Biology and airships: Underrated

bobbyboy29

I was saying boo-urns...
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These should probably be in two separate threads but I'm lazy and so would just like to mention a unit and a tech which probably don't get the recognition that they deserve.

I'll start with biology, IMO one of the most crucial techs to get in its era. I think that the reason that biol is underrated is that its effect is so passive. You don't open up any great new buildings, wonders or improvements and it isn't accompanied with an immediate jump in your economy. However, what it does do is double the output of one of the most important improvements in the game: the farm. What i notice is that as soon as I get biology, the outputs of all my cities significantly increases. All of a sudden that production city which had been working the same amount of base hammers the whole game has enough food to work an extra mine or two, my commerce cities can work more and more cottages and run extra specialists. They say that land is power but i really believe that this is a simplification as when we say land we really mean resources+tiles worked. So next time you are unsure of what to research post rifling, try beelining biology, you will find that if you get there first having lots of 15-20+ cities will give you a big edge over the AI with its size 10-15 cities. It's also important to note that population contributes directly to your ability to win 3 of the victory conditions (domination, Ap and UN) as well as indirectly to the rest, so the more pop you have the better.

Now onto airships, a unit i havent used too much until lately. However, in a large scale war against an opponent capable of a counterattack i found these to be vital. I used to be so sick of trying to attack an enemy only for cavs and cannons to appear out of nowhere stealing stray workers, destroying mini-stacks and threatening underdefended cities. This is where airships come in, one to two recon missions and all of a sudden you know exactly where all your opponent's units are and who is within range of being attacked. This is vital because i find that in large scale wars, in general, if there are two stacks, whoever gets to attack with the siege will win. Even cannons and cavs can take out a bunch of infantry with enough suicide cannons.

This is where my favourite thing about airships comes in to play, if you get them early(even effective post MG's), they have the biggest range of any unit and they have no counter! What i have found is that for some reason, the AI hates attacking with minorly injured units. My strategy is to build about 10-12 airships, use a couple for recon, and then the rest just need to do one strike on a unit outside of a city (targeting seige) and the next turn that unit will run straight into a city and wat there to heal and get killed the next turn on defense. So once you have the AI on the ropes, cowering in their cities, you can use the airships to damage the top few defenders and save yourself from suiciding too much siege.

In summary, airships give you a tactical edge over the AI (who has no clue how to use them) in an era where other tactical advantages are minimal and thus vital. And Biology will usually give your civ the growth and population it needs to win the game.
 
Biology can't possibly be underrated. It's widely regarded as a great tech with a strong intrinsic benefit and high trade value.

Airships ARE IMO underrated.

Airships + cavalry can take land from longbows really quickly if you have that kind of lead at the moment. They can also be viable support for early infantry warfare (In immortal mao I used airships + infantry to move through rifle lands quickly for capitulation). They're definitely a under-used unit considering people generally can get physics in a trade oftentimes.
 
The great benefit of airships is that they are relatively cheap to build and have no counter during that time. A nice stack of them lets you steamroll over any kind of defense.

As for biology, I always aim for it ASAP. The food bonus lets you use so many more tiles / specialists.
 
Airships + cavalry can take land from longbows really quickly if you have that kind of lead at the moment.

Cavalry can take out protective musketmen as well as longbows alone, and it doesn't really require that big of a tech lead, the Ai tends to research rifling rather late, giving you plenty of time to capitalize on your rifle monopoly. Just beeline rifling and trade Replaceable Parts and Printing Press for gunpowder and military tradition, or research them your self, and you should be able to take out an ai or two, at least, if you can get an army up fast enough.

In my games physics always comes late, but once you do get Airships they are great indeed. knocking off 15-20%~of the top defenders in a city really helps a lot.
 
Cavalry can take out protective musketmen as well as longbows alone, and it doesn't really require that big of a tech lead, the Ai tends to research rifling rather late, giving you plenty of time to capitalize on your rifle monopoly. Just beeline rifling and trade Replaceable Parts and Printing Press for gunpowder and military tradition, or research them your self, and you should be able to take out an ai or two, at least, if you can get an army up fast enough.

In my games physics always comes late, but once you do get Airships they are great indeed. knocking off 15-20%~of the top defenders in a city really helps a lot.

I'm not saying you should delay the attack for them.

At the same time, a lot of AIs, especially the culture whores, go physics early, and trading them MT + something else isn't exactly painful.

Might as well trade for it when you get the chance, because airships really do make it a lot easier.
 
biology is the SE heaven. Just as your science is starting to lag, biology rescues specialist driven science from the fire and gives it credibility again. All those grassland farms turned 4 food means 50% more specialists. Even better, that time of the game is great for warfare, falling directly during the peak time for rifles and cannons, those running caste instead of emancipation need the boost on food to overcome the starving unhappiness that can be the war weariness/we demand emancipation penalty as you're mopping up another AI. This makes for a far smaller drop off in science post-war.

A question on airships and physics : if it's possible to slingshot this far, what's the preferable means to war, the steel slingshot, or the physics slingshot?
 
Unless you're playing far below your level and looking to screw around, steel.

I guess if you wanted to ASAP the UN physics would be better if there's no need for war though.
 
Sometimes, heading to democracy, rifling, or steel will get you higher returns than biology.
If you play the game the way I like to play it, this is very true. I try so hard to run a cottage economy that most of my cities are situated to have very few farms. If you don't have a lot of farms, biology can wait.

In other games, biology is THE moment when the tide turns in my favor.
 
Yeah, Biology can't possibly be underrated - even in a cottage economy I'll get it because you always have some farms. AND, Biology opens up Medicine and leads to modern era techs which the AI don't beeline - so you can found one of the best corps in the game, and have trade fodder to sell.

That said, there are reasons to delay Bio - one being that Sci Method can obsolete a ton of your stuff. That line of tech also doesn't net you a military advantage - rifling, steel, etc... are important. But I haven't seen anyone around on the forums say Bio is overrated.

About Airships - they are actually kinda underwhelming if you don't already have a tech lead for the rest of your military. Given the choice between Physics for airships and Steel, there's no question. Given the choice between Physics and Rifling-still no question. The AI will also tend to go for Physics very fast anyway, stealing the GS from you; also if you come straight down to it there's a big choice between Physics, Communism, and Bio. We already know about Bio, adds to drafting and helps everything in general; The Kremlin can also be vital for wartime production so again I'd rather have that than airships. So in the end airships do have a small niche but I don't find them all that important. The one nice thing I do use them for is modern era recon - so I can have more expensive fighters/bombers do actual missions, and the cheap airships just scout wide chunks of territory (the recon mission can't be intercepted, don't know why it is that way but it's nice).
 
i gotta say that I love Democracy! Statue of Liberty + mercantilism and representation is great :D
 
:lol: Well, to each his own, I know what you're saying, but that's a combination I almost never find myself in (well it's mainly just the mercantilism part). What I always find funny though is how Democracy meshes so well with Communism - the Kremlin makes payrushing unreal good. (Personally I never liked the Kremlin bonus anyway because it is a bit too much- in BtS it would be much better to have it relate to the espionage system somehow).
 
The AI will also tend to go for Physics very fast anyway

This part is why using them in renaissance war is viable. You can trade to get them w/o conceding research on other military techs, as long as you are willing to give something of value to that one AI.

They're underwhelming compared to actually HAVING the rifles or cannons, but very, very nice once you do have them. You'll take much less in terms of damage and losses if your targets are all -20% health. 4.8 str longbows lose out pretty hard even to draft rifles and even if the culture D is still there, so it's definitely useful if you can trade for it.

But, their recon is good enough anyway. You know EXACTLY where the enemy SoDs are at ALL times, and can position your stack such that theirs can only reach to 1 tile away. The AI will often park on flatland trying to reach you, and we all know what happens to AI SoDs on flatlands once siege gets involved...especially once the best defenders are already pelted for -20hp.
 
My experience has been that Biology + Steel are that era's Bronze Working. Bronze Working isn't always the first tech you beeline, but it's at least in your top 4, pretty much no matter what strategy you're using. Getting Axemen, finding Copper and being able to :whipped: all together in one package makes Bronze Working an insanely good tech.

Biology boosts the growth rate of your empire enormously and complements most play styles quite well. It's especially good if you're running specialists or if you're still whipping/drafting units/infrastructure. Biology can single handedly triple the growth rate of most cities. It's a good thing. It's also expensive and it's not Steel and it's not Communism. Those are the only significant reasons I can think of to not research Biology.

Steel on the other hand, gives you cannons and Drydocks. If you're fighting on a map with lots of water, Drydocks are amazing. If you're fighting on any map, cannons are spectacularly good as long as you're not so far behind in techs that you can't afford to war at all.
 
If you've heavily cottaged your empire or you have a lot of food resources combined with cottages/workshops bio isn't so great but most of the time it's a tech you definitely want to have soon.
 
Biology is one of the few technology's I think is a MUST have in the modern era. TBH I dont know where you got the idea it was underrated.

Airships are "ok". Most people I think use them on a regular basis, but dont give them to much credit. They are nice in taking the units to 75% HP, but thats really all they can do, and it isnt even an entire stack that suffers from it.
500 airships accomplish the same as 12 will do, and it aint extremely stellar. Usefull in cavalry battles, but not stellar.
 
Airships are pretty awesome, IMO. On the offense they can wear a city down, on defense they're even better since the enemies SOD will take longer to heal. You can use them to keep an eye on troop movements. And they're really cheap to upgrade to Fighters.
 
Ok so maybe underrated was not the best way to describe biology, but that is why i believe it deserves more of a mention. In almost all games posted here techs which open up units and wonders like aesthetics, lit, BW, CS, Lib and whatever you're grabbing (rifling steel etc.) from lib always get a mention, but as many people have pointed out biol is just as important in its era. I just thought that the massive effect this tech has on your empire was worth a mention...
 
Ok so maybe underrated was not the best way to describe biology, but that is why i believe it deserves more of a mention. In almost all games posted here techs which open up units and wonders like aesthetics, lit, BW, CS, Lib and whatever you're grabbing (rifling steel etc.) from lib always get a mention, but as many people have pointed out biol is just as important in its era. I just thought that the massive effect this tech has on your empire was worth a mention...

I think it's less talked about simply because by the time the gunpowder units roll out, the game is pretty much won/lost already.
 
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