Discussion in 'Civ4 - General Discussions' started by reddishrecue, Dec 3, 2011.
This. If your cities can't grow, you can't tech or war.
1.) Fishing. Nothing says growth like fish. I am sad that I no longer play as rome or vikings.
2.) Alphabet. A must early as practical
3.) Chivalry. I perosnally think knights are the best units, easily my favorite.
but military tradition is the best listed.
That can be said about a lot of techs, depending on your play style. For example, I'm basically an engineer/industrialist/warmonger, so after Currency, I typically go Meditation -> Priesthood -> Monarchy -> Feudalism -> Civil Service -> Paper -> Printing Press -> Replaceable Parts -> Steam Power -> Assembly Line -> Industrialism, which conveniently also weaves me through the Guilds -> Banking -> Econ -> Corporation path and the Construction -> Engineering -> Chemistry -> Scientific Method -> Physics -> Electricity path. Sort of. There's a HELL of a lot of interweave and overlap; I could have also expressed them as the Meditation -> Priesthood -> Monarchy -> Feudalism -> Civil Service -> Paper -> Education -> Economics -> Corporation -> Assembly Line -> Industrialism path and friends, the Meditation -> Priesthood -> Monarchy -> Feudalism -> Guilds -> Gunpowder -> Chemistry -> Scientific Method -> Physics -> Electricity -> Industrialism path and friends, or whatever.
The point is that you can beeline almost anything, and you'll pick up lots of goodies along the way. By making Liberalism a priority, I'm really just adding Philosophy and my choice of either CoL or Aesthetics -> Drama to my tech queue. Those techs really don't have much to offer me. The reason why Liberalism is worth beelining is because it provides an exclusive benefit to the FIRST player to get to it, and said benefit is a bit bigger than founding a religion or getting a free Great Person (note: Music, Econ, Communism, Fascism, Physics, and Fusion are often worth making detours for).
Liberalism was another possible tech for the poll but too late now.
Never mind; I have to get CoL anyway because it's a prerequisite for Constitution, which is a prerequisite for Corporation, and I'd have to get Philosophy anyway because it (or Monotheism -> Theology -> Divine Right, which sucks) is a prerequisite for Nationalism, which is a prerequisite for Constitution.
Oooh, here's another one: Meditation -> Priesthood -> Monarchy -> Feudalism -> Civil Service -> Nationalism -> Constitution -> Corporation -> Industrialism. This is fun!
The Wheel. It's one of the best starting techs and it can be fairly expensive to research in the first few turns in the game, without it speed in next to useless.
Fishing most propably for me... it just opens waters...
Of the 3 choices, construction is imo the best as getting cats online will make a significant difference in many more games than getting mil trad or composites.
Seeing as all three techs unlock a powerful military unit (cats, cav and modern armor) Id say the best overall tech that unlocks a unit is fission, provided someone builds the manhattan project (and on higher levels someone usually has or does soon after I get fission) it enables nukes, and nothing changes the balance of the game's war so much as that, esp with rush-buy and good planning, one can literally wipe out an entire empire in 1-2 turns that was double your power rating.
Best tech overall though for me is bronze working, slavery, and potentially axes and revealing copper (showing who else can make axes/spears) is powerful, and in 99.9% of my games I will both whip and use axes (if not for rushing, than for garrison, stack def, city def, and barb clearing)
The real answer should be "whatever techs the map requires most"...
True fact: you can win a Space Race victory without ever getting Agriculture or Hunting! I checked.
heeh, can you use a farm somebody else built if you do not have agriculture? In say a city you take?
The meat of my point was everything you didn't quote...
That can't be said of a lot of techs. You'd need a variety of specialists to bulb any of the paths you've mentioned, and you probably wouldn't be able to beeline to the more valuable techs to get the most out of your early bulbs since cheaper techs will be in the way. The lib rush takes all the high value techs a scientist can bulb in order, it gets you ahead of the AI tech game enough to backfill via trading. There's more too it than just getting one free tech and free speech, though free speech is very nice.
Yep, and thats bronze working, if you're food heavy you need slaves, if your forested you need chopping. If you have neither food nor forests you're probably screwed anyway.
You err in assuming that bulbs are an efficient use of specialists, or that getting specialists is a reliable way of accomplishing anything. I always find myself with a glut of Great Prophets and no interest in the Poly -> Mono -> Theo -> Divine Right tech path (unless I'm playing Gods of Old. Then it's all about Theology)
You err in thinking that long term investments are better than short term gains in the civ world.
That and getting specialists when using a specific strategy is entirely reliable. There are two you can reliably get early game, scientists or priests. Scientists are good for bulbing, Prophets are often not. A glut of great prophets is generally not a super thing one way or another, they really only excel at building shrines and balancing out the early game economy. Bulbing to trade so you can keep tech parity with the leaders is a highly efficient use of a specialist when the AI would otherwise out tech you.
Its entirely reasonable to get nothing but X great specialist early game when beelining something. You can even have some wonders in production cities and still get nothing but X specialist because your GP farm\farms make it so that the 'polluted' city will never produce a great specialist.
Anyway, prophets should be able to bulb down the social\physical sciences path through medicine to to at least genetics, considering Gregor Mendel and all. It would make the stray prophet and Angkor Wat wonder a bit more interesting.
But they are, at least in situations that the majority of casual civ players are likely to experience.
Well, you could either blitz Liberalism or Econ. The great merchant is just as good as a free tech at times.
I prefer Lib because it solves the "we are upset at you for being a heathen religion" thing.
It's not an either-or thing. There's no reason why you can't get both...
HoA for the win!
This isn't the Civ V forum
opps. W/e knights come from. They often enough blend to me. They are actually more similar than not imo. But, ciIV is better packaged, better balanced, etc.
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