[BTS] consitant fast tech path?

phillip1882

Prince
Supporter
Joined
Jul 24, 2007
Messages
426
im a long time gamer who still plays BTS online against human opponents but i need a dramatic improvement over my research strat. i generally go for all the base techs: farming, pottery, animal hus, bronze work, currency, monarchy (the best way to deal with unhappiness) then be line for gun powder, then be line for rifleing, hen assembly line, then steel, then oil, and finally robotics.
my problem is this seems to be a slow strat. i get gun powder around 1350-1400 ad, rifle 1600 ad, assembly around 1800 ad, and robot around 1920.
i've seen people get liberalism by 1200 !!!
can some one give me a better faster path?
 
Bulbing techs and trading those techs with AIs plays a large role. Beyond that the usual strategy for teching generally involves avoiding "useless" military techs for as long as possible to build your economy and empire, and using the increased beaker rate from the more powerful economy either cruise your way into picking up the old military techs quickly or outright trading for them with AIs. Gunpowder gives you muskets and the Pinch promotion (IIRC), Education gets you universities and Oxford. In terms of improving your tech, one of them is not as good as the other.

Mind you, I would not bet money on that strategy working in multiplayer. It works in SP because your can use diplomacy to keep your empire safe, in MP all bets are off...
 
Tech path is not necessarily the problem but how you play the game. Keep in mind though that I don't play Multiplayer, and SP is a different animal. If you want MP strategies I suggest the MP forum here.

Otherwise, assuming that there is no tech trading at all in your games, the problems mainly lie in your focus on the early game management and attention to detail. Furthermore your understanding of how to generate and utilize great people, especially great scientists are lacking. You seemed shocked at 1200AD Liberalism...how about 1AD Liberalism!!!..ha. Granted..playing against humans and no tech trading will slow things down a bit, but bulb strategies are the key to advancing the tech path.

By the way, I much prefer getting steel before assembly line or even Rifling. Cannons are OP. But even better are Curraisers even earlier.

Anyway, you could gather up some very good advice on early game concepts over in the Strategy & Tips forum that should help immensely in MP, even though S&T is focused on SP. Playing against humans though is very different so you might have extreme concerns about safety early on unless yall play with rules that limit warfare to x number of turns or something.
 
MP is different ofc and an overall strat needed much more than in single.
GP does not sound like an important tech (without combining it with stuff like MT), Muskets are just not good units overall.

Either (many) cottages or Pyras are needed, and in multi if you lack land compared to others you are basically forced into catapult wars or similar.
Unlike against AIs we cannot just sit back and hope for a breakout later.

My multi experience goes like that, in order of importance..
a) land grab
b) safety
c) develop cities as quickly as possible with cottages (or as mentioned Pyras for Rep specialists)

Tech path depends on land situation, currency i.e. would be a big mistake before construction if you need more land or border dangerous players.
Or if you have an easy victim but need siege.
Same with Monarchy, keep an open mind and always remember your grand strategy.
 
Yeah, I'm sure multiplayer changes things, but for keeping a consistent tech pace up it's good to ask: Which tech will help take me to the next level with commerce and/or tech multipliers? But also: am I placing cities with good commerce tiles AND can I work these tiles? For example, if I plant a city where resources are covered in jungle, but don't have iron working, that city will likely cost more than it produces for a while. Sometimes that's necessary to secure the spot, but too many "dry" cities, as I call them, and your civ will be slowing down tech.

A lot of high-commerce resources are unlocked from Calendar, and those often come in bunches. Sure you can put a cottage on some prior to that, but unless you're a financial civ, that will only help so much. Getting two or three dye plantations is a shot in the arm since that's 5 commerce each, instantly (6 if on a river, common). Idea being, tech multipliers are only as good as the commerce or specialist beakers they pull in, so got to make the most from the land you've got. And that is true even if one plants otherwise good cities: As they grow and produce, are they growing and producing things that help the empire? So: If you're planting new cities, settler factory. If you're taking new cities by war, units. Lots of food - specialists (ideally with Representation). One major production city can build things like the Pyramids which gets you Rep of course.

Universities & Oxford were mentioned. Those require some planning. Universities are quite expensive, as is oft pointed out, so they should be built in A) Cities with good commerce, and B) Only as many cities beyond that you need to unlock Oxford. So for me it's usually tech cities plus a couple production cities that can crank them out. And you want to time it so that whichever city is likely to finish last gets a head start, so it syncs with the other faster builders, if that makes sense. And all that is only if you plan on the long game - which it seems you do - since it takes a while to gain their :science: benefit for the :hammers: cost and time. Otherwise, for a shorter game, people often recommend just building wealth once basic buildings like granaries are up.

On bulbing paths, again, I'm no expert in multiplayer, or super high level play, but the Great Scientist bulb path can take you through some tech-friendly techs:
Math (if you get one super early), Philosophy, Education, Lib (if you don't have Machinery), Printing Press (if you do), Astronomy (if you don't have Chemistry's prereqs). You may want Astro earlier, from Lib, if trade routes and sea expansion will help you more, but if not you can tech towards other things you may need or say Constitution to get Rep, for more raw beakers for the Observatories to multiply.
 
Last edited:
Back
Top Bottom