Eunomiac
Chieftain
"The late-game tech tree" (i.e. late Renaissance and beyond) is a big topic, to say the least, so my sincere thanks and appreciation to anyone willing to tackle this, and for any insights you can give. I do intend to actively participate in this discussion, trying to "help you help me" and all that, as I try to figure out whatever it is I'm not getting. Finally, once I have a handle on this, I'll commit to writing the very sort of guide I wish I could read right now! (While late-game teching isn't my forte, writing, happily, is!)
Right. To the point. Tally-ho:
Without fail, sometime in the late Renaissance, I always find myself completely lost when it comes to planning out my tech route. I go from confidently queuing up a bevvy of techs in the early game, to staring blankly at a game of "Pin the Tail on the Tech Tree" shortly after researching Gunpowder. All the techs start to look the same to me, which is obviously absurd, and a chronic case of analysis-paralysis sets in. At times I've even dreaded finishing a tech, because it means I'll be spending 15 minutes agonizing over what to research next
My love for this game is in dire need of a holistic/"big picture"/"Coles Notes" grasp of the late-game tech tree---not of each individual tech itself, but more of how they fit together, so that I don't have to stop planning ahead once I'm training Musketmen.
Since I'm sure many of you are utterly baffled by my inability to comprehend a system that is clearly and in great detail spelled out on the tech tree itself, I've spent a bit of time trying to come up with more specific questions that might help narrow things down. I do think this should make for a fruitful discussion; who knows, maybe we'll all learn something!
Finally, does anyone know of a good printable tech tree reference for BNW, one that includes as much information as possible? I've looked, but the only one I found resembles the in-game tech tree, and lacks that critical mouse-over info.
Again, thanks in advance for your help on this admittedly large, vaguely-defined and nebulous plea for assistance! I'm only able to resist an advance apology because I've pacified my conscience with that promise to condense this discussion into a guide when we're finished
Right. To the point. Tally-ho:
Without fail, sometime in the late Renaissance, I always find myself completely lost when it comes to planning out my tech route. I go from confidently queuing up a bevvy of techs in the early game, to staring blankly at a game of "Pin the Tail on the Tech Tree" shortly after researching Gunpowder. All the techs start to look the same to me, which is obviously absurd, and a chronic case of analysis-paralysis sets in. At times I've even dreaded finishing a tech, because it means I'll be spending 15 minutes agonizing over what to research next
My love for this game is in dire need of a holistic/"big picture"/"Coles Notes" grasp of the late-game tech tree---not of each individual tech itself, but more of how they fit together, so that I don't have to stop planning ahead once I'm training Musketmen.
Since I'm sure many of you are utterly baffled by my inability to comprehend a system that is clearly and in great detail spelled out on the tech tree itself, I've spent a bit of time trying to come up with more specific questions that might help narrow things down. I do think this should make for a fruitful discussion; who knows, maybe we'll all learn something!
- What (if any) post-Renaissance techs do you tend to think of as a group, either prioritizing or delaying them as a single (loose) package? Early-game examples might include "Mining to Iron Working" and "Archery to Horseback Riding" as the two "military packages".
- Broadening the above, what are the larger tendencies in the late-game tech tree? What tech paths, while not necessarily forming a group, tend to support certain strategies over others? For example, I might divide the early game tech tree into "foreign relations" (culture/exploration/religion) at the top, then "economy" (happiness/research/gold) beneath that, and finally "military" towards the middle/bottom.
- What do you consider critical/very important techs, either generally or in pursuit of a specific victory condition? Potential bee-lines, that sort of thing? (E.g. Writing, as an early-game example, and Printing Press for pursuing a Diplomatic Victory.).
- Any other post-Renaissance techs that warrant additional or special consideration? Techs that, while not rising to the level of "critical/very important", might be key gateway techs, or provide special bonuses that could be very strong depending on your circumstances? (E.g. Refrigeration's Food bonus, maybe?) Stand-out techs for capitalizing on a specific advantage or, conversely, bouncing back from a deficit? "Trump card" techs that are especially good at reacting to certain AI strategies? (Yes, this is the grab-bag question: Sorry.)
- Any overrated techs, or traps to avoid? (E.g. blissfully teching into the United Nations when another civ is in the lead for a diplomatic win? Which I've never done? Ever?)
Finally, does anyone know of a good printable tech tree reference for BNW, one that includes as much information as possible? I've looked, but the only one I found resembles the in-game tech tree, and lacks that critical mouse-over info.
Again, thanks in advance for your help on this admittedly large, vaguely-defined and nebulous plea for assistance! I'm only able to resist an advance apology because I've pacified my conscience with that promise to condense this discussion into a guide when we're finished