Science 1700

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Kev

Hired Goon
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Feb 23, 2001
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Duke:

I was looking around and I can't seem to find any recent technology queue. I was wondering where you'd like to proceed.

From my turn thread, here was the last batch I was given as choices:

Our choices for science are Atomic Theory, Espionage, Genetic Engineering, Leadership and Refining

I chose to go with Espionage.

Keep in mind a few things:

1. The Romans and Chinese have Leadership. We could steal this.
2. While they did not come up, I have to believe conscription and electricity should also be available.
3. We could be entering some wars soon.

So how shall we proceed?
 
Yes, you're right. I haven't even had time to update any of the screen shots either....:(

Currently researching Espionage.
Conscription (Riflemen)
Electricity (Destroyers, cancels GL)
Leadership (Dragoons) [possible to steal?]
Tactics (Calvary, Alpine Troops)
Sanitation (sewer)
Steel (Cruiser)
Machine Tools (Artillery)
Electronics (Hoover Dam)
Refrigeration (supermarket, farmland)
Miniaturization (offshore platform)

This track lets us update our military, improve city production, and grow our cities.
 
All looks good to me, Duke.

I do intend to steal Leadership - have no fear about that!

Just one thing - I think that we'll need Refining before Steel and the others. Probably won't come into play over the next few turns, but just in case I'm given the choices of Atomic Theory, Genetic Engineering and Refining, I'll probably go for Refining in that case.

Thanks!
 
Originally posted by Kev
Just one thing - I think that we'll need Refining before Steel and the others. Probably won't come into play over the next few turns, but just in case I'm given the choices of Atomic Theory, Genetic Engineering and Refining, I'll probably go for Refining in that case.

At this point, what would we need refining for? It isn't a required tech for any of the others listed.

Given the choices you said, yes, take refining unless we want Cure for Cancer.
 
D'Oh!

You're right - for steel, machine tools, electronics and all that it won't be necessary to go for refining.

However, we will need it should we decide to start on the route that includes Combustion (subs), Automobile (battleships and superhighways) and will eventually lead to Mobile Warfare (I think that Robotics is along this path as well). I know that Automobile will cancel Leo's Workshop, but battleships would be cool and superhighways a great addition to the SSC.

I guess we can revisit the list after some additional turns and see where we stand. I'm good to go for like 7 or 8 on the list you've made, and I doubt I'll get through more than 4 or so through the next batch (including stolen ones). I like the military ones that are front-loaded. I have a feeling that sanitation may pop up in one of our rival's tech tree - may be that we could get this one as well.

Thanks again for the direction.
 
My only suggestion might be to go for Electronics (Hoover's Dam) before Machine Tools (Artillery). Artillery are not really much use if you have Cavalry, esp. if they're vets. Obviously we'll want Hoover's, and the sooner the better. Assuming, of course, we have factories that will benefit from it by then.
 
Yes, the farther down the list the more we can just re-arrange the order depending on circumstances.

Artillery is meant mainly for those cities that may have musketeer (or higher) defenders behind city walls by the time we get to them.

I would also very much like to get Hoover Dam quickly, but we can't build a military and pump out freight at the same time, so I put it later on the list where it might be more attainable to get the tech and build the wonder. My usual stipulation applies, if the AI gets the tech for the wonder, we get the tech and start the wonder ASAP. :)
 
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