Liberalism vs the Lower Half of the Tech Tree

Bandobras Took

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. . . or What Kind of Bang Am I Getting for My Buck?

I mainly started pondering this because of all the people who say Castles go obsolete too quickly and that getting Liberalism is important. What follows is the base beaker cost for each path and a few thoughts afterward.

Liberalism (Religion to Paper)

Mysticism 50
Meditation 80
Priesthood 60
Writing 120
Code of Laws 350
Philosophy 800
Masonry 80
Polytheism 100
Monotheism 120
Theology 500
Paper 600
Education 1800
Liberalism 1400

Total Cost: 6060

Liberalism (Civil Service to Paper)

Mysticism 50
Meditation 80
Priesthood 60
Writing 120
Code of Laws 350
Philosophy 800
Mathematics 250
Civil Service 800
Paper 600
Education 1800
Liberalism 1400

Total Cost: 6310

Engineering

Wheel 60
Pottery 80
Mining 50
Bronze Working 120
Metal Casting 450
Machinery 700
Masonry 80
Writing 120
Mathematics 250
Construction 350
Engineering 1000

Total Cost: 3260

Feudalism

Mysticism 50
Meditation 80
Animal Husbandry 100
Writing 120
Priesthood 60
Monarchy 300
Feudalism 700

Total Cost: 1410

The most immediately obvious thing is that getting Engineering is roughly half the beaker cost of Liberalism. Liberalism usually gains about 1800 (Nationalism) off of the free tech, but Engineering is still a far cheaper path -- you'll be building castles around the time you get Paper going for Liberalism. Not only that, but many of the Prereqs for Engineering are worker techs (Mining, Bronze Working, Pottery, and the Wheel being the most notable, with Masonry and Machinery coming in second).

Even figuring in 1800 off of Liberalism's Free Tech, Engineering has roughly 1600 beakers to work with -- a bit more if the common path of Liberalism through Civil Service has been taken. That means that going for Engineering will also give you time to take Feudalism, with most of Code of Laws thrown in for good measure.

Going for Liberalism should be used in Conjunction with bulbing from Great Scientists in order to get anywhere. However, the prereqs include absolutely no Worker or Military techs whatsoever with the exception of Masonry (keeping in mind that Civil Service is only a Military tech in conjunction with Machinery).

Given all of the above, a more militarily-oriented person should think about giving Liberalism a miss in favor of heading towards Engineering/Feudalism for the following reasons:

1) You still have to research Worker techs on the Liberalism path, and a good chunk of those are already included on the Engineering path resulting in what is effectively an even larger base beaker advantage for Engineering;
2) If a Liberalism person wants a viable defender, they have to research Machinery anyway, whether it be for Macemen or for Crossbowmen;
3) Engineering itself is a great Warmonger tech, improving movement on roads, giving access to Trebuchets, and enabling Castles for better Espionage and Trade Route income (not to mention Pikes for countering mounted units);
4) Forges from Metal Casting along the way help boost military production;
5) You can pursue Feudalism either in conjunction with or after researching Engineering to give you access to Vassalage, Longbows, and a running start on Guilds for Knights and then to Gunpowder.

Civs with the Aggressive trait, on the other hand, don't get a lot out of the Engineering/Feudalism path unless they detour to Civil Service. Protective (through Crossbows)/Charismatic (through generally cheaper promotions)/Spain (through Citadel-enhanced Siege) can gain a great deal out of giving Liberalism a miss and pursuing Medieval war to give them an advantage. Philosophical Civs gain more out of Pursuing Liberalism since they can make the earliest use of Great Scientists.

As usual, let me know if I've made a mistake.
 
Well first of all by the time I'm researching liberalism I almost always have everything through Engineering because you trade for backfill. That's the REAL power of it ... since the AI almost universally goes low you benefit most from going high and trading for filler or wars.

Second of all GS's bulb up the liberalism line. I almost always bulb philosophy and half of education. If I can manage a 3rd scientist I use him to bulb printing press in an effort to get Replaceable Parts from my liberalism (requires banking ... which can be hard to get before someone threatens lib).

If you want to bulb the lower line you need merchants and engineers which are both significantly harder to get. I think that's the real key here ... you can get BOTH lines if you go high since the AI almost always go low. Things might be different if the AI would ever tech differently.
 
Well first of all by the time I'm researching liberalism I almost always have everything through Engineering because you trade for backfill. That's the REAL power of it ... since the AI almost universally goes low you benefit most from going high and trading for filler or wars.

Second of all GS's bulb up the liberalism line. I almost always bulb philosophy and half of education. If I can manage a 3rd scientist I use him to bulb printing press in an effort to get Replaceable Parts from my liberalism (requires banking ... which can be hard to get before someone threatens lib).

If you want to bulb the lower line you need merchants and engineers which are both significantly harder to get. I think that's the real key here ... you can get BOTH lines if you go high since the AI almost always go low. Things might be different if the AI would ever tech differently.

Sure enough (I mentioned using Great Scientists for Liberalism), and trading goes without saying. I'm not saying it's better than going for Liberalism, but that it's not necessarily bad to look for it instead of Liberalism in a given game.

Obviously, Caste System can get you Great Merchants -- it's the Great Engineers that are a problem for any but an Industrious Civ (which is why Qin does so well on the bottom half of the tech tree).
 
The problem is that virtually every AI will tech down the engineering line. If you go that way, you're at parity at best, especially militarily. If you bulb education, you have powerful trade bait, and a very powerful tech potential from oxford and a strong civic.

Further compounding this problem is that wars with trebs are very slow and thus mostly relegated to the slower games speeds anyway. Also, it's quite difficult to bulb the bottom path, but very easy to bulb philosophy and education (they're both top priority bulbs when you attempt them).
 
I know I sometimes try to oversimplify things too, but an analysis based only upon total beaker cost from the beginning of the game is silly because it totally ignores what you get from each tech and the dynamics of brokering/espionage. The best tech to research is the one that does the most for your economy or the one the AI is not researching so you can trade for or steal what they are researching. This is like a slightly less ridiculous version of trying to decide if you should beeline advanced flight or robotics from game start.

Liberalism gives you a free tech and gives you access to free speech. Free speech is critical for a good cultural victory, and is usually going to be better than bureaucracy for your overall economy for non-cultural victories, unless you don't have cottage cities or something. Even a military civ with good city specialization will want free speech instead of bureaucracy, except sometimes when your capital is your military city and you already have a substantial tech lead.
 
A big reason for going after Lib is because it SLOWS DOWN the tech pacing of the AIs. Surely it is worth it to take a performance hit on yourself, to deliver a bigger hit over all.

Anyhow, some data is better than no data at all, but as mentioned... this data is of little value and can cause more harm than good for someone who is a monarch-epic newb. Actually, I don't see how anyone better or worse can make valuable use out of it, but I guess it's ok for filing in "interesting facts".
 
I guess it's ok for filing in "interesting facts"

Which was all I was doing, honestly. Whenever someone has brought up Castles and how quickly they obsolete, they usually follow up with some statement to the effect that they need to research Liberalism instead. It's just interesting that the base cost is half as much. Obviously when you play the game you're going to be trading, the actual cost will depend on map size/game speed/techs already researched/traded for/popped from goody huts/modded in Friday night at 8:57 pm while ordering pizza.

:) Okay, that last statement went a little overboard. :)

Even a military civ with good city specialization will want free speech instead of bureaucracy, except sometimes when your capital is your military city and you already have a substantial tech lead.

The question is "want now?"

If you go that way, you're at parity at best, especially militarily.

Actually, Crossbowmen can eat up any Melee unit and Pikemen counter everything mounted this side of Cuirassiers. Since Trebuchets are all you need to take down enemy cities, military parity doesn't matter much at that point. It's whether you can build a better invading stack than the AIs, which I think everybody agrees a human player can.

Now granted, my perspective might be a little skewed as I play Protective leaders often.

Again, I'm not saying going for Liberalism is bad. I'm not saying it won't win you the game, as obviously it can in conjunction with a few other things. I'm just saying that for better or for worse, you can get to Engineering pretty darn quickly, that it gives you several useful military units and a couple of useful buildings, and therefore a person might consider going for it early and nabbing Liberalism later rather than following the traditional advice of "see how soon you can get Liberalism in every single game."
 
Even in multiplayer with lots of warring going on, when you cannot avoid military techs and head straight for Liberialism...it is wiser to tech civil service first before going engineering or feudalism guilds....the tech bonus from bureocracy is too good to be delayed at this stage of the game.
 
A big reason for going after Lib is because it SLOWS DOWN the tech pacing of the AIs. Surely it is worth it to take a performance hit on yourself, to deliver a bigger hit over all.

Anyhow, some data is better than no data at all, but as mentioned... this data is of little value and can cause more harm than good for someone who is a monarch-epic newb. Actually, I don't see how anyone better or worse can make valuable use out of it, but I guess it's ok for filing in "interesting facts".

:rolleyes:

Absolutely unnecessary. It's not a travesty to suggest alternate strategies, and the "newbs" will probably keep the game longer if they don't bore to death repeating "uber" gambits game after game. And anyone trying to power game in this franchise is gonna learn quick enough.

Preach on Bandaras. It seems like liberalism slingshots have become the staple crop of Civ IV. I think this is part of why people swear that playing on epic or marathon is some type of cheat code. Never mind the fact that normal speed lets them go to 1000 A.D. with no army, and then whip before the AI stack reaches their city. Never mind the fact that no amount of extra turns will help the AI longbows kill your drafted Taj Mahal rifles. ;)

Well don't let me de-rail the thread. I agree with you that liberalism isn't necessary. Once you have macemen and trebuchets, you may even do better spamming units and taking cities till you slider runs low. But to be honest, the super-gambits people developed to beat higher levels pretty much seem to be optimal. :( I'd love to see more people put away the cookie cutter and prove me wrong, though.
 
Even in multiplayer with lots of warring going on, when you cannot avoid military techs and head straight for Liberialism...it is wiser to tech civil service first before going engineering or feudalism guilds....the tech bonus from bureocracy is too good to be delayed at this stage of the game.

My capital is usually devoid of towns, so I'd say go engineering first, then build trebuchets and a few pikes while getting machinery and civil service.
 
:rolleyes:

Absolutely unnecessary. It's not a travesty to suggest alternate strategies, and the "newbs" will probably keep the game longer if they don't bore to death repeating "uber" gambits game after game. And anyone trying to power game in this franchise is gonna learn quick enough.

Preach on Bandaras. It seems like liberalism slingshots have become the staple crop of Civ IV. I think this is part of why people swear that playing on epic or marathon is some type of cheat code. Never mind the fact that normal speed lets them go to 1000 A.D. with no army, and then whip before the AI stack reaches their city. Never mind the fact that no amount of extra turns will help the AI longbows kill your drafted Taj Mahal rifles. ;)

Well don't let me de-rail the thread. I agree with you that liberalism isn't necessary. Once you have macemen and trebuchets, you may even do better spamming units and taking cities till you slider runs low. But to be honest, the super-gambits people developed to beat higher levels pretty much seem to be optimal. :( I'd love to see more people put away the cookie cutter and prove me wrong, though.

While I understand and even agree with your sentiment your post is more than a little caustic. I suggest if you really wish to further your cause you go out and prove it yourself. I really do favor free thought myself but as an engineer I have to accept there are optimal and sub-optimal ways to navigate fixed systems. This game is a fixed system ... the AI's all have rules they follow and we the players work with those rules so that we can win. Of course there's a lot of random inputs producing small scale differences but at the large scale there are reproducable patterns of AI behavior and this is what we work with in order to beat it at the highest levels where it has dramatic cheat codes working for it.
 
Even in multiplayer with lots of warring going on, when you cannot avoid military techs and head straight for Liberialism...it is wiser to tech civil service first before going engineering or feudalism guilds....the tech bonus from bureocracy is too good to be delayed at this stage of the game.

Assuming a Cottage Economy, you can very easily delay Civil Service if you are running specialists.

I've been experimenting in SEs with climbing the Guilds path to reach Chemistry, and then spamming 4 and 5 hammer workshops with Grenadiers soon after. A big problem is the bulbing priority of merchants and scientists; Merchants prefer Civil Service to Guilds (a big problem), Scientists prefer Philosophy to Chemistry (more manageable because a SE wants pacifism anyways). A Great Scientist will never bulb Gunpowder before Astronomy is discovered, and once Paper is opened up, he won't bulb it until after Liberalism. At least Chemistry beats Paper.

Your only choice is - that's right - Great Engineers. Once Engineering is discovered they prefer Guilds -> Gunpowder -> Chemistry to everything else.

So my question is; is it possible to beeline Chemistry using the Guilds path and beat someone who went Lib (and by an appreciable amount)? The tech path is technically cheaper, but the bulbs are much more awkward. It seems either you have to bulb using a GE or figure out a way to leverage your great people in such a way that defeats the raw power of bulbing.

Btw, here's the full list of Great People preferences from this thread, http://forums.civfanatics.com/showthread.php?t=140952

Perhaps we could brainstorm, and come up with useful bulbs for the lower half of the tree, that might open up when you delay one early tech or another.

Great Prophet:

Meditation
Polytheism
Priesthood
Monotheism
Theology
Divine Right
Mysticism
Masonry (Warlords patch & BTS)
Code of Laws
Civil Service
Monarchy
Literature
Music
Writing
Philosophy
Printing Press
Drama
Aesthetics (BTS)
Alphabet
Paper
Education
Liberalism
Calendar
Masonry (Vanilla & unpatched Warlords)
Animal Husbandry
Construction
Future Tech

Great Scientist:

Writing
Mathematics
Scientific Method
Physics
Education
Printing Press
Fiber Optics
Computers
Laser (BTS)
The Wheel
Alphabet (BTS)
Philosophy
Chemistry
Fission
Fusion
Optics
Paper
Astronomy
Biology
Electricity
Flight
Genetics
Compass
Satellites
Aesthetics (BTS)
Sailing
Alphabet (Vanilla & Warlords)
Calendar
Medicine
Ecology
Advanced Flight (BTS)
Iron Working
Metal Casting
Engineering
Steam Power
Liberalism
Agriculture
Masonry
Bronze Working
Machinery
Gunpowder
Refrigeration
Superconductors (BTS)
Rocketry
Fishing
Combustion
Plastics
Composites
Stealth (BTS)
Mining
Military Science (BTS)
Radio
Meditation
Drama
Theology
Music
Civil Service
Democracy
Corporation
Communism
Economics
Hunting
Archery
Animal Husbandry
Construction
Robotics
Monotheism
Mass Media
Horseback Riding
Replaceable Parts
Rifling
Artillery
Future Tech

Great Artist:

Literature
Drama
Music
Polytheism
Monarchy
Mass Media
Radio
Mysticism
Monotheism
Divine Right
Alphabet (Vanilla & Warlords)
Aesthetics (BTS)
Meditation
Priesthood
Theology
Nationalism
Writing
Philosophy
Printing Press
Liberalism
Pottery
Horseback Riding
Democracy
Education
Military Tradition
Communism
Astronomy
Computers
Feudalism
Constitution
Fishing
Sailing
Paper
Biology
Archery
Masonry
Metal Casting
Civil Service
Guilds
Fascism
Hunting
Animal Husbandry
Bronze Working
Construction
Railroad
Robotics
Future Tech

Great Merchant:

Currency
Banking
Economics
Corporation
Metal Casting
Code of Laws
Mining
Constitution
The Wheel
Alphabet (BTS)
Pottery
Sailing
Paper
Railroad
Industrialism
Monarchy
Civil Service
Guilds
Fascism
Mass Media
Agriculture
Writing
Mathematics
Printing Press
Flight
Machinery
Replaceable Parts
Satellites
Mysticism
Priesthood
Divine Right
Nationalism
Calendar
Scientific Method
Medicine
Horseback Riding
Compass
Steam Power
Future Tech

Great Engineer:

Machinery
Assembly Line
Industrialism
Combustion
Metal Casting
Mining
Iron Working
Engineering
Replaceable Parts
Steam Power
Steel
Robotics
Railroad
Feudalism
Fascism
The Wheel
Plastics
Masonry
Construction
Guilds
Bronze Working
Corporation
Electricity
Animal Husbandry
Gunpowder
Priesthood
Monarchy
Code of Laws
Constitution
Agriculture
Economics
Chemistry
Fission
Genetics
Fusion
Optics
Civil Service
Nationalism
Communism
Ecology
Pottery
Calendar
Currency
Banking
Scientific Method
Physics
Writing (BTS)
Medicine
Refrigeration
Superconductors (BTS)
Computers
Divine Right
Fishing
Mathematics
Flight
Fiber Optics
Hunting
Horseback Riding
Rifling
Future Tech
 
I'm not sure of this uber-super-gambit you speak of. During the times I lose the lib race, I still continue on my way one way or another. I always have a backup.

There are others who may quit when they lose the free tech in frustration but it's not the end of the world to me. I do it to SLOW down the AI, a concept many players are un-aware of.
 
While I understand and even agree with your sentiment your post is more than a little caustic. I suggest if you really wish to further your cause you go out and prove it yourself. I really do favor free thought myself but as an engineer I have to accept there are optimal and sub-optimal ways to navigate fixed systems. This game is a fixed system ... the AI's all have rules they follow and we the players work with those rules so that we can win. Of course there's a lot of random inputs producing small scale differences but at the large scale there are reproducable patterns of AI behavior and this is what we work with in order to beat it at the highest levels where it has dramatic cheat codes working for it.

What makes any sort of strategy game good is the presence of meaningful decisions. Civ4 has a lot of these, you can tell because many posts on this forum are filled with qualifiers like "It Depends on A,B,C,ect." This is why I personally think it's the best strategy game ever made.

This is why it's so disappointing to players like Yesod, Took, and me that the middle game seems to turn into "Go Go! Lib Race!". So the purpose of this thread is to discover if there might actually be benefits to ignoring the liberalism race entirely (blasphemy, I know). It's something that I'm interested in discovering because not only does it make the game more interesting, it gives me another tool in my civ4 toolbox.
 
For interest's sake, I'm in the middle of a game at the moment in which I'm not building a single university or observatory, nor any academies or Oxford Unis. Game is huge/epic/Better AI/Emperor/Tectonics. I'm also not popping a single specialist other than spies. (I have however taken 1 great artist for in case I get to found Civ Jewellers).

I've never won an Emperor game before (well except the quecha rush on duel pangaea :p) and this game is not looking perfect, but things are not down the toilet that's for sure. Also, I'm playing as Churchill who supposedly has the weakest trait in the game (and one of the strongest too I guess).

I lost the Lib race by a longshot but it's not a big deal when you can catch up quickly stealing techs at a hugely discounted price. I'm getting a new tech every 5 turns or so at the least.

I hope I can win it lol. :D

And in Better AI, the AIs actually use privateers! I've already had a city lose its trade routes for several turns because of one of Zara's privateers.

EDIT
I forgot to mention I'm not lifting the science slider above 0% from the time I got Nationalism.

EDIT2
Although the game was getting really good around 1800AD... Ramesses being maybe 140 turns from cultural victory, and much of the world very high in power and just itching to use all their new fighters etc., I think I'm going to have to abandon the game because it's starting to cause MAF errors. I suspect running Better AI on a huge map like this is gonna make the game use more than 2GB of RAM lol.
 
For what it's worth... I used to give Liberalism a miss on Deity and claw my way up with trebuchet-driven wars instead. Medieval war may be slow as hell, but it depends heavily on the correct balance between siege, cleanup and counter units as well as the right tactical decisions. This gives the AIs great opportunities to throw their bonuses away, and I find medieval war on tech parity fairly safe and not too costly.

On Normal speed I find myself on a fairly tight clock though, since being too slow in seizing enough land to catch up techwise means someone else will have the edge in guns AND butter come the Renaissance. Not good.
These days I feel slightly safer taking the beaten path to Liberalism as a tool to get a Renaissance unit more quickly, and get my conquest done then. I can't say I win all that more often though.
 
Why would you just assume to go for liberalism? I would go for that tech path in certain situations...but often I stick to the bottom route, through engineering, and towards grenadiers and cannons. I've won more than one game by hitting with grens and cannons to end it all. You'd be surprised how hard you can hit even when behind in tech. Rifles don't fare too well against grens, and formation pikes or even formation grens can hold off curassiers (cavalry will be a . .. .. .. .. . though). So...when I'm a warmonger, like Shaka, and up against a tech whore, like Mansa...he may have a big tech lead, but I'll still kill him easily with my uber promoted units. In that case, no need for liberalism, democracy, or any of that panzy enlightened crap
 
Apart from Engineering line, you shouldn't forget Feudalism->Guilds->Banking -line either. In many cases it's stronger than Liberalism line giving major boost for military and economy, and leading some strong techs like rep. parts, gunpowder and economy.

But because AI favors that line heavily (and for a good reason) and cause it's harder to bulb, it may still be beneficial to tech Liberalism line and trade for these techs.
 
Apart from Engineering line, you shouldn't forget Feudalism->Guilds->Banking -line either. In many cases it's stronger than Liberalism line giving major boost for military and economy, and leading some strong techs like rep. parts, gunpowder and economy.

But because AI favors that line heavily (and for a good reason) and cause it's harder to bulb, it may still be beneficial to tech Liberalism line and trade for these techs.

That's usually how it works, sadly. I've traded so hard from the lib line into that line that I beat the AI to economics or even taken it with lib :crazyeye:.

Then you wind up with everything, and some suckers you didn't trade with are SCREWED.
 
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