CoL ?

Code of Laws, one of the most important early-game technologies.

Let's see what it does:

1) Founds confucianism

2) Opens caste system civic

3) Allows lightbulbing of Philosophy (pacificism civic; when you have meditation and mathematics)

4) Prerequisite tech for Civil Service (irrigation, 1/2 of macemen, bureaucracy civic)

5) Gives you courthouses which is an important building for early expansion (reduces maintenance costs in cities); multiple courthouses allows for construction of forbidden palace which also reduces maintenance costs

Yeah, I'd say it's an important technology :lol:
 
It means Code of Laws, the technology that provides you with courthouses (and Confucianism if you're the first to it).

Or... look above... much better explained :P
 
i was just wondering, which tech do you guys usually go after: Currency or CoL? me, i usually go for CoL becuz it leads to Civil Service, which is a path to Liberalism. you get +1 trade route from Currency, while with CoL, you need to build courthouses to reduce maintenance cost. so, im not sure which is a better tech to research.
 
CoL, usually, for all the reasons futurehermit mentioned. Also, unless you lightbulb math, it takes longer to get to currency.
 
I always go CoL, and I don't ever lightbulb either.
 
Currency is quite good, but I usually want CS so I'll go CoL.

In certain situations, I'll go math-currency-col and sometimes I'll then lightbulb alpha with my first GS in the hopes of trading math for IW and skipped worker techs, etc. (also to get lit in time for GL). I'll often go this route with Hatty for example because I can skip a lot of techs with Hatty and get math-currency-col in a timely manner (I like to have col before 1AD so I can have CS by 200AD).

Currency is more appealing when running a CE because a market in a cottage city is just as nice as a courthouse.
 
Currecy also adds the important advantage of being able to switch cities to "standby mode" by producing wealth to pay for their maintenance, you can then start developing them properly after a given campaign is done (this reasoning applies around 2000 BC-1 AD, after that you shouldnt need to build wealth to fund mass expansion)

Currency is quite good, but I usually want CS so I'll go CoL.

In certain situations, I'll go math-currency-col and sometimes I'll then lightbulb alpha with my first GS in the hopes of trading math for IW and skipped worker techs, etc. (also to get lit in time for GL). I'll often go this route with Hatty for example because I can skip a lot of techs with Hatty and get math-currency-col in a timely manner (I like to have col before 1AD so I can have CS by 200AD).

Currency is more appealing when running a CE because a market in a cottage city is just as nice as a courthouse.
 
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