Beginning Tech Plan

Originally posted by ElephantU
Here is DaveV's list:

http://apolyton.net/forums/showthread.php?postid=39646#post39646

"...that the formula is just based on position in rules.txt. Here's a list of the techs, each marked with the turn when it's not available. Take the number of techs you've discovered, divide by 3, and take the remainder (modulus, for fellow programmer types). Any tech marked with that number in the following table is not available for research.

2 Advanced Flight,
0 Alphabet,
1 Amphibious Warfare,
2 Astronomy,
0 Atomic Theory,
1 Automobile,
2 Banking,
0 Bridge Building,
1 Bronze Working,
2 Ceremonial Burial,
0 Chemistry,
1 Chivalry,
2 Code of Laws,
0 Combined Arms,
1 Combustion,
2 Communism,
0 Computers,
1 Conscription,
2 Construction,
0 The Corporation,
1 Currency,
2 Democracy,
0 Economics,
1 Electricity,
2 Electronics,
0 Engineering,
1 Environmentalism,
2 Espionage,
0 Explosives,
1 Feudalism,
2 Flight,
0 Fundamentalism,
1 Fusion Power,
2 Genetic Engineering,
0 Guerrilla Warfare,
1 Gunpowder,
2 Horseback Riding,
0 Industrialization,
1 Invention,
2 Iron Working,
0 Labor Union,
1 The Laser,
2 Leadership,
0 Literacy,
1 Machine Tools,
2 Magnetism,
0 Map Making,
1 Masonry,
2 Mass Production,
0 Mathematics,
1 Medicine,
2 Metallurgy,
0 Miniaturization,
1 Mobile Warfare,
2 Monarchy,
0 Monotheism,
1 Mysticism,
2 Navigation,
0 Nuclear Fission,
1 Nuclear Power,
2 Philosophy,
0 Physics,
1 Plastics,
2 Plumbing,
0 Polytheism,
1 Pottery,
2 Radio,
0 Railroad,
1 Recycling,
2 Refining,
0 Refrigeration,
1 The Republic,
2 Robotics,
0 Rocketry,
1 Sanitation,
2 Seafaring,
0 Space Flight,
1 Stealth,
2 Steam Engine,
0 Steel,
1 Superconductor,
2 Tactics,
0 Theology,
1 Theory of Gravity,
2 Trade,
0 University,
1 Warrior Code,
2 The Wheel,
0 Writing"

...not a show cycle but a don't-show cycle! Anything for which you qualify EXCEPT those on cycle.
 
Those shown are any that you have the prereq techs for, plus the "starters" for each invisible group (Alph, Bronze and CerBur at first), minus the hidden group. Again, give CIV2PLAN a try. It has both a hidden mode (the default) plus a show-all option, and can save and reload a tech path to a text file. I keep it open in a window whenever I am playing (I tend to start and stop a lot) with a projected path set up about five techs ahead of where I am. If I get a tech in trade or from a hut, I just back it up, insert the new one, then re-examine the next options and replan.
 
I included the posted list in my list but also went through the exercise of listing all the techs based upon prereqs and then ordering them by the number of techs following -- thus a ‘prioritized list’ noting the number of effective techs needed for a particular advance and the number that follows (for example, three are needed for Literacy; 62 techs follow.) I’ve since added the ai preference to my chart (have yet to test this with their trading requests) as well.

Part of my plan is not to have such an active plan -- if I end up with a couple of extra huts popped in the wrong tech direction, I may end up switching gears eg -- HBR & WC from huts combined with a pesky ai may lead to Feudal right after monarchy (with Chiv shortly following) and an early visit out to the neighbors.
 
Attached in an older version of Excel (so more can use it.)

Also have a couple of sheets set up for the GOTM (but the prince sheet only has one time scale on it which does not always apply.) The last sheet is set up to generate an estimate of the GOTM score.
 
Back
Top Bottom