Kadazzle
Emperor
Expanding without IW is a waste on this island though, as there's only two spots that can be settled (The capital, and where I have the second city) that can actually do something pre-IW. I can put a city to the east where I would be able to work the fish + the mine, and guess you're right -- I should have settled that as I would have had to whip a Monument, possible Workboat, and a Library (possibly a Granary + Lighthouse, but it's not needed as I plan on running scientists), and probably wouldn't pass 3 pop as I do plan on working 2 scientists there.
If I remember correctly from previous games, in order to bulb up the Optics line, I need to have tech Math, Alpha and both Compass and Machinery (Optics unlocks). Now, I don't think I can have Philo or Paper as possible researchable techs (meaning I can't tech all/most of the pre-reqs) to bulb Astro.
Thoughts and corrections? The techs we need are:
Iron Working -> Alpha -> Math -> Compass -> Metal Casting -> Machinery -> Optics -> Calender -> Astronomy.
I would like to get Currency in there before hand.
Tech we need that we can bulb with a ----- :
We can bulb with a Great Scientist: Alpha, Math, Optics, Astronomy.
We can bulb with a Great Engineer: Metal Casting, Machinery.
We can bulb with a Great Merchant: Currency, Metal Casting.
We can bulb with a Great Prophet: -------
So what techs should we look to bulb? I like the sounds of bulbing Astro and Optics.
As long as we don't get Meditation, Theology, Code of Law and Civil Service we can't bulb Philo or Paper line, meaning we have to bulb the Astro line.
With our first GP (GreatPro, GreatMer, GreatnEng) we can either bulb Metal Casting or we can settle them. I believe we should bulb MC (obviously settle if it's a GreatPro) with our first GP. Keep in mind we haven't switched to Rep, but it does give a better bonus for specialists.
Our second GP will (hopefully) be a scientist. I believe settling him for an Academy would be the best choice, as our capital has a decent happy cap because of Charismatic + Representation, so we can run enough specialists to make it worth it. I'd prefer to self-tech Alpha, Math and Compass, so an early bulb isn't worth it.
Our third GP will again, (hopefully) be a scientist. I want to self-tech Optics, so if we can for sure bulb Astro after Optics, I'd like to do that.
This all depends on how quick we can gen our great persons. We can for sure get 3 out, 1 random one from the capital, a 2nd from our second or third city (will for sure be a GreatScien) but I'm worried that our 3rd GP won't be a Great Scientist, so I believe after our first GP generated from the capital we should start running Scie specialists.
Anyways, this is all from memory, so I could be wrong about techs needed / techs we can bulb. But I think my tech path is good, as all the techs will help us out in some way, while moving us towards our goal of Astronomy.
I want to skip Aest/Lit as on Huge maps 18 civs it's not unlikely for things like Philo to go at around 500BC, so it would be best to do a full bee-line rather than stopping to pick up some other techs (which will become cheaper once we make contact with Optics, anyways).
If I remember correctly from previous games, in order to bulb up the Optics line, I need to have tech Math, Alpha and both Compass and Machinery (Optics unlocks). Now, I don't think I can have Philo or Paper as possible researchable techs (meaning I can't tech all/most of the pre-reqs) to bulb Astro.
Thoughts and corrections? The techs we need are:
Iron Working -> Alpha -> Math -> Compass -> Metal Casting -> Machinery -> Optics -> Calender -> Astronomy.
I would like to get Currency in there before hand.
Tech we need that we can bulb with a ----- :
We can bulb with a Great Scientist: Alpha, Math, Optics, Astronomy.
We can bulb with a Great Engineer: Metal Casting, Machinery.
We can bulb with a Great Merchant: Currency, Metal Casting.
We can bulb with a Great Prophet: -------
So what techs should we look to bulb? I like the sounds of bulbing Astro and Optics.
As long as we don't get Meditation, Theology, Code of Law and Civil Service we can't bulb Philo or Paper line, meaning we have to bulb the Astro line.
With our first GP (GreatPro, GreatMer, GreatnEng) we can either bulb Metal Casting or we can settle them. I believe we should bulb MC (obviously settle if it's a GreatPro) with our first GP. Keep in mind we haven't switched to Rep, but it does give a better bonus for specialists.
Our second GP will (hopefully) be a scientist. I believe settling him for an Academy would be the best choice, as our capital has a decent happy cap because of Charismatic + Representation, so we can run enough specialists to make it worth it. I'd prefer to self-tech Alpha, Math and Compass, so an early bulb isn't worth it.
Our third GP will again, (hopefully) be a scientist. I want to self-tech Optics, so if we can for sure bulb Astro after Optics, I'd like to do that.
This all depends on how quick we can gen our great persons. We can for sure get 3 out, 1 random one from the capital, a 2nd from our second or third city (will for sure be a GreatScien) but I'm worried that our 3rd GP won't be a Great Scientist, so I believe after our first GP generated from the capital we should start running Scie specialists.
Anyways, this is all from memory, so I could be wrong about techs needed / techs we can bulb. But I think my tech path is good, as all the techs will help us out in some way, while moving us towards our goal of Astronomy.
I want to skip Aest/Lit as on Huge maps 18 civs it's not unlikely for things like Philo to go at around 500BC, so it would be best to do a full bee-line rather than stopping to pick up some other techs (which will become cheaper once we make contact with Optics, anyways).