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#1 |
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Chieftain
Join Date: Dec 2011
Posts: 30
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Tech tree: which is the earliest discovery you aim for?
I've been playing Civ1 (DOS) for years now, and I've just realised that my pattern regarding discoveries remains unchanged. I always try to get Conscription as soon as possible, then develop the rest of technologies -always leaving Horseback Ridding and Feudalism for the last.
I wonder if someone here finds that this is suboptimal. It's always seemed to work, but since there are many ways of playing, I'd appreciate some other strategies I may apply... |
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#2 |
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Chieftain
Join Date: Jun 2011
Posts: 72
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Look around this forum, there are a lot of posts in older pages that will give you an enormous amount of information. You don't have to make a new thread for everything, as most of your questions have probably been answered here before.
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#3 |
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Prince
Join Date: Apr 2010
Posts: 311
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I usually beeline Railroad due to its huge economics bonuses.
And don't forget that cost of the tech is greater than cost of the previous one (and this depends on the number of thechs you know and on the year in the game (IIRC some crucial years are 1 AD, 1500 AD, after which the number of required beakers are doubled(??))). Therefore you shoudn't spent your time for the military techs like conscription (if it is unnecessary). I always value economic techs greater than militaty techs. Emperor AI has 0.8 coefficient for production and other things, this is not huge bonus. And celebrating "We love president" day is one of the most crucial things to easily beat Emperor. |
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#4 |
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Chieftain
Join Date: Dec 2011
Posts: 30
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Sorry Mize, you're right. The discussion's page is enormous, though, and I'm new at this. I'll follow your advice next time.
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#5 |
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Chieftain
Join Date: Dec 2011
Posts: 30
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Alright, I took the time to look at every single thread, and could find none answering my question. So Mize, if you have a bad day, just don't make us pay for it. You've wasted my time, and through your answer it is possible that no-one bothers to take my question seriously.
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#6 |
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Chieftain
Join Date: Jun 2011
Posts: 72
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jordissim, I'm so sorry I wasted your precious time. I see you spent what, a whole 15 minutes looking through "every single thread"? Give me a break, the archives go back to 2000! And by the way, my day is none of your concern. I myself sacrificed some of my time, took a lot longer than 15 minutes actually, to type out this post and try out this forum's wonderful search engine: http://forums.civfanatics.com/search.php
This thread http://forums.civfanatics.com/showth...highlight=tech might interest you, as well as maybe this one http://forums.civfanatics.com/showth...highlight=tech As you can see even from these two threads, one of which is only loosely about research but nonetheless a good and edifying read, most people will go for the wheel as the main military technology in the early and mid-game, while the main maritime tech is navigation, all that you need to get your caravans, or your chariots to the best cities, and the research path to it gives you the option to build Copernicus observatory, one of the most important wonders in the game. Speaking of caravans, trade is one of the most important technologies in the game. It should be researched when you have feasible routes available, or if you have to boost a city's wonder production (let's say you're building the already mentioned observatory in your best trade city, which has little production). Religion is also a must if you want growth and should be timed with the government switch to republic/democracy. Railroad is unanimously declared a crucial tech for builders and a lot of people beeline straight to it. It allows you to grow your cities, increases your trade and makes your logistics all that much easier. With a proper railroad network you can defend against armor with just a few cannons or even some ancient catapults. Coastal cities are a problem if the enemy is stronger and has battleships though. That's when you'll usually really need conscription. If you're looking for efficiency in research, look at your empire's geography and define your long term strategy. For the space race you should focus on trade and research early on. If you have a lot of clear coastline that can grow large 20+ cities with little production shields you obviously need to focus on economic development and growth to be efficient. That means: currency, writing, trade, banking, university, the republic, religion, railroad, not necessarily in that order. For an early conquest shields are the priority, so you'll want the wheel and mapmaking, and maybe mathematics and navigation. You pick up everything else on your way, and just milk everybody for cash... Now, I've spent more than half an hour just typing this post and finding and looking through those two threads, yet I don't consider my time wasted. Why? Because I intended to help. Not just you, but anybody else who might read this thread. The funniest thing is that many people here have done just that in the past, and by refusing to take your time and read what they had to say, you are essentially wasting their time and effort. It's really quite ironic. |
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#7 |
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Prince
Join Date: Apr 2010
Posts: 311
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Railroad increases only food and production 1.5 times, but not commerce. At least in my version of civ1...
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#8 |
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Chieftain
Join Date: Jun 2011
Posts: 72
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It does increase trade in tiles with a high trade yield such as gems, gold and ocean. And when you take the food surplus in coastal cities, every railroaded plain/grassland means that you can work one more ocean square (+3 trade, or 4 if you railroad the ocean too).
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#9 |
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Prince
Join Date: Apr 2010
Posts: 311
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Just checked...Indeed. I didn't know about that. The description of this is very limited in the game. And I never railroad ocean, just don't like this trick, also it's very difficult to note an increasing of trade on jems or gold in the city screen.
Thanks a lot! |
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#10 | |
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Chieftain
Join Date: Dec 2011
Posts: 30
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Quote:
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#11 |
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Chieftain
Join Date: Jun 2011
Posts: 72
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You can view all pages in the archive if you go to the top of the main Civ I forum page and look slightly above the first threads. Right under the "notices" section you'll see the display options menu. Just change the setting of the third drop-box from "last year" to "beginning" and voila, 27 pages. Have fun and please excuse me if I insulted you in any way!
BTW, I seem to remember there was this pure text archive of threads even older than those but I can't seem to find it... |
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#12 | |
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Chieftain
Join Date: Dec 2011
Posts: 30
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Quote:
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#13 |
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Chieftain
Join Date: Jun 2011
Posts: 72
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RedKi-rr, I don't like railroading ocean too, although it isn't a far stretch to imagine it as some sort of oil rig or something, an improvement that enhances your trade. I tend to railroad ocean only when I have a large city with an odd food supply that constantly celebrates one turn and starves on the next. In such cases I just railroad a fish square (if any).
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#14 |
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Warlord
Join Date: Jul 2006
Location: Lisbon, Portugal, Europe
Posts: 152
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Early on, I aim for Bronze Working and Mathematics so that I can defend my cities properly (phalanx unit + catapult).
Then, I pursue Writing and Trade so that I can build Diplomats and Caravans. Later on I go for Railroads (this is as more important as my empire is larger) and/or Navigation (when I find that I am on a small island I go for Navigation as soon as possible). In later stages of the game, the more important techs are those that give you the ability to build important wonders, such as the Hoover Dam or Women's Suffrage, since the late wonders never expire. In particular contexts, for example when you are engaged in a tough war, any tech that gives you an edge on the battlefield is a must. |
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#15 |
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Chieftain
Join Date: Jul 2012
Location: Texas
Posts: 13
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(1) Bronze Working
(2) The Republic (3) Bridge Building After that I go for Gun Powder or Magnetism, depending on whether I think I'm on a large or small continent. |
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#16 |
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King
Join Date: Aug 2006
Posts: 802
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The Wheel. After that, I assess the situation.
Also, inb4 whelkman comes in and says Robotics |
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#17 |
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Phantom Taxman
Join Date: Mar 2007
Posts: 492
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LOL, I guess my love affair with Mfg. Plants is well known. I have a series of "key advancements":
After Robotics it's a formality. You can basically replace the remainder of the list with "the rest". Last edited by Whelkman; Jul 11, 2012 at 02:49 PM. |
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#18 |
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Emperor+2
Join Date: Jul 2011
Posts: 48
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Watch my latest lp on youtube, I discover Robotics before 1AD! Usually I go something like this:
1. Republic or Democracy or (Masonry and Trade), need better government 2. Trade, need trade routes and marketplaces 3. Religion, mostly if I'm on a big continent (JS Bach's Cathedral) 4. Theory of Gravity, Isac Newton's College 5. Computers, SETI Program (better go for Computers immediately, since my settlers might not be ready to start building railroads yet and a 50% research bonus is a big deal) 6. Railroads 7. Genetic Engineering |
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#19 |
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Chieftain
Join Date: Jul 2012
Location: Margate, South Africa
Posts: 18
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Bronze Working for Phalanx + Colossus. Wheel for Chariot. Ceremonial Burial + Mysticism for Temple. Astronomy for Copernicus Observatory. Republic for the best government mid game government. Railroad is essential. Religion for JS Bach Cathedral which helps a lot when your cities get larger. Trade for Caravans.
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#20 | |
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Emperor
Join Date: Feb 2008
Location: The Netherlands
Posts: 1,202
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Quote:
If not, make a new one... it's not that the Civ1 forum is so crowded. |
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