Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,195
That makes 8 players in favor of Infra, 2 Civics, and 1 Military. No slant here at all. 
Remember the benefits of the techs everybody:
Infra increases income at set increments, reduces the distance penalty, and gives you extra claims (once at Infra X and another at Infra XX)
Diplomacy increases your chances of success with the NPCs, unlocks new agreements, controls how far away you can negotiate, and controls how many agreements you can make per turn. Furthermore, you need 2 diplomacy techs per economic agreement, so diplo is very powerful if you're too succeed.
Military reduces the distance penalty for invasions, increases your chance of victory in combat, and also unlocks spy missions, defense pacts, lucrative military access treaties, and finally, increases your number of free armies.
Civics allows you to choose national powers(think like EU3's national ideas), and every Civics level allows you to hold 5 more provinces without incurring revolt risk.

Remember the benefits of the techs everybody:
Infra increases income at set increments, reduces the distance penalty, and gives you extra claims (once at Infra X and another at Infra XX)
Diplomacy increases your chances of success with the NPCs, unlocks new agreements, controls how far away you can negotiate, and controls how many agreements you can make per turn. Furthermore, you need 2 diplomacy techs per economic agreement, so diplo is very powerful if you're too succeed.
Military reduces the distance penalty for invasions, increases your chance of victory in combat, and also unlocks spy missions, defense pacts, lucrative military access treaties, and finally, increases your number of free armies.
Civics allows you to choose national powers(think like EU3's national ideas), and every Civics level allows you to hold 5 more provinces without incurring revolt risk.