For you, what would be the most important technology in the game?

I have noticed that TMIT's playing style is: 1. Grab large amount of land REXing or sometimes conquering it. 2. Wait for IBCM-Nukes. 3. Build MUCH nukes. 4. Launch 'em and win. I like that playing style because I find it unique and good. Since I'm not a warmonger (I should be more like it) I usually like to go for space instead of Nukes. Am I right TMIT?
 
When i was newer to the game literally all of my wins were space. The warring will come as you get more experience.
 
When i was newer to the game literally all of my wins were space. The warring will come as you get more experience.

True. I'm kinda new to the game (1 year experience, currently playing on prince level) and I lack in experience. I try to work on the warmonger side of this game. But finally, the anwer to the question: If I choose something what hasn't been mentioned yet, it would be Construction. Nothing can beat a nicely done Elepult strike! I also find BW, Currency and Fission very important. I do understand the power of IBCM, @TheMeInTeam.
 
I have noticed that TMIT's playing style is: 1. Grab large amount of land REXing or sometimes conquering it. 2. Wait for IBCM-Nukes. 3. Build MUCH nukes. 4. Launch 'em and win. I like that playing style because I find it unique and good. Since I'm not a warmonger (I should be more like it) I usually like to go for space instead of Nukes. Am I right TMIT?
Fortunately he's actually more versatile than that :)
 
I've been beaten to it - I was going to say either currency or rifling
 
Future Tech(s) (because its the same all the time) - unlimited happiness/health in some 3000 AD :D
 
In a standard game at a high level, Currency/Bronze/Pottery are all tied for #1. Now, if I were to get 1 free tech at the start. On Immortal or below, probably Monarchy. By far the most constraining factor on growth early-game is happiness. On Deity however, Communism. State Property would be huge, and an early Kremlin for super-whips? Awesome.
 
if I could get any 1 tech at the start of the game, I'd probably pick gunpowder, choose mehmed of the ottomans as my leader/civ, beeline bronzeworking, and then conquer the world before 1000 B.C. without ever building a settler :lol:
 
I'm surprised nobody said the wheel. :) hooking up resources, trade routes and faster movement is easly the best you can hope for. I can rarely have the option of getting it through trades and is also the most expensive t1 tech. Having it from the start is huge
 
In a standard game at a high level, Currency/Bronze/Pottery are all tied for #1. Now, if I were to get 1 free tech at the start. On Immortal or below, probably Monarchy. By far the most constraining factor on growth early-game is happiness. On Deity however, Communism. State Property would be huge, and an early Kremlin for super-whips? Awesome.

Rifling definitely wins. You then start with a rifle, and can immediately build (chop) rifles. Rifles rifles rifles. Take over your continent, even if your continent is a pangaea :D.

It would be a subpar choice if isolated however lol. Still not bad since you could speed-bulb astro and still have a large window, but at that point less useful than alternatives.
 
Pottery

With it you always have some control over economy and granaries are the best building in the game by far.

2nd would be currency, mainly for the extra trade route.
 
Rifling definitely wins. You then start with a rifle, and can immediately build (chop) rifles. Rifles rifles rifles. Take over your continent, even if your continent is a pangaea :D.

It would be a subpar choice if isolated however lol. Still not bad since you could speed-bulb astro and still have a large window, but at that point less useful than alternatives.

Certainly a powerful choice I think it was up there as one of the most popular in that old RB Adventure, Democracy can be quite strong as well.
 
Certainly a powerful choice I think it was up there as one of the most popular in that old RB Adventure, Democracy can be quite strong as well.

The concept was made into a forum game here as well. I suggested computers back then, but I was a relative newbie...not that I wouldn't take computers over nothing of course :). Expand/capture as much land as possible then just slow-build that and catch up instantly would be useful, just not as good as democracy, biology, communism, or rifling.
 
The concept was made into a forum game here as well. I suggested computers back then, but I was a relative newbie...not that I wouldn't take computers over nothing of course :). Expand/capture as much land as possible then just slow-build that and catch up instantly would be useful, just not as good as democracy, biology, communism, or rifling.

It's a fun concept, definitely agree that those are the top 4. I believe at the time I picked Bio, and ran into the issue with super-early Bio, the happy cap becomes like a boa constrictor around your neck.
 
It's a fun concept, definitely agree that those are the top 4. I believe at the time I picked Bio, and ran into the issue with super-early Bio, the happy cap becomes like a boa constrictor around your neck.

Until monarchy or drama, when you instead just fire off like a cannon. Before that, screw mines; just whip. You have 4 :food: tiles spammed all over the place and all of your grains are better too. The productivity potential is absurd and the ability to hard-switch into specs on a whim while still holding surpluses would only make it better.

Maybe not as good as rifling, but potentially better than just being able to run state property from "go" unless you have a ton of land to settle into or a super UU to conquer it.
 
It was a unique game that's for sure, the production was indeed absurd, but the growth was hard to handle. Whipping constantly is required, even then there's only so much you can do to limit growth especially since the usual stalling the clock with Workers/Settlers was less effective since they popped out so goddamn fast.

With t0 State Property, I really only value it that highly on Deity, where as I'm sure we are aware the maintenance for cities becomes ridiculous. The very early Kremlin also does A LOT for boosting production on any difficulty level. Rifling, well Rifling is obvious haha.
 
It was a unique game that's for sure, the production was indeed absurd, but the growth was hard to handle. Whipping constantly is required, even then there's only so much you can do to limit growth especially since the usual stalling the clock with Workers/Settlers was less effective since they popped out so goddamn fast.

With t0 State Property, I really only value it that highly on Deity, where as I'm sure we are aware the maintenance for cities becomes ridiculous. The very early Kremlin also does A LOT for boosting production on any difficulty level. Rifling, well Rifling is obvious haha.

Communism is an interesting one. On deity distance maintenance might not mean as much if you get boxed in. On the other hand, kremlin as you say is great but suddenly workshops are interesting earlier than normal also, and watermills would be spammed everywhere you could put them as long as it didn't interfere with irrigation spread.

Kremlin is probably the biggest benefit, since it impacts whipping. I don't think communism is quite as strong as bio or rifling in a typical game though.
 
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