Help Me With Tech Bee Line Strategies

epsilon97

Chieftain
Joined
Dec 5, 2001
Messages
41
Hello all,

I was wondering if someone could explain to me the most common tech bee line strategies and when to use each one.

Thanks
 
Beeline to Accoustics is fairly commen for science/culture games and gains (essentially useful for every game that will take 200+ turns IMO) in addition to getting up to later ages.

You tech up to theocracy the normal way, then use the GL to bulb education and bulb accoustics with a GS you build via a library you bought in your capital + assigning 1-2 specialists.

Gunpowder/Riflemen isn ice, too, but takes longer due the higher number of techs you need.

The most important thing to keep in mind here is that you can delay choosing the tech from the GL by pressing shift-enter to end your turn till your current research is finished.

CharonJr
 
Some standard plays:

- Research to Education, GS Acoustics
- Research Metal Casting, GS Steel
- Research Physics and Steel, GS Gunpowder, use 4x Social Policies on Scientific Revolution to get Rifling
- (Babylonians only) As above, but use 3 Great Scientists to get Physics, Steel and Gunpowder for Rifles around turn 90
- Research Metallurgy and Chemistry, use 3x GS to get Fertilizer, Rifling and Dynamite
- Research to Banking for Forbidden Palace

Tech beelines primarily chase two things: units and Social Policies. Wonders (FP) and buildings (Biology for Hospital) are less common approaches. You should use beelines if you're a warmonger, or if you have a specific set of late SPs you want to run.

The Rationalism/Secularism/Freedom combination is very strong, as is Communism (in Order). Police State (Autocracy) lets you annex all of your conquests and makes their Happiness similar to India's UA, which can be quite helpful.
 
Tech normally and agressively to Astronomy and Acoustics. Ignore as much of the bottom of the tech tree as possible. HBR is great for early game expansion and mid-game defense/consolidation. Avoid the iron-working route. Build 2 libraries and assign at least 1 specialist to each. You can easily get 2 GS. A 3rd is very doable if you assign 2 specialists to a city a make sure that city doesn't pop a second GS before the other one pops it's first. If you have 3 GS, you research Navigation and then pop the 3 GS for scientific theory, archeology and Biology. Then use saved up culture to grab 4 Sp in Order through Communism, for a huge production boost.

Alternatively, if you are flush with culture (France for instance), you can use 2 GS to pop Navigation and scientific theory. Then take 4 SP in Rationalism for 2 more free techs - grab Archeology and Biology. Use remaining culture to grab the 4 SP in Order to get communism.

I don't usually use the great library as I only usually have 2 cities. If you expand a bit more early, you can grab the GL too, but then you have to make sure to get 3 GS in a reasonable time to avoid really slowing down on those last few techs before popping to Biology.
 
A common beeline is: pottery->writing->philosophy->animal husbandry->trapping as first five techs.

The first 3 let you build Great Library early and by the time its done you can get civil service. The last two are the rest of the requirements for civil service.

Typical Builds are WarriorX3 -> Great Library or
WarriorX4 -> Great Library.

After building the last part of your warrior rush you can switch to great library and it will finish typically slightly after you get trapping. Use the Great Library to get civil service. This pops you straight into the middle ages, and gets you pikes to defend against all sorts of horses, and it also lets you make research agreements as early as possible, which is an effective way to start teching.
 
By Researching pottery writing calendar philosphy theology (and building the great library) you can use the free tech on getting education. Normally you also have a great scientist in your town (rush buy a library and assign at least 1 science specialist, maybe 2) use the greaT scientist to get acoustics and you're in renaissance (often before turn 50 in standard speed, i ve seen it before turn 30 in quick speed) . If you're playing Babylon, you get a free scientist at writing and the 2x rate for science points give you (easily) another GS in your capital. If you are lucky enough to find rich neigbours and sell a couple of luxuries, you might be able to buy an university, or a maritime citystate alliance (allowing enough growth to build it) . The idea to build an early university (if you have only 1 or 2 cities) is that the Oxford (national wonder) alkso gives you a free tech (a lot less expensive than the porcelain tower). aLL thes free techs/scientists also do not count towards upping the cost of your GS... quite a bargain.

I've found it very useful to bulb (spend a GS on...) civil service as Babs because it really helps the growth if you started near a river, and I have an idea the Babylonian start bias has a river in it...

You don't absolutely need rationalism/scientific revolution to get to industrial but it sure helps. I have liked to open up Freedom as 1st policies, including the double culture in wonder city snd cheaper social policy costs...

GL Norm
 
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