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6K Man

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Give a reason, the more plausible the better, NOT to tech one of the techs in the Civ4 tech tree:

1. Advanced Flight
2. Aesthetics
3. Agriculture
4. Alphabet
5. Animal Husbandry
6. Archery
7. Artillery
8. Assembly Line
9. Astronomy
10. Banking
11. Biology
12. Bronze Working
13. Calendar
14. Chemistry
15. Civil Service
16. Code of Laws
17. Combustion
18. Communism
19. Compass
20. Composites
21. Computers
22. Constitution
23. Construction
24. Corporation
25. Currency
26. Democracy
27. Divine Right
28. Drama
29. Ecology
30. Economics
31. Education
32. Electricity
33. Engineering
34. Fascism
35. Feudalism
36. Fiber Optics
37. Fishing
38. Fission
39. Flight
40. Fusion
41. Future Tech
42. Genetics
43. Guilds
44. Gunpowder
45. Horseback Riding
46. Hunting
47. Industrialism
48. Iron Working
49. Laser
50. Liberalism
51. Literature
52. Machinery
53. Masonry
54. Mass Media
55. Mathematics
56. Medicine
57. Meditation
58. Metal Casting
59. Military Science
60. Military Tradition
61. Mining
62. Monarchy
63. Monotheism
64. Music
65. Mysticism
66. Nationalism
67. Optics
68. Paper
69. Philosophy
70. Physics
71. Plastics
72. Polytheism
73. Pottery
74. Priesthood
75. Printing Press
76. Radio
77. Railroad
78. Refrigeration
79. Replaceable Parts
80. Rifling
81. Robotics
82. Rocketry
83. Sailing
84. Satellites
85. Scientific Method
86. Stealth
87. Steam Power
88. Steel
89. Superconductors
90. Theology
91. The Wheel
92. Writing
 
I'll start.

1. Advanced Flight:

You can't use Commando Gunships to capture cities, therefore it nerfs my Commando mounted troops.
 
Give a reason, the more plausible the better, NOT to tech one of the techs in the Civ4 tech tree:

1. Advanced Flight = Late in the game
2. Aesthetics = Good trade bait EMP+ given the AI shuns it.
3. Agriculture = Important if grain resources or to get a path towards pottery.
4. Alphabet = Monarch and below is to self-tech and EMP+, let the AI does it.
Always tradable given its non monopoly value. Even NTT has use in Alpha: Spies.
5. Animal Husbandry = Depends of lands; HBR; horses
6. Archery = defend against one neighbour attacking way too early, no strat res.
7. Artillery = Very powerful siege unit.
8. Assembly Line = Assembly line is a breakout tech hammer wise and military wise.
9. Astronomy = Good in watery maps separated by oceans.
10. Banking = Let the AI techs this. Unless you are gunning for the GMerchant from Economics.
11. Biology = Powerful tech for food boost and somehow shunned by the AI.
12. Bronze Working = Slavery; chops
13. Calendar = On EMP+, you can let the AI gets it first, below, depends. MoM for fast Space races.
14. Chemistry = If gunning for cannons. Can be traded as monopoly.
15. Civil Service = Strong capital commerce-wise; irrigation; Lib race route
16. Code of Laws = Caste System; religion to create more tensions amongst AI's.
17. Combustion = Great leap in navy. Often gotten in trade.
18. Communism = SP; enough said.
19. Compass = Sometimes a good little trade bait. Often get from the AI though.
20. Composites = SS ; modern tanks.
21. Computers = Internet; labs
22. Constitution = Rep, but often obtained via AI's.
23. Construction = Cat wars; Phant wars, otherwise gotten out of the AI's.
24. Corporation = If going for corp, but often traded with AI's.
25. Currency = Most powerful tech in the game; as fast as possible; selftech often
26. Democracy = Emancipation thing unhappiness; SoL; often gotten of the AI.
27. Divine Right = Spiral Minaret along AP...bad tech overall unless special cases
28. Drama = good little trade bait; GT and theaters; often gotten out the AI.
29. Ecology = SS
30. Economics = GMerchant; often gotten out the AI
31. Education = Lib and huge trade bait.
32. Electricity = Diplo Victory and good trade bait in industrial times.
33. Engineering = Eng Rush, otherwise never self tech. AI's like that one.
34. Fascism = Depends...kinda weak sometimes. But cheap tech.
35. Feudalism = Early vassals or obtained from AI's.
36. Fiber Optics = SS
37. Fishing = Self-tech to preserve WFYABTA count unless low level
38. Fission = ICBM's.
39. Flight = Corp fast spreading and late game wars with air collateral damages.
40. Fusion = SS
41. Future Tech = Time games.
42. Genetics = SS and Time games.
43. Guilds = Knight rush or simply let the AI's get it first.
44. Gunpowder = Cuirassier rush and other type of gunpowder based units. Often gotten out the AI.
45. Horseback Riding = Horses archer rushes. That's it. Otherwise gotten from the AI or totally ignored for WFYABTA.
46. Hunting = Archery or hunting resources. Or simply ignored to get more MP warriors. Not traded to preserve WFYABTA.
47. Industrialism = Tanks. Win
48. Iron Working = Almost never teched; gotten out the AI.
49. Laser = SS
50. Liberalism = Lib and free tech.
51. Literature = GLib, NE, HE.
52. Machinery = Xbow rushes or gotten out the AI.
53. Masonry = Mids, TGH...
54. Mass Media = U.N.
55. Mathematics = chops, bureaucracy slinghot
56. Medicine = Sid's sushi
57. Meditation = Philo bulb
58. Metal Casting = Forges
59. Military Science = Grenadiers, but often obtained out the AI.
60. Military Tradition = cuirassiers.
61. Mining = Ultra important tech early.
62. Monarchy = Often traded, but iso forces us to tech it.
63. Monotheism = often traded. AP cheese.
64. Music = GArtist. Trade bait. Culture Victory.
65. Mysticism = forced if I need border pop.
66. Nationalism = culture victory; Taj ; if lost...gotten out the AI; Nation civic
67. Optics = fjgskgvdf ....too llonh list...:(
68. Paper
69. Philosophy
70. Physics
71. Plastics
72. Polytheism
73. Pottery
74. Priesthood
75. Printing Press
76. Radio
77. Railroad
78. Refrigeration
79. Replaceable Parts
80. Rifling
81. Robotics
82. Rocketry
83. Sailing
84. Satellites
85. Scientific Method
86. Stealth
87. Steam Power
88. Steel
89. Superconductors
90. Theology
91. The Wheel
92. Writing

Too long list.
 
Well, the intention was for each respondent to choose 1 tech and comment on that. It's supposed to be fun, not homework :p

Oh, and the idea was to provide reasons NOT to research the techs listed, as opposed to the more-usual reasons to research them.
 
Divine Right - Islam sure as hell isn't making any big conversion rounds anytime soon and for spiral minaret to be worth it you need to already be running a religious economy with the AP and u of sankore. Versaille is to be stolen, never built.

Archery - Totally dead-end until fuedalism, which is usually a point in time when you can research it in a turn or two. Can also be extorted out of weaker ais.

Advanced Flight - Gunships are dumb. Not even an SS tech.
 
Mysticism: I want my state to be atheist :scan:
 
No Fishing - I want to bulb Machinery and Engineering for super fast medieval army.
 
Give a reason, the more plausible the better, NOT to tech one of the techs in the Civ4 tech tree:

6. Archery
I never in a million years research this.
It's a dead end tech that loses all relevance with gunpowder/knights anyway.
The AI will throw it in to make another tech trade deal juicier...
 
Robotics - If I'm going for the space race I don't need it. Please, nobody support the unspeakable wonder it enables.

If I'm not going for the space race, why haven't I won yet? Once I have nukes, Modern Armor, etc. I can clean up the game fast. Jet Fighters, Stealth Bombers, Modern Armor, nukes are all higher priority than Mech Infantry.
 
Communism, because a game like Civilization would probably not be allowed in a communist country.
 
Robotics - If I'm going for the space race I don't need it. Please, nobody support the unspeakable wonder it enables.

If I'm not going for the space race, why haven't I won yet? Once I have nukes, Modern Armor, etc. I can clean up the game fast. Jet Fighters, Stealth Bombers, Modern Armor, nukes are all higher priority than Mech Infantry.

I support it.
Think a deity game where you got internet and the AI's are simply giving to you all techs for free. You go the Robotics path and for a reason you got a GEngineer. You rush the wonder and get perhaps the very needed edge to beat the AI. I am sure it can happens occasionally although I never experienced it. It is a very occasional wonder. Indeed, it was far better in the previous versions.
 
2. Aesthetics

If I don't have the resources or the Industrious trait, I don't want to be tempted to divert hammers to WW and away from expansion/rushing.
 
Agriculture. For the lulz.

Mysticism: I want my state to be atheist :scan:

I've long considered trying to remain isolated long enough to discover Theology (but not first) and thereafter gone Theocratic atheist. I've never actually done it - I've always either founded Christianity or Confuscianism when I've been close - but it's an interesting thought.
 
Hunting refused = want to produce axes and warriors. No spears allowed. Way overpowerful with their innate promo anti-tank.
 
I never in a million years research this.
It's a dead end tech that loses all relevance with gunpowder/knights anyway.
The AI will throw it in to make another tech trade deal juicier...

I could've sworn I'd replied to this earlier...

Anyway, depending on level self-teching Archery seems essential for HA rushes. You probably want to start getting those HAs cranked out before you (or your neighbours) tech Alphabet.
 
I can't be bothered with Divine Right, and I usually trade for Drama and Literature.
 
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