most important technology?

chariots stink ( so does the wheel)

except you NEED the wheel to get invention
so i try to discover it early in the game anyway.
 
That's the only reason that you research them, is to get higher on the tech tree. I think this topic is not one you can post to easily, because even though you may dislike a tech, you still have to research it in order to get to the ones you do like. It's not like units, where you can simply not build a unit you hate (e.g. Warriors, Fanatics, Partisans, Ironclad). "Which techs do you rush to research" would be a better one, I think. I'd rather skip The Wheel and move on to stuff like Invention instead, but you need The Wheel to get it. Same with Trade. Can't remember for the life of me what that moves on to but I'd rather not bother. I like using MP'sE to sign treaties and share world maps, but otherwise, Trade is a useless tech for me. I'd just skip it and go on to the next thing if I could.:cry:
 
Originally posted by unknown_spirit



i am not bothered about:
Guerrilla Warfare (Who builds Partisans?)

huh!!???

g warfare rocks
partisans rock
when somebody captures my city (which almost never happens) i get it right back with my partisans!!
they guard my city sometimes!!!

c'mon
y not?
 
Originally posted by jtb


huh!!???

g warfare rocks
partisans rock
when somebody captures my city (which almost never happens) i get it right back with my partisans!!
they guard my city sometimes!!!

c'mon
y not?

I specifically said who BUILDS Partisans. Also, I never said I leave GW till the last minute. Merely that it isn't my fave thing to reap the rewards of. I prefer Mobile Warfare, Robotics and Amphibious Warfare to Guerrilla Warfare by far.

c'mon
y build Partisans when u can build Armor and Howitzers?
 
Also, why are trade arrows so important?



Because trade arrows are the blood in the veins of your civ.All science,luxuries and gold come from trade arrows.The more you can generate,the more everything you will have when it comes time to distribute those trade arrows thru your tax advisor.
 
i can build partisans far far far far far far far before howitsers.
 
:confused:
for a unit

are hit points times defence a units defence
are firepower times attack a units attack

if not... wut are hit points and firepower???
 
trade is the most important feature in the game for money and science. If you don't have it chances are u will be behind the enemy on science (more so on the higher levels).

i get civ advances every turn and have about 80 with cities, above 10 science each route, that 30 each city thats, 30*80=2400
thats like 40 good science cities. TRADE is the key to the game, its the KEY to all Civilizations past and future.:goodjob:

TRADE, TRADE, TRADE:p
 
You don't need Guerilla Warfare to get partisans when your city is captured as far as I can remember.
I never research Amphibious Warfare by choice. Obviously, when the number of techs you are allowed is restricted and you are stuck wasting beakers on it then you can't do anything about it but get very annoyed :mad:.
My favourite techs are: Bronze Working (I like to start the game with it), Trade, Philosophy, Astronomy, Theory of Gravity (anyone guess where we're going here? :)), Invention, Electronics, Explosives, Industrialisation, Democracy, Economics and Fusion Power. Future Tech 93 is all right too. I started going in order of research but that fell by the wayside I'm afraid. I love Electricity actually, as it kills the stupid Great Library but I hate Flight for the same reason and try to avoid it as long as possible to preserve my beautiful harbour statue. :love:

To jtb: This has recently been answered elsewhere but I'll repeat it for you anyway. Combat is based on random numbers generated by the computer which means that sometimes phalanx can beat battleships (although this is rarer in Civ 2 than 1 or 3 :D).
This link to Apolyton explains it all. :D
 
duke o' york,
Future Tech 93 is nothing other than a step towards future tech 105 which is the real clincher, once you've got FT105 the AI will be wetting their pants.

The next best are trade, invention, gunpowder, conscription, and plumbing

ferenginar :borg:
 
Why do the AI "wet their pants" when you get future tech105? I've landed my ship & conquered the planet b4 I get to ft 15. Do the AI actually say something when u get that high? Yknow, like when u make nukes under Fundy? Do they say something when you get to ft 105?
 
unknown_spirit: Why do the AI "wet their pants" when you get future tech105? I've landed my ship & conquered the planet b4 I get to ft 15. Do the AI actually say something when u get that high? Yknow, like when u make nukes under Fundy? Do they say something when you get to ft 105?

We have all landed our ship or conquered the planet before we get to FT15, but I am currently playing a game where I have kept a pet city and not launched the complete ship just so that I can get a big score from population and FT. It takes a very long time, particularly as I am delivering about 30 caravans per turn with about half going to an "unlimited demand city". I have about 120FT at the moment and expect to finish with 200.

Duke o' York: Future Tech 93 is all right too

It's a joke, there is nothing special about FT105. :D

Ferenginar
 
"Which techs do you rush to research" -- Tactics. I'm ususally too shy to go visit the neighbors :) too soon, but want to go out & say hi while Sun Tsu & Leo's are still in place.:scan:
 
Originally posted by duke o' york
...but I hate Flight for the same reason and try to avoid it as long as possible to preserve my beautiful harbour statue. :love:
Ah, but if you rush from flight to automobile, you can build superhighways to replace the statue (depending on your geography). It only takes a handful of turns...

Also, thanks for linking to the combat thread! I love it when people plug that. :goodjob:
 
Hands down... it has to be trade. There is no more important science than this. Caravans are probably the most powerful unit on the board. Now granted, playing against the stupid AI, any strategy you use will probably kick it's butt... But MP games bring out the truth. Without Caravans, other people will just beat the snot out of you.
 
there goes the neighborhood....:D
 
Originally posted by Smash
there goes the neighborhood....:D

Who... ME :lol:

But come on... Trade is Job 1
If you want to take down the neighborhood, we can always parade a bunch of camels through here :p

Go trade Go, You're #1 :goodjob:
 
What do you mean? The difficulty level has nothing to do with the most important tech. The only thing I can think of that would change the order is that you are wise to research Mapmaking when you have an archipelago map. Otherwise, it's still the same order. And Trade's vital, regardless of whether you're on an island or continent.
 
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