for the AI, which early, midgame, lategame techs should the AI go for?
Scions are a bit infamous for being all over the place with techs.
I'm not sure how the AI selects techs, so I'm not sure how to describe this.
Very Early:
Mining. (Scions want hammers.)
Masonry. (If there are P. Artifacts around. Esp. if there are multiple P. Artifacts around.)
Mysticism. (The extremely-favorable God King civic.)
Then:
Knowledge of the Ether. (Free Korrina, plus Risen Emperor is Arcane. Offense)
Archer (Headless archers are tough cookies. Defense)
Bronze Working (K. the Red. Offense.)
Hunting (K. the Black. Defense.)
Festivals somewhere in there.
Code of Laws (Population: Has two buildings to boost spawning, plus allows creation Legates who can generate Reborn. If you're lucky.)
Priesthood, then eventually Reli (Population again.)
Trade (Scions need lots of techs, should be willing to trade. (The Leader AI may need to be adjusted - I never did get around to much customization.)
Drama (Shoot for the Theater of Dreams)
Tech lines:
Haunted Lands Tech line - Defense and Economy:
Animal Handling (Ghostwalkers and Haunted lands. Defense, economic. Get here early and then pump out those Ghostwalkers to help spread the HL.)
Feral Bond (A big boost to Korrina the Black if she's around.)
Commune with Nature (Redactors)
Priest Line - population, military
Priesthood (Doomsayers - better at capturing/turning than Legates. Emphasize "Command")
Religious Law (For Cathedrals of Rebirth.)
Fanaticism (Revenants)
Arcane Line - Pure military (Perhaps much less attractive for non-R.E. leaders.)
Alteration (Body mana and the Flesh Studio)
Sorcery (Necromancers. Military)
Arcane Lore (R. Emperor!)
Melee line - a good nice military/economic combination. Smelting, with Forges, is especially important.
Haunted Lands + Religious is a good combo.
Arcane + Melee works well.
Late Game:
I think they're pretty much in the same boat as everybody else - they're all good. Though I guess I'd put more emphasis on Blasting Powder.
Others:
Sanitation and Medicine are of little use.
I tend to avoid the naval techs. Where I'd get Fishing for commerce and food in other civs, as the Scions I much prefer the commerce and hammer possibilities from land and let the pirates have their way. Obviously highly map dependent.
spread haunted lands, spread unhealth, destroy food resources.
Ah. Spreading HL especially might be fun. OTOH, I'm trying to minimize the "Creeper clutter." Thus the idea of promptly removing the little buggers after one good use.
