(This thread is a transfer from the GOTM37 Spoiler thread discussion about Tech Plans.)
Do you make a Beginning Tech Plan?
Here's one I'm working with at the moment:
-(1)Bronze: the first is a quickie, this helps for PRBing 2nd row, as well as a better city defender;
-(2)Alph: sets up all the "wisdom" techs;
-(3)CerBur: allows Temples, but mostly cause CodeLaw hidden;
-(4)CodeLaw: last before -
-(5)MONARCHY: govmt change, higher Sci, less C&W, more cities;
-(6)Write: PRB 3rd row, start building Dips to explore and Library in SSC;
-(7)Curr: then Marketplaces; sets up:
-(8)TRADE: for MarcoPolo (my preferred first WoW) AND caravans (several pre-started Settlers switch over);
-(9)Map: get ships in the water and trade maps (sometimes get this as first tech from MarcoPolo, allowing switch);
-(10)Myst: 2nd citizen content from Temples, Oracle (?), and prep for Philos;
-(11)Lit: great to trade to AIs;
-(12)REP: hopefully ready to WLTCD; otherwise Mas for Cst or Pot for HG;
-(13)PHIL+(or 14th if I don't have something else to change the following choices, Bank/Horse).
This was the "plan"; when I built Marco Polo during #9 I took Map and Myst from the AI and started Lit, then I took Pottery as #12 for HG so that after finishing Lit I can go right on to Philosophy.
Needless to say, this is for an Early Landing game, which does not permit opening Huts. The other situation which can affect a Tech Plan is when playing a Scenario, the "hidden" techs are accessible as options.
The above choices lean towards fast growth via ICS style start, then heavy tech progress through trade and city research. A game with Huts would make Horse or earlier Write worth considering. A game aimed at Conquest would make Wheel and PolyTheism worth pursuing earlier.
Discussion?
Do you make a Beginning Tech Plan?
Here's one I'm working with at the moment:
-(1)Bronze: the first is a quickie, this helps for PRBing 2nd row, as well as a better city defender;
-(2)Alph: sets up all the "wisdom" techs;
-(3)CerBur: allows Temples, but mostly cause CodeLaw hidden;
-(4)CodeLaw: last before -
-(5)MONARCHY: govmt change, higher Sci, less C&W, more cities;
-(6)Write: PRB 3rd row, start building Dips to explore and Library in SSC;
-(7)Curr: then Marketplaces; sets up:
-(8)TRADE: for MarcoPolo (my preferred first WoW) AND caravans (several pre-started Settlers switch over);
-(9)Map: get ships in the water and trade maps (sometimes get this as first tech from MarcoPolo, allowing switch);
-(10)Myst: 2nd citizen content from Temples, Oracle (?), and prep for Philos;
-(11)Lit: great to trade to AIs;
-(12)REP: hopefully ready to WLTCD; otherwise Mas for Cst or Pot for HG;
-(13)PHIL+(or 14th if I don't have something else to change the following choices, Bank/Horse).
This was the "plan"; when I built Marco Polo during #9 I took Map and Myst from the AI and started Lit, then I took Pottery as #12 for HG so that after finishing Lit I can go right on to Philosophy.
Needless to say, this is for an Early Landing game, which does not permit opening Huts. The other situation which can affect a Tech Plan is when playing a Scenario, the "hidden" techs are accessible as options.
The above choices lean towards fast growth via ICS style start, then heavy tech progress through trade and city research. A game with Huts would make Horse or earlier Write worth considering. A game aimed at Conquest would make Wheel and PolyTheism worth pursuing earlier.
Discussion?