Cost of Fission

AutomatedTeller

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I just submitted a 490 AD Small Regent Diplo (getting back three #1 slots in the process), but I am kind of annoyed - it could have been a 440 AD, except I couldnt' buy Fission.

Russia had it in a monopoly and 1700 gold + 800 gpt wasn't enough to get it... and, of course, I hadn't bothered sending a worker to make a trade route to russia, so I couldn't sweeten the pot with anything.

Does anyone know the amount you need to get Fission when it is a monopoly?

Tone's probably going to come back, see this and submit a 470 AD, just to tweak me ;)
 
Could you not have bought it after putting one turn of research into it yourself?

That would have reduced sale price.
 
Yes, I could have. Well, supposedly - I tried trading for all the other guys techs and trade for Fission, too - just didn't work.


But if I had gotten it, I still wouldn't have made a difference, as I didn't have a prebuild.

As it turns out, i think I build too much infrastructure in outlying towns, didn't have enough specialists producing money throughout the game.
 
There are several techniques you need:

1) Be scientific and have all scientific opponents. There is a technique you can use to to get all the free techs from your opoonents on an age change before you get yours - thus, in the middle ages, it's possible to get 4 techs free (monotheism, Feudalism, engineering, Theology or invention)
2) Play in conquests and re-roll starts to get an SGL for pyramids - pyramids is basically game breaking, making it easier to make settler factories
3) Get a nice start with a river, wheat or cow.
4) Expand like hell. Get as many cities as you can - the corrupt ones build wealth and make scientists.
5) trade for luxes so you can run at 100% lux slider.
6) Ignore all optional techs except literature and republic.


it's not hard on small maps and regent to get 4 turn research from, say, education on.

it is key to be scientific and have scientific opponents, though. That can save you 8 techs (4 for the middle ages, 3 in the industrial age and fission), plus libs and unis are half cost. It's quite possible for core cities to build libs, unis and markets and nothing else until factories.
 
being industrious helps (cause you start with Masonry), or commercial (cause alpha is expensive).

if industrious, go CB or Pottery (fish for the SGL), then alpha/writing/lit (try to time a barracks prebuild to finish the turn you get lit, so you can build a lib), Col/philo/republic.

By then, the AI should have gotten mysticism, IW, WC, the wheel and maybe HBR for you.

If you give writing to Byzantium, they will probably get MapMaking, and if you make sure korea has alpha and masonry, they will often get mathematics for you.

You go for construction and currency and hope the AI gets Polytheism, MapMaking and HBR for you. if not, you'll have to research them - note - do NOT trade for them to get out of the AA - make sure you get out of the AA by research. The gift trick won't work if you trade for your last tech.

In the middle ages, beeline education, then magnetism. the AI is probably useless for tech now - might (might) get you invention, but it's unlikely unless you can kick off a GA for them. Kicking off your GA about now will help you get through education with as fast research as you can,plus help you build those science wonders.

In the IA, I generally go to industrialization (to get a couple of factory and coal plants) sci method, then rep parts and up the other side of the tree. Time ToE to finish as I have finished another tech, so I don't lose any time waiting.

Then, it's hoping someone got Fission on the interturn AND that i have enough money to buy it (which comes back to the above)
 
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