@
The__Sorrow
I'm afraid as of last patch the option of canceling trade routes was removed/fixed
I'm kind of burned out with Civ VI right now so it'll be a while before I work on the guide again
I put a lot of time into it in the time since it came out so I'm taking a break
I expect in about 1-2 months I'll start working on the guide again with Mr. T800
What to go for in the science tree as of this patch in most situations: (big goals)
Bronze working,
Iron working,
Horseback riding,
Apprenticeship,
Stirrups,
Machinery,
Military Engineering, (If Niter is available then: A) (If unavailable and you're looking to war someone at this point then B)
A:
Gunpowder,
Metal Casting,
Castles,
Siege Tactics,
Ballistics,
B:
Education,
Castles,
Siege Tactics,
Ballistics,
Printing,
Military Science
End split:
Rifling
Steel
(After you get to Steel you can use the units here to choose to go to the top side of the tech tree (for Airplanes/AT units/Science Victory) or to continue down the bottom side of the tech tree)
It's important to note here that option A is FAR more efficient in terms of total science to get to Rifling due to the fact that you can get literally EVERY science boost up to that point with ease.
Some information for mid game warfare
Cost to get to
Gunpowder(Musket men)(Using all Boosts, no Education): 1850(Total Science)
Cost to getting to Military Science(Cavalry)(getting most boosts)
3,000.5 (With boost to + researching military Science)
3,390.5 (With boost to + researching military Science AND stirrups)
3,425, no boost to Military Science, no Stirrups, No education (Total Science)
3,982.5 (WITH all/most of the above researched + boosted)
As you can see under the best case scenario, rushing STRAIGHT into Military Science (assuming you get stirrups) it costs double the science to get there (Compared to Muskets)
and chances are since you're b-lining you're missing out on nearly every single technology boost after Machinery which is where the technologies get REALLY expensive
3,127.5 total science is the cost it takes to get to Ballistics:
the main difference here though kicks in when you tech for Military Science AFTER you tech for Ballistics, also along the way to Ballistics you're getting Bombbards to take down cities, you're getting Forts to defend yourself AND most importantly you're likely to have gotten all of the boosts (to printing/Military Science/Castles/everything else along the way)
Which comes up to 3,820 (Total Science) (For BOTH Ballistics AND Military Science)
if you go for Cav first since you're losing out on the ability to get 3-4 of those boosts it's around 4200-4600 total science for both Ballistics AND Military Science (getting Military Science First)
Even if you don't get Niter since you're rushing for field cannons you should get that roughly the same time as your opponent will get Cavalry
(and this is assuming that you're getting LESS science per turn)
since it only takes 3,100 science to get to Ballistics if you get all the boosts up to that point
(which is pretty easy)
this is a comparison of a rush for Field cannons vs rushing directly for Cavalry
(These numbers are assuming that the exact science costs for these technologies did not change in the Nubia patch)
After which you fill out the rest of the bottom of the tech tree regardless: Your goal is to get to Steel as soon as is possible because of the change for Urban Defenses from last patch to the Science Tree unfortunately science rushes are pretty much all that matters now (before culture was pretty strong as well but without Urban Defenses as another perk for going high culture per turn it's not nearly as rewarding.)
Goals for culture:
1:Craftsmenship/Military Tradition(Early unit production)
2:Early Empire(Early Expansion)
3: Political Philosophy(First Government Type)
4:Mercenaries
2nd tier govt type (which ever you choose, Merchant Republic is super strong this patch but the bottom side of the culture tree allows you to spam out walls easily and to spam out knights/cav)
5:Merchant Republic,
OR Divine Right, OR/AND Reformed Church
6: Enlightenment(more science!)
7: Nationalism(+10 combat strength for Corps units)
8:Mobilization (MORE COMBAT STRENGTH!)
9:3rd Tier Government type
10:Cold War (Spies are amazingly strong with this, also you can use CONTAINMENT to get suzerain of any City States which are still alive that you wish to control)
11:Globalization/Social Media (+10% Science/Culture per city state of which you are the suzerain of)
12: Grab Envoy Civics (civics which grant you free envoys upon completion)
What wonders I value, I do not tend to build more than 1 wonder per game early (the first 5 listed here) unless completely isolated or in an extremely safe position
1: Pyramids:
if you have the option grab them when you are not putting yourself at a disadvantage
2: Apadana:
If you have city states that other players are contesting(Extremely high cost wonder when available)
3: Colosseum:
If you have the ability to group between 5-6 cities together this is likely the strongest wonder in the game
4: Jebel Barkal:
If you have no access to Iron (EXTREMELY necessary if you plan on warring with Knights/Swordsmen)
5:Mausoleum of Halicarnassus:
(Insanely strong for science victories)
Any wonder which gives a policy slot grab them if you can:
Forbidden City, Big Ben, Potala Palace, Alhambra