Wodan
Deity
This thread was spawned from Aelf's UU thread.
http://forums.civfanatics.com/showthread.php?p=4837247
I'll try and include a bit of history. Hope it helps!
Nevertheless, the year doesn't really matter so much as how much time you have your musketmen before the AIs get them. For this reason, I probably wouldn't trade the techs leading up to Gunpowder.
I did not "detour" to go the religious path. I actually did it dead butt last (well, while waiting for another GP to be generated). In fact, Priesthood, etc took only 1 turn to research each, and even Monarchy and Feudalism only took a couple of turns. It was like, "Oh yeah, I've got to go get those now" and :boom: :boom: :boom: in they came.
Also, while you're right that GSs give more beakers when lightbulbing than other techs, that's not nearly enough to make up the huge difference in costs between the two paths. GSs are great, but we should keep in mind the end goal. It's what you do with your money, combined with the exchange rate; who cares if I pay with Euros while you pay with Dollars. At the end of the day, what year can we get Musketmen?
However, I'm thinking now that the GE path might be much better. Go for Great Wall and Pyramids, and you always have Forge even if you don't get the wonders.
What you're talking about aelf is a purely subjective impression of tech rate. It could be that it "appears" faster because more AIs are researching along that path too. In addition, it's possible that we are using tech trading extensively, thus giving the techs to the AIs, thus making research along that path appear faster.
But what did we do? We not only sped up ourselves, but we sped up all of the AIs. What is the natural conclusion? By the time we get gunpowder and musketmen, the AIs will not be far behind. This is a Catch-22, because it leads to the impression that musketmen are less valuable and have a very short life span of usefulness.
Alternately, say we "take the path less followed" and go the Guilds route. Meanwhile the AIs are all busy researching things such as Philosophy, Theology, or even Divine Right. We don't trade any of the Guilds-route techs, at all. When we get Musketmen, the AIs will be a very long time from getting them, or of getting Pinch.
Wodan
http://forums.civfanatics.com/showthread.php?p=4837247
I'll try and include a bit of history. Hope it helps!
The above was in response to people talking about Muskets/Janissaries/Musketeers being short-lived.johnny_rico said:And I don't know the techs. What I do know is that whenever I research gunpowder, chemistry is not far away and it is never other pre reqs in the way of me researching it.
Wodan said:I think people tend to get "stuck in a path" or maybe 2 or 3 typical research paths. That doesn't mean there aren't other ways to go about things.
A while back I realized that I pretty much always went for the Liberalism freebie tech. When I realized that it occurred to me that there's a price I paid for that freebie tech, a price of opportunity and possible enjoyable styles of play that I was totally missing out on. Anyway, I'm not trying to toot my own horn.
Basically the idea here is that the techs to beeline Gunpowder are pretty cheap, and some of them can easily be lightbulbed. The result is that you get Musketmen (Janissaries, Musketeers) way early, and also "Chemisty is not far away" isn't true any more.
johnny_rico said:By this argument, one could bee line to gunpowder and use musketmen as a powerful force. You'll take a few more lumps than with the janissaries but they'll mop up pretty well also.
Wodan said:Yes, right. It's actually a pretty fun game. Janissaries (and Musketeers) have their own benefit, but it's also not too shabby doing the Musketmen rush using a Protective leader, or Aggressive, or someone with interesting dynamics with a UB or Traits.
Wodan said:Just for kicks I started a game with Roosevelt to see how fast I could get gunpowder. Got it in 815AD. I get the feeling I could do it even faster, but that's not too bad for the first attempt. Based on lightbulb limits what I figure is you need either GMs or GEs (doesn't matter, though for some reason it "hurts" more to use a GE on a lightbulb). 3 or 4 of them would be nice but based on GPP income I don't figure it's possible to get 4. You could, however, go for the Oracle which I didn't but easily could have. (I didn't want to dilute my GPP with great prophet points, though the free tech might make that worth the gamble.) The other drawback is I don't think you can get Writing (if you do that, then the GMs will take you down the Currency path, which prohibits the lightbulbing where you need it). I did build the great lighthouse and colossus to get my GM points, plus the pyramids because I didn't have anything else to do and had stone, and if I tightened it up I could have skipped that.
There might be another solution that relies entirely on GE points, using the great wall, pyramids, and forge, then using 2-3 GEs to lightbulb. That's probably the most efficient route, plus you could get Writing if tech trading would help out.
No Prince. Thanks.Robo Kai said:815AD... is that on Monarch? Not bad!

Please keep in mind that what I was talking about was using GMs and GEs to lightbulb Machinary, Guilds, Feudalism, and Gunpowder itself. (I ended up paying cash for Feudalism, but nevertheless it is a good candidate to be lightbulbed using this strategy.)I think that's because Scientists give more beakers when lightbulbing than other great persons. So (if following the "north" route) you can waste one sci on the academy, the next 1-2 on paper and/or education. This probably makes up for the time required to research Math, Currency, CoL and Civil Service "by hand", while avoiding the costly early-game detour of Mystiticsm - Polytheism - Priesthood and having to build Oracle.
I did not "detour" to go the religious path. I actually did it dead butt last (well, while waiting for another GP to be generated). In fact, Priesthood, etc took only 1 turn to research each, and even Monarchy and Feudalism only took a couple of turns. It was like, "Oh yeah, I've got to go get those now" and :boom: :boom: :boom: in they came.
Also, while you're right that GSs give more beakers when lightbulbing than other techs, that's not nearly enough to make up the huge difference in costs between the two paths. GSs are great, but we should keep in mind the end goal. It's what you do with your money, combined with the exchange rate; who cares if I pay with Euros while you pay with Dollars. At the end of the day, what year can we get Musketmen?
That's something else, too. Why Roosevelt? Because I wanted the Industrious/Organized synergy to get the wonders I needed for the GM points (great lighthouse and colossus, Pyramids was a bonus). I had calculated I needed GMs or GEs, but could NOT get Writing (or Currency) because that would lead my GMs down the wrong path. The only source of GM points is thus those two wonders.Why would you Gunpowder rush with Roosevelt anyway, it isn't as worth it as with Naps or Mehmed... that is, unless you plan on fast Military Tradition...
However, I'm thinking now that the GE path might be much better. Go for Great Wall and Pyramids, and you always have Forge even if you don't get the wonders.
There are only two things I am aware of that reduce the actual tech cost, which de facto reduces the printed beaker cost. One is the more Civs that have the tech, the faster it is to research it yourself. Two is incremental benefits, such as Library (etc) that you get with one tech, that thus make succeeding techs faster.aelf said:Robo_Kai is right. Why don't you use GS's to lightbulb your way to Gunpowder (which would take you through the northern route), Wodan? They can lightbulb Paper and Education. Take your pick, or do both. They can also lightbulb Philosophy if you're looking to snag Liberalism first and grab Nationalism to draft your shiny new muskets UUs. More importantly, they don't rely on certain wonders (though Great Library would be nice), so Industrious (which neither Mehmed nor Napoleon have in Warlords) is not as necessary a trait.
Aside from this, when you click on all the techs that lead you to Gunpowder, it would appear that the techs on the northern route, though more numerous, take fewer turns to research. And these techs can actually improve your economy in the meantime (eg. CoL, CS and Education), thus helping you research towards Education more quickly.
What you're talking about aelf is a purely subjective impression of tech rate. It could be that it "appears" faster because more AIs are researching along that path too. In addition, it's possible that we are using tech trading extensively, thus giving the techs to the AIs, thus making research along that path appear faster.
But what did we do? We not only sped up ourselves, but we sped up all of the AIs. What is the natural conclusion? By the time we get gunpowder and musketmen, the AIs will not be far behind. This is a Catch-22, because it leads to the impression that musketmen are less valuable and have a very short life span of usefulness.
Alternately, say we "take the path less followed" and go the Guilds route. Meanwhile the AIs are all busy researching things such as Philosophy, Theology, or even Divine Right. We don't trade any of the Guilds-route techs, at all. When we get Musketmen, the AIs will be a very long time from getting them, or of getting Pinch.
Wodan