Rambuchan
The Funky President
I don't know about others but usually the Industrial Age is when I really manage to gain the upperhand in a game and begin to push home to a chosen victory, making the modern age a formality. (I'm hopeless at stealing those really early victories). Typically I'm behind at least one if not two civs on entering the Ind. Age, although if lucky with the start I've already steamed ahead into first place.
I'm interested in people's views on how to catch up and take the lead in the industrial age. There seem to be a number of options open, each with their own merits. My old perceptions have been questioned somewhat by yet another great post by Zerksees on catching up from behind (going Commie was the clincher in that thread's game). Here are some options and I'd like to know how people rate them and if there are any I've missed out. These are all with a view to entering the Ind. Age around 3rd in power (territory, military and maybe pop too) with at least two civs ahead of you by a couple of techs - in other words playing catch up:
1) 1st Techs:
a) Nationalism - get the best defence in early and open up ability to sign MPP (cautious signing of course). This is probably best with a smaller landbase and if in Rep or Demo when unit support might be a problem. Monarchies may well find this good for the MPPs.
b) Steampower - Railroads are a winner if a big army is amassed already and you're on a large landmass. Good for bumping pop up to close gap on Domination victories also.
c) Medicine - Needed for Hospitals and ToE slingshot towards Hoover Dam. Also good for selling on for other techs.
Which of these do you usually go for? Do you do so for the actual benefit alone, with a view to trading these for other techs or both? If so what other techs do you try and get?
Then it gets more complicated with the 2nd tier of industrial age techs but I think there are three main routes to take:
2) 2nd Tier Techs
a) Going Commie - With a large empire this is the way forward. Good for domination finishes. Move in for Industrialisation after Communism and just churn the troops out.
b) Industrialisation (ignoring Communism) - Good for Reps and Demos with smallish empires, mainly for the WW wonder. But of course good for any gov cos of the factories.
c) Electricity - Dart to Scientific Method for Theory of Evolution / Hoover Dam Slingshot - Prebuild for ToE while getting to Electricty and the other required techs for Scientific Method. If with breathing space the building of ToE can be delayed and timed to bring in the necessary techs to achieve Hoover Dam quickly.
d) Sanitation - Again good for pushing up Pop and Territory % for Domination win. Good for increasing commerce with the extra pop. I find I go for this less these days. Especially in close fought games.
e) Ironclads? - Anyone? Hello? Any takers? good for selling on I guess but never a priority for me.
So again, which of these do you usually go for? Do you do so for the actual benefit alone, with a view to trading these for other techs or both these? If so what other techs do you try and get?
It seems like Industrialisation is pretty important in any scenario. Replaceable Parts is likewise, well, unreplaceable in the march through the Industrial Age tech tree. Do people agree with this also or are there other more important techs?
I'm interested in people's views on how to catch up and take the lead in the industrial age. There seem to be a number of options open, each with their own merits. My old perceptions have been questioned somewhat by yet another great post by Zerksees on catching up from behind (going Commie was the clincher in that thread's game). Here are some options and I'd like to know how people rate them and if there are any I've missed out. These are all with a view to entering the Ind. Age around 3rd in power (territory, military and maybe pop too) with at least two civs ahead of you by a couple of techs - in other words playing catch up:
1) 1st Techs:
a) Nationalism - get the best defence in early and open up ability to sign MPP (cautious signing of course). This is probably best with a smaller landbase and if in Rep or Demo when unit support might be a problem. Monarchies may well find this good for the MPPs.
b) Steampower - Railroads are a winner if a big army is amassed already and you're on a large landmass. Good for bumping pop up to close gap on Domination victories also.
c) Medicine - Needed for Hospitals and ToE slingshot towards Hoover Dam. Also good for selling on for other techs.
Which of these do you usually go for? Do you do so for the actual benefit alone, with a view to trading these for other techs or both? If so what other techs do you try and get?
Then it gets more complicated with the 2nd tier of industrial age techs but I think there are three main routes to take:
2) 2nd Tier Techs
a) Going Commie - With a large empire this is the way forward. Good for domination finishes. Move in for Industrialisation after Communism and just churn the troops out.
b) Industrialisation (ignoring Communism) - Good for Reps and Demos with smallish empires, mainly for the WW wonder. But of course good for any gov cos of the factories.
c) Electricity - Dart to Scientific Method for Theory of Evolution / Hoover Dam Slingshot - Prebuild for ToE while getting to Electricty and the other required techs for Scientific Method. If with breathing space the building of ToE can be delayed and timed to bring in the necessary techs to achieve Hoover Dam quickly.
d) Sanitation - Again good for pushing up Pop and Territory % for Domination win. Good for increasing commerce with the extra pop. I find I go for this less these days. Especially in close fought games.
e) Ironclads? - Anyone? Hello? Any takers? good for selling on I guess but never a priority for me.
So again, which of these do you usually go for? Do you do so for the actual benefit alone, with a view to trading these for other techs or both these? If so what other techs do you try and get?
It seems like Industrialisation is pretty important in any scenario. Replaceable Parts is likewise, well, unreplaceable in the march through the Industrial Age tech tree. Do people agree with this also or are there other more important techs?