efficient tech order in renaissance nightmare eternity speed?

tramwajg

Warlord
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hey, I'm wondering about efficient tech order in renaissance, goal is to reach industrial era as fast as possible (hopefully before 7000 BC)
- my initial decision was to rush jurisprudence for supreme court (smaller maintenance in all cities, also reached 1 turn anarchy time from civic changes after stacking all reductions)
- colonialism (better settlers) and corporation (capitalist civic for workforce which increases efficiency of specialists)
- calculus (kerala school of mathematics gives free maths academy and makes build queues shorter)
- chemistry (chemical labs in every city adds a lot of science)
- physics (isaac newton college increases efficiency of scientists)
- paleontology (theory of evolution wonder)
- nationalism and representative diplomacy (gold standard civic which I think is best currency civic in game, and democracy government for +1 gold from specialists)

civics: society - doubtful between caste system (unlimited scientists) and feudal (smaller maintenance and can build king's council); I tested changing one and loosing unlimited scientists reduced tech output from 41k to 34k, I think not worth it
religion - I don't see anything better than prophets (two free specialists in every city, no maintenance, can build shrines for a lot of gold)

also starting to replace specialists with working food tiles, to increase cities sizes before next era

any advises?:)
 

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I would also prioritize food buildings and civics that reduce food required to grow here. You're gonna need at least a population of 15 in each of those clustered cities before they can start to make up for the lack of tile yields with specialists. i'd also avoid military techs that use food to train units. Go for canneries as soon as possible and then electricity.
When you get the great farmer, I'd start planting any food bonus you don't already own for that +1 global food and whatever modifiers might be available from bazars, grocers and later supermarkets.

I would've have settled about half as many cities in that space. Each city costs you more maintenance and they'll be severely limited in their workable tiles, and it's no longer really viable to "play tall" and boost a city with buildings to the point that tiles become irrelevant (since now stacking % yield modifiers for hammers and food don't apply to buildings, only to tile yields).

It could be actually advantageous to train food supply trains in high production cities to boost the growth of smaller ones much faster.

That being said they all look decently productive (I'm guessing normal game speed?) and once they've grown enough the situation should come around and become advantageous.
 
hey, thanks:) game speed is eternity, maintenance is indeed huge (attachment)

I built great farmer and placing prime timber bonus, but it takes over hundred turns:D (perhaps I should have placed food bonus instead)

and yeah I'm gonna try to boost growth of small cities by constructing food caravans in these that have excess production, nice idea:)

it's sadly true that I neglected growth for too long and relied on specialists, now I'm slowly replacing specialists with tile workers, constructing farms on every flat terrain, mines on every hill, and lumbermills on every hill with forest. I'm hoping that growth will become good after getting better civics for -% food required. Moving from left to right, around 1/8 of tiles are upgraded, it's tedious work because I don't trust worker automation (so many times it replaces good improvement with bad one):D

arboretum is going to be awesome once I reach botanics tech:)
 

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I can't give advice on Eternity GS.
I posted a copy of the New CivicInfo file in the Discussion thread that will be part of the next Version. D/L it and use it.
 
I built great farmer and placing prime timber bonus, but it takes over hundred turns:D (perhaps I should have placed food bonus instead)
It's actually not cheaper to have gone for a different bonus placement, he just starts off very slow at first. What will happen, though, is you'll get bonuses over the next age or so that dramatically improve your worker work speeds and it will include the farmer in that so he becomes (much) faster to use. He's meant to start off this slow so as to give you a real achievement when you do get these benefits that you can see so many rounds knocked off with each of those rewards, where its very difficult to really FEEL the difference on normal workers with normal tasks.

Your gamespeed has also massively exaggerated the time he takes to accomplish a placing due to a giant scaling factor.
 
yeah I noticed farmers are much faster after getting more techs:) so, faster speeds are more popular than eternity?

slowly improving tiles, placing bonuses and expanding to other continents:) reached industrial era before 7000 BC as I wanted, I tried to stack as many reductions to food required as possible, and also took every civics that gives +% build speed to cities with state religion, trying to reach 5000 education everywhere by prioritising all scientific buildings (I'm not sure which build order is best, perhaps would be better concentrating on increasing production or growth first), priorities for tech I would say compulsory education (easy free primary school everywhere) and antibiotics for "industrial farms", however perhaps I'm missing something much better, hoping to reach atomic era before 5000 BC
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so, faster speeds are more popular than eternity?
Depends on who you are ;) We all have our own preferences and some of us are annoyed we even have such long game speeds. Others think it's the 'way' to play. I personally enjoy something in the long-epic range usually. The game can feel quite different from one to the next because some things just don't scale and what does can feel dramatically altered.
 
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