musketman-->infantry

ybbor

Will not change his avata
Joined
Nov 16, 2003
Messages
5,773
Location
Chicago Suburbs
okay. i'm sure this has been said before, but i haven't seen anyone talk about it lately. you will see on the tech tree that nationalism is a non-required tech.now lets say you have no intrest in MPP's, the draft, mobilization, communism, police stations, or espinoage. actually that's really not much your giving up, and you can always get police stations later,but i'm getting ahead of my self, you can skip nationalism and go right to replacable parts, alowing you to upgrade your musketmen--->infantry,you can now fight a war against those rilfeman vs. your infantry and artillerly, your cities won't fall. and your closer to tanks than if you started with nationaism. it's usually a good idea to go back for the draft and policestations.but if you think it's to big a gamble, yoiu know better than me, just make sure you have a lot of territory that can end in rubber

post with times you've tried this and how it went
 
I've done this several times...usually in games where I wasn't at war. I made sure to fortify my outside cities with 3 or even more musketmen -- when I got infantry I was suddenly top dog and a couple of times able to pound on the opposition.

However, if I have a large empire, I will go for nationalism to get the police station to fight corruption -- at this point in the game I am usually preparing for a modern war, and want all the productive capaciity I can get to build tanks, bombers, etc...
 
I always do this on Emperor because nationalism is such a drag to research (or even trade for) when you could be getting replaceable parts (faster workers + all-important rubber locations + able to build artillery sooner, so that enemy riflemen won't even matter), and scientific method for ToE so you can get atomic theory and electronics from it for the Hoover Dam. When you suddenly are cranking out 4-5 artillery and 3-4 infantry per turn, along with the ships you were already making, and your enemy is relying on riflemen, you will be in a very advantageous position ;)
 
I warmonger in Republic np ;) Just don't go to Democracy.

Actually the title of this thread is musketmen->infantry, but I usually go speamen/pikemen->infantry when upgrading, and that only accounts for only a handful of the infantry I actually build after replaceable parts.
 
Unless I'm scientific and gain Nationlism as my free tech, I almost always skip Nationalism. I'm too busy with my Scientific Method beeline. :)
 
I never research nationalism, or anything of that branch. I always start w/ steam engine and go from there. After getting a few steps into that branch, I do my 2 for one technology steal to get natonalism and either espinage or communism. My focus is getting Hoover Dam and those tanks.
 
Yes, there are several techs in a row that are far more important than Nationalism. First is Steam Power, so you can get railroads, to increase production, then Industrialization, so you can build factories, so you can increase production, then Replaceable Parts, so your workers build railroads faster, so you can increase production, and the above-mentioned SM, so you can get the Dam, and also increase production. If you build a few coal plants in your high production cities, you get it up even higher until the Dam comes online. And the civs that spent any time in the Nationalism branch will be at an enormous disadvantage at that point. They'll be nationalist, you will be industrial.
 
I usually go straight for Sci Meth (sometimes doing Steam and indus first) and build the ToE to get Atomic Theory and Electronics. With rounds of trade for first Sci Meth, then (if needed) Atomic and in very rare occassions even Electronics, I get all the techs I bypassed (nationalism, espionage, etc.), and I get ToE and Hoover.

I can't remember ever researching Nationalism.
 
I generally tech steam-> indy-> electricity then trade indy for nationionalism and electricity for medicine. I may pick up some gpt and other techs along with this. I then go for sci meth and trade sci meth a turn before toe is completed for tech plus gpt. Remember to prebuild with a small wonder... The ai keeps track of when you started building and when you will finish.
 
Back
Top Bottom