4) CS slingshot.Zechnophobe said:1) Establishment of Confucianism. The obvious one, but an important one. Due to the ebb and flow of the game, this seems to end up being my religion more often than any other (Even if I don't convert ;p).
2) Courthouses. Probably the most important building early on. (That is, before the ability to expand is no longer possible).
3) Caste System: The best labor option for expanding civs. I can't get enough of this civic, which is amusing because I used to think it was 'awful'. First of all, for non creative civs, you can use the first 3 turns of a cities existence to get the first cultural growth by making an artist specialists. Secondly, you can support an expanding empire by making merchant specialists wherever needed (Until the cities start supporting themselves). Thirdly you can specialize your various cities on getting certain types of great people with relative ease. Getting an early Great Scientist in a Cottage spammed city is extremely important, due to the academy it produces. Given that probably 80% of your science at this point is coming from two or 3 cities, that academy is going to do wonders to your total numbers.
brianbenedict said:If we are talking about early-game slingshots, the prefered targets are:
(1): Civil Service (hardest to pull off, but by FAR the most lucrative)
(2): Metal Casting
(3): Code of Laws
(4): Alphabet (situationally good if you have lots of neighbors and can afford to delay many early techs)
.
Pantastic said:I don't really care about it; unless I'm beelining to confucionism (like in an isolated start) then I'll probably just ignore it and trade for it later on. Currency does far more for my early economy than courthouses;
luniz said:What's so great about Civil Service? Right now I'm playing Incas on immortal, not on warlords, and to me courthouse and bronze working are easily the most important techs. There's simply no way to expand without courthouses in my experience and you have to get bronze working even if you're not going to use slavery. Bureaucracy is nice but it's not a game changer. Courthouses not only allow you to expand but they also keep your opponents from expanding because you can take their cities.
shivute said:Archery is the most important tech to get - on the level I play at anyway. .
Zechnophobe said:I've only got those two options here on the survey, so just go ahead and pick one.
Moonsinger said:In the worst case, if no one want to give you Code of Laws, you can always beat it out of them.
jimbob27 said:I'm not sure why everyone raves on about courthouses so much. Sure, they're nice, but marketplaces are just as lucrative if you beeline to them in the same way people beeline for COL.
Sisiutil said:A man after my own heart...
shivute said:In my opinion archery is the most important tech to gain, unless you have quechas or are playing on monarch and below or unless you are on a small island and can produce enough fog busters.
Still, you're likely better off going after bronze working or animal husbandry first (raging barbs can be different, but I'd say it's still worth taking a stab at nearby copper/horses). You've got plenty of time before the barbarians actually start venturing into your territory. A proper net of warriors can even work to extend that time. I play on mostly immortal now and find that I rarely build a single archer in most games.Stolen Rutters said:I can see that. With archer barbs on the higher levels showing up almost immediately and axes right behind, archery would be a good first choice.