply of oil comes in nicely you can start supplying your Engineers households with electricity. This will unlock Tier 5

Tier 5

  • If you’ve made it to T5 and feel confident that all your islands + trading routes are working efficiently then the game becomes much easier.

  • Requirements behind Investors needs (champagne, chocolate, cigars etc..) will only be a matter of finding the right island with the right fertility but overall not too hard

Hope this helps a bit!

em, px, pt, cm, in…

Languages

This is a translation. This may contain errors or the page may
be outdated from the English version. Translator: Ilya Streltsyn

See also table of contents for all tips.

On this page:

  • em, px, pt, cm, in…
  • Font sizes
  • New units: rem,
    ww…

em , px , pt , cm , in

You can specify the length in CSS in different units. Some of them
came from the typographical tradition like paragraph ( pt )
and peak ( pc ), others, e.g. centimeter ( cm ) and inch ( in ), familiar to us in everyday
everyday life. There is also a «magic» unit, invented specifically for
CSS: px . Does this mean that different properties require
different units?

No, units of measure are not related to properties, but are
direct relation to the means of display: screen or paper.
nine0003

Any unit of measure can be used anywhere. Property
with a value in pixels ( margin: 5px ) also
also accepts inches or centimeters ( margin:
1. 2in; margin: 0.5cm
), and vice versa.

But overall better for screen display and printing
use different sets of units. Advice
by unit usage are collected in the following table:

Recommended Maybe sometimes Not recommended
Screen em, px, % ex pt, cm, mm, in, pc
Seal em, cm, mm, in, pt, pc, % px, ex

The ratio between absolute units is: 1in = 2.54cm =
25.4mm=72pt=6pc
nine0003

If you have a ruler handy, you can check the accuracy
your device. Here is a 1 inch (2.54cm) tall rectangle:

72pt

The so-called absolute units ( cm , mm , in , pt and pc ) in CSS mean the same as everywhere else, but only if
the output device has a sufficiently high resolution. On laser
printer, 1cm must be exactly equal to 1 centimeter.
But on low resolution devices like computer screens,
CSS does not require this. Indeed, different devices and different
CSS implementations tend to display them differently. It’s better to leave these
units for high resolution devices, in particular for printing.
On computer screens and mobile devices, you may get
not what was expected.
nine0003

In the past, CSS required absolute units to be displayed
correct even on computer screens. But since wrong
there were more implementations than correct ones, and no improvements
was not foreseen, in 2011 CSS abandoned this requirement.
Now absolute units are required to work correctly only when
printout and high-resolution devices.

CSS does not specify what exactly is meant by «high
resolution.» But since cheap printers today have
at least 300 dpi, and good screens have about 200 dpi
per inch, the boundary most likely lies somewhere between these
values.
nine0003

Another reason not to use absolute units anywhere,
except for printing: we look at different screens from different distances.
1 centimeter on a desktop computer screen looks small.
But on a mobile screen right in front of your eyes, this is a lot. Better
use relative units instead, e.g. em .

Units em and ex depend on size
font and can be different for each element in the document. Unit
nine0019 em is just the font size. In the element to which
the font is set to 2in, 1em and means these 2in. Dimensions
(e.g. for indentation) in em means they are
are set relative to the font, and whatever the font
the user has a large (for example, on a large screen) or small
(e.g. on a mobile device), these dimensions will remain
proportional. Ads like text-indent:
1.5em
and margin: 1em are extremely popular in CSS.
nine0003

Unit ex used infrequently. It expresses
sizes that should be based on the x-height of the font.
X-height is roughly the height of lowercase letters like a , c , m , or o . Fonts
with the same size (and, accordingly, with the same em ) there can be a huge difference in the sizes of lowercase letters,
and if it is important that some picture, for example, matches
x-height, unit ex at your service.

The px unit in CSS is magical. She is not related
with the current font, but also with physical centimeters or inches
usually not connected either. The unit px is defined as
something small but visible, i.e. horizontal line thick
1px could be rendered with sharp edges (no anti-aliasing). What
considered crisp, small and visible, device dependent
and how to use it: do you hold it right in front of your eyes,
like a mobile phone, at arm’s length, like a monitor,
or somewhere in between, like an e-book?
Therefore px is by definition not a fixed length,
but something that depends on the type of device and its normal use.

To understand why the px unit is the way it is,
imagine a CRT monitor from the 1990s: the smallest dot it could
display was approximately 1/100 inch (0.25 mm) or slightly
more. The unit px got its name from those
screen pixels.

Current devices can in principle display smaller
clear dots (although they may be difficult to see without a magnifying glass).
But documents from the last century that used px in CSS looks the same regardless of device. printers,
in particular, can display clearly display lines much
thinner than 1px, but even on printers a 1px line looks almost the same,
how it would look on the monitor. Devices change, but the px unit always looks the same.

Actually CSS requires 1px to be exactly
equals 1/96 inch in any printout. In CSS it is considered that
printers, unlike screens, do not need different sizes for px to display clean lines. Therefore, when printing
px not only looks the same regardless of device,
but it is also obviously measured by the same quantity (just like
units c m , pt , mm , in and pc as
explained above).

CSS also specifies that bitmaps (eg.
photos) are displayed at a scale of 1 pixel by default
images by 1px. A 600 x 400 photo would be 600px
width and 400px height. Thus, the pixels of the photo are attached
not to output device pixels (which can be very small),
and to units px . This allows for precise alignment
images with other elements of the document, provided that
you use px units in your styles, not pt , cm , etc.

Use

em or px for fonts
CSS was inherited from the printing industry. Traditionally there
these and similar units were used, not centimeters or inches.
There is no need to use 9 in CSS0019 pt , use any
unit of your choice. But is a good reason
do not use nor pt nor any other absolute
units,
and use only em and px .

Here are some lines of different thicknesses. Some of them may
appear crisp, but at least the 1px and 2px lines should be
clear and visible:

0.5pt,
1px,
1pt,
1.5px, 2px

If the first four lines look the same (or the line
in 0.5pt is gone), most likely you see it on the monitor,
unable to display dots smaller than 1px. If the lines look
increasing in thickness, most likely you see this page
on a high-quality screen or on paper. And if 1pt looks thicker,
than 1.5px, then this is most likely the screen of a mobile device (the last phrase seems to describe the situation before the 2011 revision —
approx. transl.)
.

CSS magic unit, px , often lucky
choice, especially if you need to align text with pictures, or
simply because anything 1px thick (or a multiple of 1px) is known to
will look clear.

But even better font sizes are em . Idea
is to 1) not set the font size for the BODY element
(in HTML), but use the default font size for the device,
because it is the most convenient size for the reader; and 2) indicate
font sizes of other elements in em : h2
{font-size: 2.5em}
to make h2 2½ times larger
the main font of the page.

The only place where pt can be used
(either cm or in ) for size
fonts — styles for printing, if you want the printed font
was a fixed size. But even there it is often better
use the default font size.

Thus, the unit px saves
from the need to know the resolution of the device. Regardless
from the resolution of the output device (96dpi, 100dpi, 220dpi or
1800 dpi), length specified as an integer px ,
always looks good and is similar enough everywhere. But what if
we want to know the resolution of the device, for example, to
decide if you can use a line at 0.5px ?
The way out is to check the resolution using media expressions.
Details about media expressions are beyond the scope of this article, but here
small example:

div.mybox { border: 2px solid }
@media (min-resolution: 2dppx) {
  /* Media with 2 or more dots per px */
  div.mybox { border: 1.5px solid }
}
 nine0259 

New CSS units

To make it even easier to write style rules that depend only on from the default font size, since 2013 CSS has a new unit: rem . One rem (from root em, those. "root em" or "root element em") is the font size the root element in the document. Unlike em , which can be different for each element, rem the same for the entire document. For example, to set elements P and h2 have the same margin on the left, here for comparison CSS code before 2013: nine0003

 p { margin-left: 1em }
h2 { font-size: 3em; margin-left: 0. 333em } 

and new version:

 p { margin-left: 1rem }
h2 { font-size: 3em; margin-left: 1rem } 

Other new units make it possible to specify dimensions
relative to the user's window. These are vw and vh . Unit vw is 1/100 of the width of the window, and vh is 1/100 of its height. There is also vmin ,
corresponding to the smaller of vw and vh .
And vmax (you can guess what she does).

Since they are new, they do not work everywhere yet. But by the beginning of 2015
many browsers have already supported them for years.

Bert
Bos, style activity lead
Copyright © 1994–2021 W3C ® Privacy policy

Created 12 Jan 2010;
Last updated Wed 06 Jan 2021 05:40:49 AM

Little tricks of great scientists

- Evgeny Naumovich, as you know, now the generally accepted approach for measuring the effectiveness of scientific research, including the effectiveness of the implementation of RSF projects, is scientometrics. The attitude to such "mathematics" in the scientific community is very different. What do you think?

- The very need for metric requirements in the scientific community is criticized, and the opponents of the metric system say that you, they say, are killing outstanding works in this way. People are small, they don't want to do anything big.
nine0003

It's true. Where we have metric indicators, we always have to rely on them, and we often have to sacrifice some kind of mega-projects. Each of us would like to sit down, think, and we are busy with everyday things. It is not only about science, it is the same in our life - we are often immersed in vanity, and we miss something big.

One way or another, I generally support the metric system. In any case, in the domestic biomedical science, works that can really be called outstanding do not appear every year. I mean some completed research that changes the course of history. Even when they appear, to everyone's annoyance, the way they are presented is such that their significance goes unnoticed. I can give you an example: the polymerase chain reaction (PCR) enzyme was discovered in the Soviet Union! The discovery went almost unnoticed because it was published in a "mediocre" magazine. Are we really trying to keep this style?! Outstanding people are called outstanding because they are extremely rare - believe me, it is to them that all scientometric indicators are intuitively forgiven at all levels. But let's face it - outstanding people do not notice scientometrics at all and therefore do not criticize it. Unfortunately, among scientists who criticize the scientometric system, there are a lot of those who are simply too lazy to bring their work to the level generally accepted in the world.
nine0003

DON'T LIE AND DON'T BE AFRAID

- Some teams complain that they do not have time to fulfill all the obligations for publications that were indicated in the application. Is the Foundation asking too much of scientists?

- The main task of the RSF is not to introduce metrics for the sake of metrics, but to help those teams that work well. Well, the main task of grantees is to be honest.

If you fail to meet the metrics, but you can convince the reviewer, members of the expert council that you are really doing the job, and even with some delay, a really very unusual and necessary product will appear, I mean a scientific result, fundamental science - at 95% will treat you with understanding. Because the decision to move the project to the next year is made on the basis of the opinion of the reviewers, the expert council, the section. I don’t remember a case when a project was closed just because metrics were not met.

Now the essence of metrics on reports - everyone complains that there are a lot of them. Let's figure it out.

For a five-million project, which at that time, before the fall of the ruble, was simply unusually large in terms of funding, the minimum required was to publish three publications. The scientists who put more in the plan did it themselves. I emphasize again! A perfectly legitimate question: were you provoked to bet more? Did you think if you put 25 instead of 3, then your project will win?
nine0003

Let's proceed from the fact that even a five million grant was given to people who already had publications, who were actively working and certainly indicated that their project had a big start. If you are trying to convince me that a working group should not produce one normal publication per year, I will answer you that this is not included in the concept of the normal range of formal productivity, neither in European, nor even more so in American science.

Now, as for large grants for existing laboratories or departments, it was assumed that they are implemented by exclusively active teams that have a colossal resource of developments, specialists, ideas, and are at the “peak of form”. That this is not just a group of researchers, but a long-established, large team in which several areas are being implemented, several relatively independent leaders work!
nine0003

There, the bar reached 15 publications in Web of Science - note that this roughly corresponded to the “input” filter for participating in the competition, there are no qualitative differences. It is hard to believe that with such super-funding, with such high requirements for the starting level of a laboratory or department, these indicators are absolutely unrealistic. In some cases, of course, I am ready to discuss, but systemically - no.

The policy of the Russian Science Foundation is to make life easier for those who work well and try hard. Where there is a possibility of ambiguous interpretations, interpret in favor of scientists. This is a general principle. Alexander Vitalyevich [Khlunov] keeps saying that the fund does not contribute, the fund provides funding sufficient for independent work. So that the role of the Foundation could be “calculated”, a controversial but sufficiently reasoned rule was born: RSF projects cannot be co-financed from other sources, and several grants cannot be listed in articles. If a joint project is being carried out, in which a significant, significant part falls within the competence of the RSF, this fragment must be clearly identified. Too strict, conservative? But scientists, as a rule, do not exist in the air, they all work at their main place of work in scientific and educational organizations. There are fixed rates, equipment. Most importantly, when submitting a project for the competition, the applicants willingly agreed to such rules! I know several good specialists who did not dare to apply, believing that they would not be able to fulfill the requirements of the Russian Science Foundation.
nine0003

What do we see? mass phenomenon. Specialists continue to work in the usual rhythm, and to the works that come out in a planned manner, often not the brightest works, they add the line “supported by the Russian Science Foundation” to the whole paragraph about grant support. We must pay tribute, all this cumulative support creates some kind of complex whole, but the question arises: if we remove the RSF grant, what will change?

SAYING "PROFESSOR" MEANING "DECENCY"

nine0313 - What other tricks do scientists use to "close" the report?

- The Fund gave an additional explanation that abstracts can be counted for publication. It was understood that these were exceptional cases. My personal opinion, theses and a full-fledged article are completely different genres. The article is reviewed - there are no abstracts, the article is cited - there are no abstracts. Yes, the Foundation gives some relief, but scientists need to understand their context. After all, among the people the word "professor" is a synonym for a wise and decent person.
nine0003

Everyone understands that scientific research is not a monotonous construction project, not a formal reconciliation of indicators, it is a truly creative process. And if, when planning a project, you promised to make three positions in a year, but it turned out only one, but really outstanding work - do not be afraid of this during the interim report, no one will say a word, incl. and if the benchmark also includes non-essential products. But theses began to be slipped as a real, expected product, and not as an addition to uniquely good, exceptional in quality and prestige publications. Little football tricks, as one famous sportscaster liked to say.
nine0003

The task set by the country's leadership is integration into world science. For example, our Chinese colleagues are struggling to learn how to write in English and present their work in English-language journals, because they understand that no matter how good they write in hieroglyphs or in their national publications, this science will not receive any resonance in the world. I understand how difficult it is for many teams to cross this barrier, because the requirements for publication in an international journal are incomparably greater - the point here is not only in the language, but also in the system of multi-level peer review - but such is life.
nine0003

But the Russian Science Foundation does not require that a surgeon, who spends 12 hours at the operating table, produce texts in Oxford English from morning till night – we are talking about integration into the system of world science, with all the adjustments for the realities and specifics of work in each area.

Now there is one more moment, which is even inconvenient to talk about. If the article is under review, and the review is positive, I understand perfectly well that, most likely, this work will be accepted, but it cannot be set to the “accepted for publication” status. These are mistakes in their favor, which, in fact, are fraud. It is a pity that great scientists, professors, honored people do this. Unfortunately, they teach this to their employees as well. They deceive not officials - their colleagues. And the reviewers are engaged in a humiliating business - they check where the recipients of luxury grants were cunning.
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- Is there really no alternative to "hardly accessible", "snobbish" magazines?

- The scientific community discusses these problems a lot. About ten years ago paid magazines began to appear. The idea sounded like this: you can not pay twice for the same thing. It is impossible to first do science with grant funds, and then also pay libraries (readers) for a subscription. Let's do the opposite: take money from those who publish, and make the magazine publicly available. The idea was to make the magazine free for the reader, but paid for the grantee. And one more thing: peer review is "ethical", open.
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Alas, time has shown that, in general, the requirements for the quality of such publications in such publications are noticeably lower than in ordinary journals. A lot of my colleagues will argue with this, but ... No one will openly write a bad review for you, they will only make comments of a technical nature. And to say that there is nothing new, and in general no one needs your work - no one will write this. In "free" journals, where peer review is anonymous, it's easy. By the way, many “regular” journals, when they refuse to publish an article, now offer authors to move it to a “partner” publication, which requires payment for publication.
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The country is now entering a period when it is necessary to treat money more reverently, there is less of it, and I periodically ironically on the sidelines that those who can afford to spend 1,800 pounds or euros for the right to publish an article do not need to give them grants, they are rich people, let them enjoy what they have.

RNF IS NOT THE UNION OF WRITERS

Another "sin" of our grantees - many begin to produce reviews. Precisely to produce, because we are talking about junk manuscripts, which are hastily prepared by novice scientists. This is evident from the text.
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What is the difference between a young scientist and a more experienced one? He gets stuck in trifles, because he knows the problem he is dealing with, but new thoughts, non-trivial analysis of the situation, interesting generalizations are not given to him. Managers, as a rule, do not have time for reflection, for editing. So it turns out that the review is written not for the sake of analyzing a scientific problem, but for the sake of achieving formal indicators. People waste time, work for nothing. Only those who have achieved significant success in the area of ​​science under discussion, have their own, quite original and constructive thoughts, have earned the right to write reviews - this is by no means a forum for beginners.
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- What publications do such reviews get into?

- Basically, in Russian, of course. In our country, the expediency of the work itself is rarely critically assessed - yes, there is a review process, but the actual uselessness of an article is rarely a reason for refusing to publish. I understand that science is alive, an experiment may or may not work, and specialists must show that they are working. Nevertheless, the RSF is not a union of writers, and I would like scientists working in experimental science to think about this.
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"YUSTARD PATCHES" ... FOR SCIENTISTS

The goal of the foundation is to integrate our research into international science and make Russian science effective and prestigious. Publications in Russian journals, even translated ones, are not enough here. For those teams that, despite good funding, continue to work in the same way, the RNF extends projects, but issues warnings, using football terminology “yellow cards”.