Perhaps this combo is restricted to Pangea maps?
I've used it on archipelago maps also.
Perhaps this combo is restricted to Pangea maps?
Sounds impossible but one learns to expect wonders from masters of this game. The rest of us can only marvel at your proficiency. Cheers!I've used it on archipelago maps also.
That's really only true if you beelined MilTrad in the Middle Ages before going down the Monotheism-Magnetism branch -- but if you then spend that intervening time building up your Cav+Cannon force, while banking as much gold as you can for Cannon-upgrades, then once you go Industrial you can beeline RP (which is technically only 3 techs), and kick things off almost as soon as you get it.Trouble is, Replaceable Parts comes much later than Military Tradition
RP is technically only 3 Techs? OK I'm assuming you start RP then turn down your Research to zilch while waiting for T of E to complete. IOW you can't skip Medicine, right?That's really only true if you beelined MilTrad in the Middle Ages before going down the Monotheism-Magnetism branch -- but if you then spend that intervening time building up your Cav+Cannon force, while banking as much gold as you can for Cannon-upgrades, then once you go Industrial you can beeline RP (which is technically only 3 techs), and kick things off almost as soon as you get it.
In my last game (Emperor level as France) already had Saltpeter (and Horses) in conquered territory; originally got Horses from my last Continental target, the Incas, but picked up my own against Ottomans later. Then it was Pachacuti's turn.That does, of course, assume that you can source Saltpeter from somewhere without bankrupting yourself. My last game (Mayans, DG, Std 4byo Cont), there was no Salt anywhere on my 4-Civ landmass, or its islands, so I had to import it from the Iros (at enormous expense; see the thread I started about resource-pricing). My current game (Hittites, DG, Std 3byo Wet Pan), I had to buy it from the Zulus -- until Shaka backstabbed me, so I used all the Cavs I'd already built (or upgraded from my near-useless 3MCs) to take all his nearby towns (formerly Mongol) instead, including several Iron and Salt sources (and, as it turned out, nearly all the Coal and Oil).
Let me guess: you build a whole buncha Cav and Galleons while you're waiting for ToE to finish, then upgrade your Cannons when it does, set up a ship chain to your target and go to work. Something like that?I've used it on archipelago maps also.
Not while I'm waiting for ToE, but something like that.Let me guess: you build a whole buncha Cav and Galleons while you're waiting for ToE to finish, then upgrade your Cannons when it does, set up a ship chain to your target and go to work. Something like that?
No. You don't need Medicine. The beeline is Steam -> Electricity -> RPRP is technically only 3 Techs? OK I'm assuming you start RP then turn down your Research to zilch while waiting for T of E to complete. IOW you can't skip Medicine, right?
Wow, thanks. Didn't know how much time I've wasted all these years following the prescribed path set by the Science advisor. Would've wiped the Continent clean the last game much faster if I'd done what you suggest, then gone for Persia on the other one.No. You don't need Medicine. The beeline is Steam -> Electricity -> RP
You can do Med -> SciMethod (ToE) afterwards, if you think you still need to. But on a Pan-map, that might not even be necessary to achieve a Cavalry Domination VC: it depends where you are in the tech-race.
I'm still not a very good DG player, so (assuming I've even survived that long!) I'm usually still in catchup mode when I begin the Industrial. So I might still need Flight/Bombers, in which case I'll go for ToE for the tech-boost -- but for the trading opportunities as much as anything.
Ideal is to have a technology finish at the same round as the Theory of Evolution. You know....Industrialization (2 turns), Theory of Evolution (2 turns) for example. The turn of events go as this. You first finish discovering the tech (usualy rep parts, industrialization or even nationalism) and the science advisor asks what we need to research next. You choose an expensive tech (I think atomic theory followed by electronics are the most expensive techs at this point). If you do not really have the Toe under production and you are using a palace pre-build, you click let me see the big picture, go to the domestic advisor, choose the prebuilding city and switch to Teo AFTER you have chosen the next tech. In both cases the Toe finishes immediately after and you get the two free techs. If you cannot synchronize Toe and finishing a research and your science rate is at least 5 turns per tech, you can go with zero science as you described. If you are researching at maximum rate (4 turns per tech) then....not sure what you must do. There is some delay in researching if you go 0% science. Better to pay attention in the synchronization earlier, you may have choices like espionage (4 turns) and something else (7 turns) that may help. Some players like having a double prebuild, so as to finish Toe and begin (or even finish!) Hoover Dam on the same round. There is something weird in the game design at this point. The player who survives to the ind age, usualy gets a very strong boost with those two wonders plus his ability to exploit things like railroads and artillery much better than the AI. It is highly unlikely (regardless the level) that a player who gets those 2 wonders is going to lose the game.OK I'm assuming you start RP then turn down your Research to zilch while waiting for T of E to complete.
There is something weird in the game design at this point. The player who survives to the ind age, usualy gets a very strong boost with those two wonders plus his ability to exploit things like railroads and artillery much better than the AI. It is highly unlikely (regardless the level) that a player who gets those 2 wonders is going to lose the game.