[BTS] Comparing AI Responses to How to Fast Tech to Optics

mutax2003

Rider of China, 4-3-3
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So I posted this questions "How to fast tech to optics in an isolated start" to both ChatGPT and Deepseek.

Here is ChatGPT's response:

In **Civilization IV**, getting to **Optics** quickly in an *isolated start* (i.e., you’re alone on your landmass and need to meet other civs for trade) is a classic challenge. The key is balancing **research speed**, **Great Scientists**, and **beelining the right tech path** while not overbuilding unnecessary stuff. Here’s a proven approach:

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### 🎯 1. Define the Goal

Optics unlocks **Caravels**, which let you make first contact overseas. Early contact = **tech trading bonanza** (even on higher difficulties, the AIs will often give you a lot for what you have).

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### 📜 2. The Tech Path (Typical Fast Beeline)

The most streamlined path is:

1. **Worker techs + food** → Agriculture / Fishing / Animal Husbandry / Mining / Bronze Working (depending on your start).

* You still need to grow and improve tiles efficiently.
2. **Writing** → Libraries (for Great Scientists and research boost).
3. **Mathematics** (optional via trade or bulb enabler).
4. **Code of Laws** or **Currency** (for economy stability if needed).
5. **Compass** + **Machinery** (both prereqs for Optics).
6. **Optics**.

💡 **Key shortcut**: You can use **Great Scientists to bulb** along the way:

* 1st GS: **Academy** in capital (usually best, unless extremely short-term focused).
* Later GS: **Bulb Mathematics → Compass → part of Machinery** (depending on tech path and what you’ve researched).

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### 🏛 3. Priorities in Isolation

* **Libraries everywhere** early to hire Scientists.
* **Great Lighthouse** (if coastal with lots of islands): massive trade boost once Caravels find AIs.
* **Colossus** can also be strong in water-heavy maps.
* **Oracle into Metal Casting** → jumpstart Machinery line faster.

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### ⚖️ 4. Balancing Economy

Since you can’t trade techs until contact:

* **Cottages** (if you have rivers/grasslands).
* Or **Specialist Economy** with lots of scientists, especially if you’re Philosophical.
* **Currency + Code of Laws** often needed to keep economy afloat before pushing Optics.

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### 🚢 5. Execution Tips

* Don’t waste time on military you don’t need—barb defense only.
* Don’t chase religions or wonders unless they directly support economy/scientists.
* Keep cities compact to reduce maintenance pre-Currency/CoL.
* Once you launch your first Caravels, **send them in opposite directions** to maximize odds of circumnavigating (bonus naval movement = huge).

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### 🧭 Example Timeline (on Normal Speed, isolated Prince–Emperor start)

* **0–40 turns**: Worker techs + Writing.
* **\~Turn 60**: Libraries up, running scientists.
* **\~Turn 90–110**: Machinery/Compass done (via bulbs + research).
* **\~Turn 120–130**: Optics reached, first Caravels launched.
* **After Contact**: Trade aggressively — you’ll often backfill all the early religious/cultural techs in a single turn.

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👉 Question for you: do you want me to give you a **step-by-step sample tech order** (like: Agriculture → Mining → BW → Writing → …) assuming a generic coastal capital, or would you like me to give you **different variants** depending on whether you want a cottage economy vs. specialist economy?


Here is Deepseek's response:

Of course. A fast tech to Optics in an isolated start (no other civs on your landmass) in Civilization 4 is a classic and powerful strategy. The goal is to be the first to meet all the other civilizations, enabling lucrative tech trading and setting you up for a dominant mid-game.

Here is a detailed, step-by-step guide to achieve this.

### The Core Concept

You are alone. This means:
* **No early tech trading.** You must research everything yourself.
* **No early war.** You can focus almost entirely on economy and infrastructure.
* **Barbs are your only early threat.** You must manage this.
* **The reward:** When you finally meet everyone, you can trade your monopoly techs (like Optics, Calendar resources, etc.) for all the basic techs they have, giving you a massive technological leap.

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### Step 1: The Opening (4000 BC - ~2000 BC)

**Tech Path:**
1. **Fishing:** If you have seafood (clams, crabs, fish). Allows work boats and growth.
2. **Mining:** Essential for improving hills and prepping for Bronze Working.
3. **Bronze Working (BW):** **This is non-negotiable.** You need it for:
* **Chopping forests:** This is your primary way of speeding up early production.
* **Revealing Copper:** Your sole defense against barbarians. If you have no copper, you must go for Archery, which is a significant delay.
4. **Pottery:** Allows Granaries, which are the key to rapid growth and whipping.

**Build Order (Capital):**
* **Worker** first if you have a food resource that doesn't require improving (e.g., pigs/corn with Agriculture). Otherwise...
* **Work Boat** first if you start with seafood.
* **Warrior** (to scout your immediate area and then garrison for happiness).
* **Worker** (if you didn't build him first).
* Use your first worker to improve your high-food tiles first.

**Early Priorities:**
* **Scout your island thoroughly** with your initial warrior. Find all the resources, good city sites, and potential barbarian spawn points.
* **Settle your second city** aggressively, ideally near Copper if it's not in your capital's borders. This city should also have strong food potential. Use your first worker to chop the forest for the settler.

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### Step 2: Economy and Expansion (~2000 BC - 1 AD)

**Tech Path (after BW/Pottery):**
1. **Writing:** Enables Libraries.
2. **Mysticism -> Meditation -> Priesthood:** This is a common detour to build **The Oracle** wonder.
3. **Code of Laws (CoL):** This is your **Oracle free tech**. This is the key move. CoL gives you Courthouses (for maintenance) and, more importantly, enables **Civil Service**.
4. **Mathematics:** For cheaper chops and construction of The Colossus (if coastal).
5. **Currency:** **Your #1 economic priority.** It provides +1 trade route per city and allows building Wealth, which is a huge boost to your tech rate. Get this immediately after CoL if you skip The Oracle.
6. **Sailing -> Masonry:** For connecting coastal cities and building The Great Lighthouse (TGL), if possible.
7. **Calendar:** To hook up any calendar resources (Dye, Silk, Sugar, Spices, etc.) for extra health/happiness and, crucially, trade value later.
8. **Metal Casting -> Machinery -> Optics:** Your final destination.

**Build Order & Strategy:**
* **Build The Oracle:** In your capital or a high-production city. Use forest chops to complete it quickly. The target date is usually between 2000-1200 BC. **Take Code of Laws as your free tech.**
* **Build The Great Lighthouse (TGL):** If you are on a coast with multiple coastal cities, this wonder is game-breaking for an isolated economy. The extra trade routes are pure gold.
* **Expand to ~4-5 cities:** Don't over-expand! Without foreign trade routes, maintenance will crush you. Your cities must be well-placed with strong food and resources. Use Courthouses (from CoL) to manage maintenance.
* **Specialize your cities:**
* **Capital/Bureaucracy City:** High food/production, your main science center.
* **GP Farm:** A city with lots of food resources/farms to run Scientists and generate Great Scientists.
* **Production City:** For building units and wonders.
* **Great People:** Use your first Great Scientist to build an Academy in your capital. This is a massive science boost. The next ones can be used to bulb parts of the Optics path (e.g., a GS can bulb Mathematics -> Philosophy, but you want to save them for later or use for Academies).

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### Step 3: The Final Sprint to Optics (1 AD - ~600 AD)

**Tech Path: Metal Casting -> Machinery -> Optics**

**Strategy:**
* **Switch to Organized Religion/Caste System:** Use your first Great Prophet (likely from The Oracle) to found your religion and switch to Organized Religion for cheaper building construction. Later, a temporary switch to Caste System can allow you to run multiple Scientists to generate Great People faster.
* **Whip and Chop:** Use slavery to whip out Courthouses, Libraries, and Forges. Use your workers to chop any remaining forests into key buildings or research.
* **Micro-Manage Tiles:** Ensure your scientists are working the best possible tiles for maximum beakers. Work all your scientist specialist slots.
* **Build Caravels:** The moment Optics is in, start building Caravels in your coastal cities. You need **at least 2, preferably 3 or 4**. Send them in opposite directions to map the world as fast as possible.

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### Key Considerations & Tips

* **Leader Choice:** The best leaders for this are **Financial** and **Organized**.
* **Financial (e.g., Elizabeth, Darius, Willem):** Coast tiles become 2F/2C, which is incredible with TGL.
* **Organized (e.g., Augustus, Darius):** Halved civic upkeep and courthouse cost is a huge economic saver.
* **Top Pick: Darius of Persia (Financial/Organized)** is arguably the perfect isolated start leader.
* **Barbarians:** Your copper/archer city should be placed to block barbarians from entering your core territory. A well-placed hilltop city with a unit can act as a choke point.
* **If You Miss The Oracle:** Don't panic. Your tech path becomes more rigid: **Pottery -> Writing -> Mathematics -> Currency -> Code of Laws**. It will be slower, but the principle remains the same. Currency is your lifeline.
* **Upon Meeting AI:** **IMMEDIATELY PAUSE.** Check the F4 tech screen. See what everyone has. Trade your world map and Calendar resources for their basic techs (Monarchy, Construction, Iron Working, etc.). You can often get 5-6 techs for Optics and your map if it's still a monopoly. This trade window is your payoff for the entire strategy.

### Idealized Timeline (on Noble/Prince)

* **~2000 BC:** Oracle completes, Code of Laws acquired.
* **~1000 BC:** The Great Lighthouse completes (if going for it).
* **~500 BC:** Currency researched.
* **~1 AD:** 4-5 cities settled, economy stabilized.
* **~400-600 AD:** Optics researched, Caravels set sail.

This strategy requires careful balancing of expansion, economy, and wonder-building. Practice makes perfect, but executing it well is one of the most satisfying things to do in Civ 4. Good luck!

Personally, I am more impressed with Deepseek's response. Thoughts?
 
I quickly glanced over this and it's quite flawed. honestly I wouldn't rely on any AI for anything but the most basic strategic concepts. It simply doesn't have the specialist knowledge needed to win at this game.
 
Of course...
In isolation one should prioritize aggressively settling an archer/copper city before building the Oracle using organized religion. :hmm:

To be fair I read a rather disgusting mixture of correct and incorrect instructions.

Those AIs are not ready to cook my food :o
 
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