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
This is the list of bulb preferences for a GP. It runs most favored at the top to least favored at the bottom.
Obviously bulbing requires all the pre req techs.
I guess we want to bulb Theo at some point for the AP and to found a religion (we might already have founded one by then I guess).
The pre reqs for Theo are writing and Mono (I think).
So..... Anyone got a good tech stratagie?!
So Mining> Myst/Masonary> BW/Pot> religious techs> writing? Sorry this is so inconclusive. Maybe I sould go and play a test game.
I just can't get my head around it at the moment. I guess we want to complete our worker techs and get writing after masonary. Myst would be nice soon so we can get those GPP rolling in.
Remember we probably want to pop a great spy before we get a GProth. At least two GSpys would be nice in the early game (settle and Scotland Yard).
Oh yer scrap my idea of slowing growth (it will slow down subsiquent builds).
Suggest farming the flood next to the unforested grassland hill first so we can mine the hill ASAP for the GW race.
Also we're pretty far north (can see ice at the top of the screen I think) so explore W/S/E as a higher priority. Lets find stone and Horses!!
Apart form the GW I reckon we could try for the Mids with some whipping overflow and some select chopping. If we do go this route getting a good unit producing city up soon is a must.
Heres the roster
Groogaroo
schwartz - just played
Krick19 - up now
S.ilver - on deck
grandad1982
GatlingGun
Bleys