I was looking at the "Paulicy" for OCC and felt there were a lot of missing details in the tech plan, so I started an "exhaustive" list. Later I added in some "diversions" for Multi-City (such as MonoTheism and Theology) and Modern Warfare. Here's my rough draft - comments, criticisms, improvements wanted. (Much credit given to many others at CFC and Apolyton.)
GRAND TECH PLAN FOR OCC/EL TO SPACESHIP
This list is organized to develop a CIV2 empire for SpaceShip launch, whether by One City Challenge (OCC) or Early Landing/Minimum Multiple Cities(EL/MMC). Techs are grouped progressively, with some early options and warfare side-tracks noted. Each tech lists its prerequisites and the units and wonders it makes available, as well as those it obsoletes. The list assumes no free starting techs; priorities should be re-examined if free starting techs are available. Strategies such as Early Republic or Fast Hanging Gardens work best with appropriate starting techs. Wherever possible try to trade for a 2nd or 3rd gen tech like Wheel, Construction, Iron or Chivalry so you can skip the carrying costs of its unnecessary prerequisites. Once the Super Science/Trade City cranks up it will generate a tech every one or two turns all on its own, so the AI quickly runs out of useful techs to trade.
Assumptions:
- Deity level (1st citizen content, 2nd unhappy)
- Medium map (50x80), Round World
- Barbs at Raging Hordes (150 gold for BarbLeader)
- 4xSpecial SSC spot near starting point
- 7 Civs, Restarts On (preferred)
- no rehoming of caravans/freights
OCC STRATEGY:
- do Early Science Options, get SHAKES & max city; get Refrig as early off-tech,
- work up to 25 or 50 Shields/turn to build up food caravans/freights,
- then 80+ (base 32+Fact,Pwr,Manuf) at SpaceFlight;
- bribe barbs & other civ units to eliminate supported units (esp: 2 Engineers!).
EL/MC STRATEGY:
- settle 6-8 cities close together ASAP, prioritize SSC/STC development,
- after Explosives, move leftover Settlers out as far-away colonies (4-6),
- try to minimize number of cities to prevent First Citizen Unhappy problem:
(Medium Map: Desp=4, Mon=6, Rep=8, Dem=10),
- get city research up to 1tech/turn, use caravans/freights for 2nd,
- stockpile food freights and gold for 2-turn spaceship build after Apollo.
Super Science/Trade City:
- 4x high-Trade Special tiles (outer corners) in city radius
(best: Gold=6,Wine/Gems/Spice/Ivory=4,Whale/Silk/Furs=3)
- Library,University,ResearchLab for beakers
- MarketPlace,Bank,StockExch for gold and luxuries
- Temple early helps WLTCD growth
- SuperHighways adds extra Trade on Rd/RR land
- HANGING GARDENS helps happiness and early growth (expires at RailRoad)
- COLOSSUS adds Trade (delay Flight to extend life)
- COPERNICUS and NEWTON multiply research
- SHAKESPEARE keeps everyone content in large city without luxuries
- KINGRICH adds production if city has lots of unproductive water
- road and irrigate everything for maximum food&trade, at least 10 shields
Special flags:
* are starter techs
- are progressive prerequisites to SpaceShip techs
@ are last-steps to spaceship techs (withold from tech-gifting)
$ are techs that change trade bonuses
# are techs that obsolete Barracks
% are pollution techs +/-
GOAL: Monarchy & Writing, 20 & 30 shield units for PRBing
(NOTE:Monarchy is off-path for SpaceShip, but helps early growth because Settlers take only one food each and three units are supported free by each city, plus Martial Law)
*Bronze(Phalanx(20),COLOSSUS-200)
*CerBur(Temple)
*Alph
-Alph= CodeLaws(Courthouse)
CerBur+CodeLaws= MONARCHY
-Alph= Writing(Diplomat(30),Library)
...[DIRECT-2-REPUBLIC OPTION:
...(NOTE:Republic has less corruption and higher trade=>research rates)
...[*Bronze(Phalanx(20),COLOSSUS-200)
...[*Alph
...[-Alph= Writing(Diplomat(30),Library)
...[-Alph= CodeLaws(Courthouse)
...[-CodeLaws+Writing= Literacy(GREATLIB-300)
...[-Lit+CodeLaws= REPUBLIC
...[*CerBur(Temple)
...[EARLY WAR OPTION:
...(NOTE:Early SpaceShips require pacifism and appeasement...)
...[*WarCode(Archer)
...[-WarCode+Monar= Feudalism(Pike,SUNTZU-300,xWarrior)
...[*Horse(Horse)
...[-Feud+Horse= Chivalry(Knight,xHorse)
GOAL: Trade & Maps (prestart settlers for caravans=>MPE)
(NOTE:Marco Polo allows manipulation of AI research, early alliances and map trading)
-Bronze= Currency(MarketPlace)
-Curr+CodeLaws= Trade(Caravan,MARCOPOLO-200)
-Alph= Maps(Trireme,LIGHTHOUSE-200,<mapexchange>)
...[EARLY CONSTRUCTION/SCIENCE OPTIONS:
...[-CerBur= Mysticism(2xTemple,ORACLE-300)
...[*Masonry(Walls,GREATWALL-300,PYRAMIDS-200)
...[-Mason+Curr= Construct(Aquaduct(sz12),Colosseum,Fort)
...[PAULICY HAS REPUBLIC HERE...
...[-Alph+Masonry= Mathematics(Catapult)
...[-Myst+Math= Astronomy(COPERNICUS-300)
...[EARLY SEA/NAV OPTION:
...[*Pottery(Granary,HANGGARDENS-200)
...(NOTE:getting Pottery increases cities producing Salt!)
...[-Maps+Pottery= Seafaring(Explorer,Harbor)
...[-Seafar+Astron= $Navigation(Caravel,MAGELLAN-400)
...(Nav PLUS Inv lowers delivery bonuses)
GOAL: Philosophy (first discoverer gets free tech!)
-CerBur= Mysticism(2xTemple,ORACLE-300)
-Writing+CodeLaw= Literacy(GREATLIB-300)
-Lit+Myst= Philosophy(freebie tech!)
...[EARLY SCIENCE OPTION-2:
...[-Philos+Math= University(Univ)
...[-Univ+Astron= ThGravity(ISAACNEWTON-400)
...[2ND EARLY REPUBLIC OPTION:
...[-Lit+CodeLaws= REPUBLIC
GOAL: Medicine(SHAKES)->Republic
...OR MonoTheism(MIKES)->Republic
(NOTE
olyTheism and MonoTheism are off-path techs, but decrease helper city unhappiness)
-Philos+Trade= Medicine(SHAKES-300)
OR:
*Horse(Horse)
Horse+CerBur= PolyTheism(Elephant)
Poly+Philos= MonoTheism(Crusader,Cathedral,MIKESCHAPEL-400)
THEN (EARLY REPUBLIC):
-Lit+CodeLaws= REPUBLIC
(NOTE: Republic may be delayed while building infrastructure)
-Republic+Trade= Bank(Bank)
...[EARLY FEUD/BACH OPTION (kills Warrior early):
...[*WarCode(Archer)
...[-WarCode+Monar= Feudalism(Pike,SUNTZU-300,xWarrior)
...[Feud+MonoTh= Theology(JSBACH-400,xORACLE)
GOAL: Infrastructure-Aquaduct,Sewer,Harbor
*Masonry(Walls,GREATWALL-300,PYRAMIDS-200)
-Mason+Curr= Construction(Aquaduct(sz12),Colosseum,Fort)
*Pottery(Granary,HANGGARDENS-200)
(NOTE:getting Pottery increases cities producing Salt!)
-Maps+Pottery= Seafaring(Explorer,Harbor)
(OCC)*Horse(Horse)
-Horse(Horse)= Wheel(Chariot)
-Constr+Wheel= Engineering(KINGRICH-300)
Eng+Med= Sanitation(Sewers(sz13+))
...[LATE REPUBLIC OPTION:
...[-Lit+CodeLaws= REPUBLIC
...[-Republic+Trade= Bank(Bank)
GOAL: COPERNICUS,NEWTON,StockExch
-Alph+Masonry= Math(Catapult)
-Philos+Math= University(Univ)
-Myst+Math= Astronomy(COPERNICUS-300)
...[2ND EARLY NAVIGATION OPTION:
...[-Seafar+Astron= $Navigation(Caravel,MAGELLAN-400)
-Univ+Astron= ThGravity(ISAACNEWTON-400)
-Univ+Bank= Economics(StockExch,ADAMSMITH-400)
GOAL: Democracy
(NOTE:delaying gifting Democracy allows more bribing opportunities)
-Seafar+Astron= $Navigation(Caravel,MAGELLAN-400)
(NOTE:Nav PLUS Inv lowers delivery bonuses)
-Nav+Lit= Physics
*WarCode(Archer)
-WarCode+Bronze= Iron(Legion)
-Phys+Iron= Magnetism(Frigate,Galleon,xLIGHTHSE)
(NOTE:in Democracy Triremes & Caravels at sea cause double red shields)
-Eng+Lit= $Invention(LEOS-400)
(NOTE:Invention cancels "Scrolls of Ancient Wisdom" from Huts)
-Invent+Bank= DEMOCRACY(STATUE-400)
(NOTE:extra Happy citizen for each Palace or Courthouse)
GOAL: (EARLY) Gunpowder,Explosives
(NOTE:delaying Gunpowder allows more PartialRushBuying using Warriors)
-Invent+Iron= #Gunpowder(Musketeer,xWarrior et al)
...[EARLY LEADERSHIP(DRAGOONS) OPTION:
...[-WarCode+Monar= Feudalism(Pike,SUNTZU-300,xWarrior)
...[-Feud+Horse= Chivalry(Knight,xHorse)
...[-Chiv+Gun= Leadership(Dragoon)
...[EARLY ELEC/RIFLE/REFRIG OPTION:
...[-Gun+Univ= Metallurgy(Cannon,CoastFort,xGRWALL)
...[-Metal+Democ= Conscription(Riflemen)
...[-Metal+Magnet= Electricity(Destroyer,xGRLIB)
...[Elec+San= Refrigeration(SuperMarket,Farmland)
-Univ+Med= Chemistry
-Gun+Chem= Explosives(Engineer)
(NOTE: Engineers work twice as fast as Settlers,plus can transform terrain; also, Explosives cancels Nomad Settlers from Huts)
...[ISLAND OCC- Delay Indust to minimize loss of KINGRICH-
...[get everything else but critical path:
...[INDUST:Corp:Steel:Electro:MachTool:MINIATUR (OffshorePlatform)
GOAL: Industrialization
-Iron+Constr= Bridge
-Physics+Invention= SteamEng(Ironclad,EIFFEL-300)
-SteamEng+Bridge= $Railroad(build RR,DARWIN-400,xHANG-GDNS)
-RR+Bank= %Indust(Factory,Transport,WOMENSUF-600,xKINGRICH)
(NOTE: Indust seems to decrease AI civ attitudes)
...[EARLIEST SPIES OPTION - can insert anywhere later:
...[Indust+Philos= Communism(PoliceSta,UN-600,xMARCOPOLO)
...[Communism+Democ= Espionage(Spy)
GOAL: EARLY Corp/Freight
-Indust+Econ= $Corporation(Freight)
...[LATE GUNPOWDER/EXPLOSIVES OPTION HERE]
GOAL: Electricity
-Gun+Univ= Metallurgy(Cannon,CoastFort,xGRWALL)
-Metal+Magnet= Electricity(Destroyer,xGRLIB)
...[EARLY REFRIG OPTION:
...(NOTE:Refrig is off-path to SpaceShip, but allows more Scientists in SSC/STC)
...[Elec+San= Refrigeration(SuperMarket,Farmland)
...[EARLY ELECTRONICS OPTION (needs Early Corp):
...[-Corp+Elec= Electronics(HydroPlant,HOOVER-600)
...[LATE CORP/FREIGHT OPTION]
GOAL: Auto/SuperHighway & MassProd/MassTransit
-Elec+Indust= Steel(Cruiser)
-Corp+Chem= @Refine(PowerPlant)
-Refine+Explos= Combust(Sub)
(NOTE:beware gifting Combust: AI <ALWAYS> pursues Flight to kill your Colossus)
...[EARLY FLIGHT OPTION:
...[-Combust+ThGrav= $Flight(Fighter,xCOLOSSUS)
...[LAST-CHANCE TACTICS BEFORE LEOS EXPIRES:
...[-Metal+Democ= Conscript(Rifleman)
...[-WarCode+Monar= Feud(Pike,SUNTZU-300,xWarrior)
...[-Feud+Horse= Chiv(Knight,xHorse)
...[-Chiv+Gun= Leadership(Dragoon)
...[-Conscr+Ldrshp= Tactics(Calv,AlpSki)
-Steel+Combust= %Automobile(BB,SuperHighway!,xLEOS)
...[EARLY MOBWAR OPTION (needs Early Tactics):
...[Auto+Tactics= #MobileWarfare(Armor,xSUNTZU)
...(NOTE:Barb Pirates stop after first MobWar discovery)
-Auto+Corp= %MassProduction(MassTransit-xPopPollution)
...[EARLY NUKES OPTION:
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[EARLY RECYCLING OPTION:
...[-MassProd+Democ= Recycling(RecyclCtr-x2/3ShieldPollution)
GOAL: Refrigeration & Electronics:
(NOTE:Refrig is off-path to SpaceShip, but allows more Scientists in SSC/STC)
Elec+San= Refrigeration(SuperMarket,Farmland)
-Corp+Elec= Electronics(HydroPlant,HOOVER)
GOAL: Tactics/Calvary:
-Metal+Democ= Conscript(Rifleman)
-WarCode+Monar= Feud(Pike,SUNTZU,xWarrior)
-Feud+Horse= Chiv(Knight,xHorse)
-Chiv+Gun= Leadership(Dragoon)
-Conscr+Ldrshp= Tactics(Calv,AlpSki)
...[MECH-INF OPTION:
...[Tactics+Comm= GuerWar
...[MassProd+GuerWar= LaborUnion(MechInf)
GOAL: Computers & Robotics/ManufPlant
-Tactics+Steel= MachTool(Artil)
-MachTools+Electro= Miniatur(OffshorePlatform)
-MassProd+Miniatur= @Computers(ResLab,SETI)
Auto+Tactics=MobWar(Armor,xSUNTZU)
(NOTE:Barb Pirates stop after first MobWar discovery)
MobileWar+Comput= Robotics(Howitzer,ManufacPlant)
...[NUKES & LASER before Flight kills Colossus-see LATE NUKES
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[-NucFission+Electro= @NucPower(NucPlant)
...[-NucPower+MassProd= @Laser(SDI)
GOAL: SpaceFlight
-Combust+ThGrav= Flight(Fighter,xCOLOSSUS)
(NOTE:losing Colossus in a maxed SSC can drop 25-50+ trade arrows)
-Flight+Electro= Radio(Airport/Airbase)
-Radio+MachTool= AdvFlight(Bomber)
...[VERTICAL WAR:
...[AdvFlight+MobWar= CombinedArms(Helo,Paratroop))
-AdvFlight+Electro= @Rocket(SAM,Missile,Aegis)
...[NUKES BEFORE SPACEFLIGHT minimizes techs to launch:
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[-NucFission+Electro= @NucPower(NucPlant)
...[-NucPower+MassProd= @Laser(SDI)
-Rocket+Comput= @SpaceFlight(APOLLO,SSStructure(80))
...[LATE RECYCL/ENVIRO OPTION:
...[MassProd+Democ= Recycling(RecyclCtr-x2/3ShieldPollution)
...[SpaceFlight+Recycl= %Environmentalism(SolPlant-xAllShieldPollution)
GOAL: SpaceShip Parts & Fusion
-SpaceFlight+Refine= %Plastics(SSComponent-Prop/Fuel(160))
...[LATEST NUKES OPTION:
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[-NucFission+Electro= @NucPower(NucPlant)
...[-NucPower+MassProd= @Laser(SDI)
-Plastic+Laser= Superconductor(SSModule-Hab/LifSup/SolPwr(320))
-Supercond+NucPower= Fusion (increase SpaceShip speed)
GOAL: Pollution Minimization and FutureTechs
MassProd+Democ= Recycling(RecyclCtr-x2/3ShieldPollution)
SpaceFlight+Recycl= %Environmentalism(SolPlant-xAllShieldPollution)
Fusion+Recycling= FutureTech...
Not "necessary" for SpaceShip:
PolyTheism (leads to MonoTheism)
MonoTheism(*=MikesChapel/contentment)
Theology(*=BachsCathedral/contentment)
Sanitation(*=bigger cities)
Communism (leads to Espionage)
Espionage (Spies!)
Refrigeration(*=farmland)
GuerillaWar (leads to LaborUnion)
MobileWar (ManufPlant)
LaborUnion (MechInf)
Robotics(*=ManufPlant)
CombinedArms (Helo,ParaTroops)
Environmentalism(*=SolarPlant,reduce pollution)
Recycling(*=RecycleCtr)
GeneticEng(*=CureCancer/happiness)
FutureTech(*=5 points per)
Spaceships:
Smallest: 15 Struc, 1 Propul, 1 Fuel, 1 Hab, 1 Sup, 1 Pwr: 36yrs
Best OCC: 15 Struc, 3 Propul, 3 Fuel, 1 Hab, 1 Sup, 1 Pwr: 15.7yrs
Fastest: 33 Struc, 8 Propul, 8 Fuel, 1 Hab, 1 Sup, 1 Pwr: 5.7yrs
Biggest: 39 Struc, 8 Propul, 8 Fuel, 4 Hab, 4 Sup, 4 Pwr: 6.9yrs
(edit1: option Explos after Indust)
(edit2: minor reorg, expand options)
(edit3: Special Flags, typos; added Spaceships)
(edit4: earlier Auto option)
(edit5: major reorg,notes,formatting)
GRAND TECH PLAN FOR OCC/EL TO SPACESHIP
This list is organized to develop a CIV2 empire for SpaceShip launch, whether by One City Challenge (OCC) or Early Landing/Minimum Multiple Cities(EL/MMC). Techs are grouped progressively, with some early options and warfare side-tracks noted. Each tech lists its prerequisites and the units and wonders it makes available, as well as those it obsoletes. The list assumes no free starting techs; priorities should be re-examined if free starting techs are available. Strategies such as Early Republic or Fast Hanging Gardens work best with appropriate starting techs. Wherever possible try to trade for a 2nd or 3rd gen tech like Wheel, Construction, Iron or Chivalry so you can skip the carrying costs of its unnecessary prerequisites. Once the Super Science/Trade City cranks up it will generate a tech every one or two turns all on its own, so the AI quickly runs out of useful techs to trade.
Assumptions:
- Deity level (1st citizen content, 2nd unhappy)
- Medium map (50x80), Round World
- Barbs at Raging Hordes (150 gold for BarbLeader)
- 4xSpecial SSC spot near starting point
- 7 Civs, Restarts On (preferred)
- no rehoming of caravans/freights
OCC STRATEGY:
- do Early Science Options, get SHAKES & max city; get Refrig as early off-tech,
- work up to 25 or 50 Shields/turn to build up food caravans/freights,
- then 80+ (base 32+Fact,Pwr,Manuf) at SpaceFlight;
- bribe barbs & other civ units to eliminate supported units (esp: 2 Engineers!).
EL/MC STRATEGY:
- settle 6-8 cities close together ASAP, prioritize SSC/STC development,
- after Explosives, move leftover Settlers out as far-away colonies (4-6),
- try to minimize number of cities to prevent First Citizen Unhappy problem:
(Medium Map: Desp=4, Mon=6, Rep=8, Dem=10),
- get city research up to 1tech/turn, use caravans/freights for 2nd,
- stockpile food freights and gold for 2-turn spaceship build after Apollo.
Super Science/Trade City:
- 4x high-Trade Special tiles (outer corners) in city radius
(best: Gold=6,Wine/Gems/Spice/Ivory=4,Whale/Silk/Furs=3)
- Library,University,ResearchLab for beakers
- MarketPlace,Bank,StockExch for gold and luxuries
- Temple early helps WLTCD growth
- SuperHighways adds extra Trade on Rd/RR land
- HANGING GARDENS helps happiness and early growth (expires at RailRoad)
- COLOSSUS adds Trade (delay Flight to extend life)
- COPERNICUS and NEWTON multiply research
- SHAKESPEARE keeps everyone content in large city without luxuries
- KINGRICH adds production if city has lots of unproductive water
- road and irrigate everything for maximum food&trade, at least 10 shields
Special flags:
* are starter techs
- are progressive prerequisites to SpaceShip techs
@ are last-steps to spaceship techs (withold from tech-gifting)
$ are techs that change trade bonuses
# are techs that obsolete Barracks
% are pollution techs +/-
GOAL: Monarchy & Writing, 20 & 30 shield units for PRBing
(NOTE:Monarchy is off-path for SpaceShip, but helps early growth because Settlers take only one food each and three units are supported free by each city, plus Martial Law)
*Bronze(Phalanx(20),COLOSSUS-200)
*CerBur(Temple)
*Alph
-Alph= CodeLaws(Courthouse)
CerBur+CodeLaws= MONARCHY
-Alph= Writing(Diplomat(30),Library)
...[DIRECT-2-REPUBLIC OPTION:
...(NOTE:Republic has less corruption and higher trade=>research rates)
...[*Bronze(Phalanx(20),COLOSSUS-200)
...[*Alph
...[-Alph= Writing(Diplomat(30),Library)
...[-Alph= CodeLaws(Courthouse)
...[-CodeLaws+Writing= Literacy(GREATLIB-300)
...[-Lit+CodeLaws= REPUBLIC
...[*CerBur(Temple)
...[EARLY WAR OPTION:
...(NOTE:Early SpaceShips require pacifism and appeasement...)
...[*WarCode(Archer)
...[-WarCode+Monar= Feudalism(Pike,SUNTZU-300,xWarrior)
...[*Horse(Horse)
...[-Feud+Horse= Chivalry(Knight,xHorse)
GOAL: Trade & Maps (prestart settlers for caravans=>MPE)
(NOTE:Marco Polo allows manipulation of AI research, early alliances and map trading)
-Bronze= Currency(MarketPlace)
-Curr+CodeLaws= Trade(Caravan,MARCOPOLO-200)
-Alph= Maps(Trireme,LIGHTHOUSE-200,<mapexchange>)
...[EARLY CONSTRUCTION/SCIENCE OPTIONS:
...[-CerBur= Mysticism(2xTemple,ORACLE-300)
...[*Masonry(Walls,GREATWALL-300,PYRAMIDS-200)
...[-Mason+Curr= Construct(Aquaduct(sz12),Colosseum,Fort)
...[PAULICY HAS REPUBLIC HERE...
...[-Alph+Masonry= Mathematics(Catapult)
...[-Myst+Math= Astronomy(COPERNICUS-300)
...[EARLY SEA/NAV OPTION:
...[*Pottery(Granary,HANGGARDENS-200)
...(NOTE:getting Pottery increases cities producing Salt!)
...[-Maps+Pottery= Seafaring(Explorer,Harbor)
...[-Seafar+Astron= $Navigation(Caravel,MAGELLAN-400)
...(Nav PLUS Inv lowers delivery bonuses)
GOAL: Philosophy (first discoverer gets free tech!)
-CerBur= Mysticism(2xTemple,ORACLE-300)
-Writing+CodeLaw= Literacy(GREATLIB-300)
-Lit+Myst= Philosophy(freebie tech!)
...[EARLY SCIENCE OPTION-2:
...[-Philos+Math= University(Univ)
...[-Univ+Astron= ThGravity(ISAACNEWTON-400)
...[2ND EARLY REPUBLIC OPTION:
...[-Lit+CodeLaws= REPUBLIC
GOAL: Medicine(SHAKES)->Republic
...OR MonoTheism(MIKES)->Republic
(NOTE

-Philos+Trade= Medicine(SHAKES-300)
OR:
*Horse(Horse)
Horse+CerBur= PolyTheism(Elephant)
Poly+Philos= MonoTheism(Crusader,Cathedral,MIKESCHAPEL-400)
THEN (EARLY REPUBLIC):
-Lit+CodeLaws= REPUBLIC
(NOTE: Republic may be delayed while building infrastructure)
-Republic+Trade= Bank(Bank)
...[EARLY FEUD/BACH OPTION (kills Warrior early):
...[*WarCode(Archer)
...[-WarCode+Monar= Feudalism(Pike,SUNTZU-300,xWarrior)
...[Feud+MonoTh= Theology(JSBACH-400,xORACLE)
GOAL: Infrastructure-Aquaduct,Sewer,Harbor
*Masonry(Walls,GREATWALL-300,PYRAMIDS-200)
-Mason+Curr= Construction(Aquaduct(sz12),Colosseum,Fort)
*Pottery(Granary,HANGGARDENS-200)
(NOTE:getting Pottery increases cities producing Salt!)
-Maps+Pottery= Seafaring(Explorer,Harbor)
(OCC)*Horse(Horse)
-Horse(Horse)= Wheel(Chariot)
-Constr+Wheel= Engineering(KINGRICH-300)
Eng+Med= Sanitation(Sewers(sz13+))
...[LATE REPUBLIC OPTION:
...[-Lit+CodeLaws= REPUBLIC
...[-Republic+Trade= Bank(Bank)
GOAL: COPERNICUS,NEWTON,StockExch
-Alph+Masonry= Math(Catapult)
-Philos+Math= University(Univ)
-Myst+Math= Astronomy(COPERNICUS-300)
...[2ND EARLY NAVIGATION OPTION:
...[-Seafar+Astron= $Navigation(Caravel,MAGELLAN-400)
-Univ+Astron= ThGravity(ISAACNEWTON-400)
-Univ+Bank= Economics(StockExch,ADAMSMITH-400)
GOAL: Democracy
(NOTE:delaying gifting Democracy allows more bribing opportunities)
-Seafar+Astron= $Navigation(Caravel,MAGELLAN-400)
(NOTE:Nav PLUS Inv lowers delivery bonuses)
-Nav+Lit= Physics
*WarCode(Archer)
-WarCode+Bronze= Iron(Legion)
-Phys+Iron= Magnetism(Frigate,Galleon,xLIGHTHSE)
(NOTE:in Democracy Triremes & Caravels at sea cause double red shields)
-Eng+Lit= $Invention(LEOS-400)
(NOTE:Invention cancels "Scrolls of Ancient Wisdom" from Huts)
-Invent+Bank= DEMOCRACY(STATUE-400)
(NOTE:extra Happy citizen for each Palace or Courthouse)
GOAL: (EARLY) Gunpowder,Explosives
(NOTE:delaying Gunpowder allows more PartialRushBuying using Warriors)
-Invent+Iron= #Gunpowder(Musketeer,xWarrior et al)
...[EARLY LEADERSHIP(DRAGOONS) OPTION:
...[-WarCode+Monar= Feudalism(Pike,SUNTZU-300,xWarrior)
...[-Feud+Horse= Chivalry(Knight,xHorse)
...[-Chiv+Gun= Leadership(Dragoon)
...[EARLY ELEC/RIFLE/REFRIG OPTION:
...[-Gun+Univ= Metallurgy(Cannon,CoastFort,xGRWALL)
...[-Metal+Democ= Conscription(Riflemen)
...[-Metal+Magnet= Electricity(Destroyer,xGRLIB)
...[Elec+San= Refrigeration(SuperMarket,Farmland)
-Univ+Med= Chemistry
-Gun+Chem= Explosives(Engineer)
(NOTE: Engineers work twice as fast as Settlers,plus can transform terrain; also, Explosives cancels Nomad Settlers from Huts)
...[ISLAND OCC- Delay Indust to minimize loss of KINGRICH-
...[get everything else but critical path:
...[INDUST:Corp:Steel:Electro:MachTool:MINIATUR (OffshorePlatform)
GOAL: Industrialization
-Iron+Constr= Bridge
-Physics+Invention= SteamEng(Ironclad,EIFFEL-300)
-SteamEng+Bridge= $Railroad(build RR,DARWIN-400,xHANG-GDNS)
-RR+Bank= %Indust(Factory,Transport,WOMENSUF-600,xKINGRICH)
(NOTE: Indust seems to decrease AI civ attitudes)
...[EARLIEST SPIES OPTION - can insert anywhere later:
...[Indust+Philos= Communism(PoliceSta,UN-600,xMARCOPOLO)
...[Communism+Democ= Espionage(Spy)
GOAL: EARLY Corp/Freight
-Indust+Econ= $Corporation(Freight)
...[LATE GUNPOWDER/EXPLOSIVES OPTION HERE]
GOAL: Electricity
-Gun+Univ= Metallurgy(Cannon,CoastFort,xGRWALL)
-Metal+Magnet= Electricity(Destroyer,xGRLIB)
...[EARLY REFRIG OPTION:
...(NOTE:Refrig is off-path to SpaceShip, but allows more Scientists in SSC/STC)
...[Elec+San= Refrigeration(SuperMarket,Farmland)
...[EARLY ELECTRONICS OPTION (needs Early Corp):
...[-Corp+Elec= Electronics(HydroPlant,HOOVER-600)
...[LATE CORP/FREIGHT OPTION]
GOAL: Auto/SuperHighway & MassProd/MassTransit
-Elec+Indust= Steel(Cruiser)
-Corp+Chem= @Refine(PowerPlant)
-Refine+Explos= Combust(Sub)
(NOTE:beware gifting Combust: AI <ALWAYS> pursues Flight to kill your Colossus)
...[EARLY FLIGHT OPTION:
...[-Combust+ThGrav= $Flight(Fighter,xCOLOSSUS)
...[LAST-CHANCE TACTICS BEFORE LEOS EXPIRES:
...[-Metal+Democ= Conscript(Rifleman)
...[-WarCode+Monar= Feud(Pike,SUNTZU-300,xWarrior)
...[-Feud+Horse= Chiv(Knight,xHorse)
...[-Chiv+Gun= Leadership(Dragoon)
...[-Conscr+Ldrshp= Tactics(Calv,AlpSki)
-Steel+Combust= %Automobile(BB,SuperHighway!,xLEOS)
...[EARLY MOBWAR OPTION (needs Early Tactics):
...[Auto+Tactics= #MobileWarfare(Armor,xSUNTZU)
...(NOTE:Barb Pirates stop after first MobWar discovery)
-Auto+Corp= %MassProduction(MassTransit-xPopPollution)
...[EARLY NUKES OPTION:
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[EARLY RECYCLING OPTION:
...[-MassProd+Democ= Recycling(RecyclCtr-x2/3ShieldPollution)
GOAL: Refrigeration & Electronics:
(NOTE:Refrig is off-path to SpaceShip, but allows more Scientists in SSC/STC)
Elec+San= Refrigeration(SuperMarket,Farmland)
-Corp+Elec= Electronics(HydroPlant,HOOVER)
GOAL: Tactics/Calvary:
-Metal+Democ= Conscript(Rifleman)
-WarCode+Monar= Feud(Pike,SUNTZU,xWarrior)
-Feud+Horse= Chiv(Knight,xHorse)
-Chiv+Gun= Leadership(Dragoon)
-Conscr+Ldrshp= Tactics(Calv,AlpSki)
...[MECH-INF OPTION:
...[Tactics+Comm= GuerWar
...[MassProd+GuerWar= LaborUnion(MechInf)
GOAL: Computers & Robotics/ManufPlant
-Tactics+Steel= MachTool(Artil)
-MachTools+Electro= Miniatur(OffshorePlatform)
-MassProd+Miniatur= @Computers(ResLab,SETI)
Auto+Tactics=MobWar(Armor,xSUNTZU)
(NOTE:Barb Pirates stop after first MobWar discovery)
MobileWar+Comput= Robotics(Howitzer,ManufacPlant)
...[NUKES & LASER before Flight kills Colossus-see LATE NUKES
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[-NucFission+Electro= @NucPower(NucPlant)
...[-NucPower+MassProd= @Laser(SDI)
GOAL: SpaceFlight
-Combust+ThGrav= Flight(Fighter,xCOLOSSUS)
(NOTE:losing Colossus in a maxed SSC can drop 25-50+ trade arrows)
-Flight+Electro= Radio(Airport/Airbase)
-Radio+MachTool= AdvFlight(Bomber)
...[VERTICAL WAR:
...[AdvFlight+MobWar= CombinedArms(Helo,Paratroop))
-AdvFlight+Electro= @Rocket(SAM,Missile,Aegis)
...[NUKES BEFORE SPACEFLIGHT minimizes techs to launch:
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[-NucFission+Electro= @NucPower(NucPlant)
...[-NucPower+MassProd= @Laser(SDI)
-Rocket+Comput= @SpaceFlight(APOLLO,SSStructure(80))
...[LATE RECYCL/ENVIRO OPTION:
...[MassProd+Democ= Recycling(RecyclCtr-x2/3ShieldPollution)
...[SpaceFlight+Recycl= %Environmentalism(SolPlant-xAllShieldPollution)
GOAL: SpaceShip Parts & Fusion
-SpaceFlight+Refine= %Plastics(SSComponent-Prop/Fuel(160))
...[LATEST NUKES OPTION:
...[-Physics+ThGrav= AtomTheory
...[-MassProd+AtomTheory= NucFission(*MANHATTANPROJ!)
...[-NucFission+Electro= @NucPower(NucPlant)
...[-NucPower+MassProd= @Laser(SDI)
-Plastic+Laser= Superconductor(SSModule-Hab/LifSup/SolPwr(320))
-Supercond+NucPower= Fusion (increase SpaceShip speed)
GOAL: Pollution Minimization and FutureTechs
MassProd+Democ= Recycling(RecyclCtr-x2/3ShieldPollution)
SpaceFlight+Recycl= %Environmentalism(SolPlant-xAllShieldPollution)
Fusion+Recycling= FutureTech...
Not "necessary" for SpaceShip:
PolyTheism (leads to MonoTheism)
MonoTheism(*=MikesChapel/contentment)
Theology(*=BachsCathedral/contentment)
Sanitation(*=bigger cities)
Communism (leads to Espionage)
Espionage (Spies!)
Refrigeration(*=farmland)
GuerillaWar (leads to LaborUnion)
MobileWar (ManufPlant)
LaborUnion (MechInf)
Robotics(*=ManufPlant)
CombinedArms (Helo,ParaTroops)
Environmentalism(*=SolarPlant,reduce pollution)
Recycling(*=RecycleCtr)
GeneticEng(*=CureCancer/happiness)
FutureTech(*=5 points per)
Spaceships:
Smallest: 15 Struc, 1 Propul, 1 Fuel, 1 Hab, 1 Sup, 1 Pwr: 36yrs
Best OCC: 15 Struc, 3 Propul, 3 Fuel, 1 Hab, 1 Sup, 1 Pwr: 15.7yrs
Fastest: 33 Struc, 8 Propul, 8 Fuel, 1 Hab, 1 Sup, 1 Pwr: 5.7yrs
Biggest: 39 Struc, 8 Propul, 8 Fuel, 4 Hab, 4 Sup, 4 Pwr: 6.9yrs
(edit1: option Explos after Indust)
(edit2: minor reorg, expand options)
(edit3: Special Flags, typos; added Spaceships)
(edit4: earlier Auto option)
(edit5: major reorg,notes,formatting)