After so long, I'm surprised that the complaint "Chemistry is only one or two techs away" still makes its appearance. That is purely your fault. If you didn't beeline to Gunpowder, this is probably what happens.
Who are you talking to, aelf? Me?
Also, by "beeline to Gunpowder" are you talking the Guilds beeline or the Education beeline? Or both?
It sounds like you're saying that Gunpowder is such a low priority (compared to other techs available at the same level or lower), that yes it "probably" is indeed the case that Chemistry is only 1 or 2 techs away.
So you're in effect arguing that a strategy is useless because you didn't apply that strategy.
No, I'm saying it's a self-fulfilling prophecy. People don't value musketmen so they haven't learned to "min/max" them to their fullest potential. People would much rather have the free Liberalism tech, for example.
And let's take things in context. Why are we beelining to Gunpowder? This thread was spawned from the UU thread because there we were talking about musket UUs (Musketeers and Janissaries), which are very valuable if you get them early. The whole issue may have taken on a larger dimension, with the merits of normal musketmen thrown into the debate, but I don't see why people would not agree that if you have musket UUs, it's a good idea to beeline to Gunpowder, which has the side effect of prolonging the life of your UUs.
I have no idea what you're trying to be a proponent of here.
You're not evaluating things properly here. Bureaucracy (enabled by CS) is often very powerful because your capital usually accounts for a large share of your income. In the same way, a market (enabled by Currency) in your capital itself would make a difference. And a university (enabled by Education) in your capital and maybe in another core city or two can speed things up a little, so it's not entirely useless (we're talking about a stage of the game where Gunpowder can easily take 20 turns or more to research on Epic speed). Put all these factors (which multiply each other) together and you definitely get faster research speed on a tech route that takes fewer turns to get through anyway.
I don't disagree with what you're saying (except the Gunpowder 20 turn thing, see below).
My point is simply this: by the time you get Education, and build the dang University, and research CS, and pay the anarchy to switch... you would have Gunpowder and already be churning out Muskets. The benefit you get from those things
by the time you need it is effectively nil.
(Keep in mind that you can make a Grocer, which you can't when you go the other route. This balances out the Market.)
I don't agree with the 20 turn thing because the whole plan is to lightbulb Gunpowder. The cost of Gunpowder is almost exactly the beakers you get from the lightbulbing.
By the way, have you done an actual comparison to test it out?
You mean, play the exact same game, same map, twice in succession, trying it both ways? No, I haven't. I'm not sure it's necessary. Simple math shows the Guilds route is faster.
In my own test games in the past, I started off wanting to follow the southern route. However, seeing the number of turns it would have taken to get to Gunpowder, I wound up choosing the faster northern path.
I'll ask again... how is it faster? I asked this before and you pretty much said it was a purely subjective impression of your own.
Besides, how can we view the 1200 beaker cost for Gunpowder as a negative, and not see the 1800 cost for Education in the same light?
Plus, you need Gunpowder
anyway. Unless you're planning on getting Liberalism and spending the free tech on Gunpowder? If so, we should compare the 1400 for Liberalism to the 1200 for Gunpowder. If not, then we should compare the 1800 for Education to the 1000 for Guilds.
The math is not that complex. The only thing that really helps is lightbulbing with GSs instead of GMs or GEs. But that doesn't even come close to the cumulative difference in tech costs of the two paths.
there is some kind of comparison :
815 AD with the south route, by wodan
560 AD north route by Carl Corey
I know what I would choose
You can't compare two different games, cabert. You know better than that.
One aspect I forgot to mention was that at times I built gold in my cities to keep the research going at 100%.
Moot point. You can build research with either route. Building research is going to be more net bonus than building gold simply to run your civ at 10% higher.
one extra route per city, when you only have a few is like 3 to 5 commerce each
What maps are you playing on? In 100AD or so, 3-4 commerce is a primo route to a capitol. The "extra route" you get on average is the bottom line normal route, which is 1 gold, maybe 2 if you're on the coast.
Wodan