Question on Techs in Civ1

RedKi-rr

Prince
Joined
Apr 15, 2010
Messages
538
Does anybody know what techs one could research next?
I thought that it was like in Civ2. That is 0-1-2 cycles - each tech is pointed by one (and only one) of these numbers and each turn we couldn't research techs with number N=Mod (M,3). Where Mod (M,3) means the reminder when M is devidev by 3, and M is the number of known techs (exept initial techs).
But tests show that in Civ1 another rule could be...
It's rather annoying when you can't research immediately important techs.
 
Urtica Diotica gave a list in that thread. Acquiring any new tech continues the 0-1-2 rotation, so I advise trading a tech with an opponent when you know you are going to be roadblocked, huts being so risky.
 
Thank's a lot! Very very much!

I even have started my own reseacrh, and was surprised that some unexpectable techs were in one group. After that i have started reseacrh the ordering of techs. So, I'm very happy that Urtica dioica did it. It looks like Sid-random, and not in alphabet ordering (like in civ2).

Another interesting thing - techs-jokers, that is you can always research them. I was under a delusion when thought that there are several techs-jokers from the tree (like alphabet, currency, deocracy, atomic theory). But it is found out that two top valid techs are jokers (in civ2 guide it seems to me that joker could be only one). Special thanks to Urtica dioica again.

Well, all these information appliсable to Emperor. When I launched the lowest level ALL techs were possible. Please correct me if I am wrong. Also i didn't test other levels. So, it's natural to expect 1) more techs-jokers at King and below (e.g. King - 3, Prince - 4, Warlord -5, and so on) 2) the same number of techs-jorker for levels from Warlord to Emperor.
 
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