Seminal Techs and Optimal Choices; are they fun?

Scaphism

Boondoggle
Joined
Jul 20, 2006
Messages
203
I have been reading a fair bit recently(Sisiutil's ALC Series, Raph Koster's A Theory of Fun for Game Design, and Jared Diamond's Guns Germs and Steel), more than I have been playing CiV, but I have not stopped thinking about the game. I don't think I'm reaching at all bringing these sources into the topic, and I hope some readers will be familiar with all three texts so I can get feedback.

The point of this thread is to try and identify Seminal Techs in the tech tree and to discuss how they impact our fun (learning and mastering the game) when playing CiV.

To clarify, I'm not bothering with Warlords in this initial post. I just got my copy but have not played a full game yet, and I don't think it's well-enough understood to provide common references.

Seminal Techs (powerful techs, highlights of the tree) have been discussed ad-nauseum btcause they represent powerful strategies that are useful across a variety of civs/leaders and improve your chances of winning the game.

My list of seminal techs includes (and feel free to supplement and argue with the list):
  • Bronze working - axemen, chopping, and pop-rushing; the ultimate Military-production tech
  • Pottery: Cottages and Granaries; the keys to a healthy economy and super-charging production (via Slavery)
  • Construction - Military power; catapaults are resourcesless and are integral to any war beyond the ultra-early rush. Elephants are simply gravy if available, and the extra happiness from ivory and colosseums enables more production via happiness (more whipping or larger cities).
  • Literature - Heroic Epic and the Great Library; the WonderTech. Military production and research (commerce).
  • Code of Laws - my favorite of the "Seminal" techs; it is a wonderful package including Courthouses, Founding a Religion, and presents first conflict in civics, the Caste System, an alternative to Slavery. (The most recent ALC, Frederick using a specialist economy contrasted the benefits of a slavery driven production vs specialist research (commerce).
  • Civil Service - Production and Commerce powerhouse (via Bureacracy) and military finisher - Macemen.

My perspective is heavily biased and all of these techs are likely familiar to the forum veterans for the power they unlock.
If you don't know the pattern, these techs form the core of your CiV power base: Military strength, economic strength, and production.

I am not an expert player (I am new to the Civ series and I am comfortable playing at prince difficulty) but these techs have been drilled into my head again and again. I'd like to see what others have to say about them, if they think the techs that unlock these powers are appropriate or fun to unlock, and whether or not you are bored yet.


I have sensed a growing trend reading Sisutil's ALC Series, which had a large part in prompting this post: he (and the many players who lend their advice) consistently tout the benefits of early war. Many also assert that early wars are the best (most reliable?) way of winning on emperor-diety level games.
Not only that, the results of his series clearly indicate that early wars are the key to setting up later-game victory conditions. In addition, his best result was playing as Hapshepsut when he dominated his entire continent in an ultra-early war. The game rewards you for warring and winning early.
Beyond that, there seems to be a critical point in every game where dominance has been asserted (or is virtually guaranteed) and he is then faced with the chore (or so it seems to me) of choosing which victory condition to execute. Victory is all but assured, from that point on it's a matter of changing gears to execute your victory of choice, but the default seems to be "choose whatever can be completed earliest." It seems like that maximizes the score (see Hapshepsut again) and minimizes the tedium. Does this bother you? Do you consider it a critical game flaw? (I'm still working it out for myself.)

Another question I have is whether this was an intended design decision. Maybe someone has a link to a dev or tester comment that can confirm whether there was supposed to be so much emphasis on early wars. I'd be interested to read what the design decisions were.

Reading the various forum experts and identifying these seminal techs has also taught me to value some underdog traits more highly: in particular the half-price buildings of the Expansive and Organized traits. Half priced graneries, Courthouses, and Lighthouses(when needed) are powerful tools, particularly when you learn of their synergy with whipping. I think Julius Caesar's SP dominance is over-attributed to praetorians (they are mighty, no question) and conveniently forgets the powerful synergy his traits have with the early military-production machine: expansive graneries with cottages set up to fuel military whipping (praets) then onto economic whipping (courthouses).

To wrap it up, and tie to my original point, do you agree with these tech choices? Which ones did I miss? And do the names of the techs they are tied to matter to you? Does it affect your gameplay that slavery is a civic tied to Bronze Working or do you only care about the mechanic underneath? Do you think these choices accurately reflect seminal developments in human technology or do you think they are game-design choices that are arbitrary and need to be accepted at face value to play the game? My own knowledge of history is small(but growing!), so I welcome any input here.

Personally CiV has been a great learning tool for me and has inspired me to read more of history. I'd like to find out if its an accurate learning tool. I believe without a doubt its meant as a teaching device, that its purpose as a game is to teach us something and make the learning process fun. I can't help but see the pattern in the process though: Optimal early choices, the right military technology with the production to support it, and enough economy to stay afloat. What else am I missing?
 
Are we talking about techs that are absoulutely vital ?
Then I wouldn't put construction on the list. Yes, catapults are important when the enemy has longbows but they are not necessary for your first wars with swords and axes.
Same for Literature and Civil Service. Very powerful techs, but stall not as important as BW or Pottery.
I would put Alphabet on the list. If you are the first to have it, you can trade with whoever is willing to trade with you and don't need to worry if the tech will be too widespread.
And Astronomy is really formidable. It can greatly increase your trade income, solve all your resource problems and gives you the option to attack enemies who can't strike back.
 
Gosh there's a lot in there, where to start?

I'd probably add Alphabet as I find this useful as it opens up tech trading in the game.

The process of unlocking particular techs in a well known pattern for a particular strategy can in itself become a bit of a routine, but hopefully the game situation (rival civs, barbs, terrain, etc) will provide variety.

Additionally the early game does tend to have the biggest influence on setting yourself up for a win, certainly on Emperor (I can't comment on Immortal/Deity as I've yet to win these!).

Regarding civ as a historic learning tool, I've generally found as a theme that when it comes to gameplay vs historical accuracy the former has always been favoured. This makes sense of course because it's a game rather than a history documentry. As I understand it Civ aims to give you the tools and concepts with which to form your own version of history.

Historically I'd say different civ's relative power has always been more dynamic than perhaps is represented in a typical game of Civ. For example it's hard to imagine the rise to power the USA has experienced in a relatively short space of time, largely in the modern era, being able to be moddeled in a game of Civ which starts in 4000BC. Additionally, it probably wouldn't be a lot of fun playing as the Roman emperor watching his empire being overrun. I guess if you made it more real world then it might be more dynamic in terms of rise and fall of civs but maybe less fun in some situations?

Overall I think I prefer the current emphasis on gameplay rather than absolute historical accuracy. If the cost is somewhat predictable research for a given strategy I can live with that providing the environment you're applying it into is dynamic enough in terms of maps, rivals, AI and victory types etc.
 
Early wars being needed (especially at higher levels) is, IMHO, primarily the result of higher levels not being implemented with better AI, but rather with production and research bonuses. The human playing "smarter" isn't nearly as important as the human trying to close the production and research gap. That, in turn, is most easily done using early war to expand, or at least to hamper the AI's expansion.
 
Um. . . . shouldnt Astronomy be up there allowing you to sail around the world but then again i dont play on emperor
 
flamingzaroc121 said:
Um. . . . shouldnt Astronomy be up there allowing you to sail around the world but then again i dont play on emperor

Optics lets you sail around the world. Astronomy allows trade across the ocean, and allows for transport of units other than missionaries and explorers.
 
gdgrimm said:
Early wars being needed (especially at higher levels) is, IMHO, primarily the result of higher levels not being implemented with better AI, but rather with production and research bonuses. The human playing "smarter" isn't nearly as important as the human trying to close the production and research gap. That, in turn, is most easily done using early war to expand, or at least to hamper the AI's expansion.

Sad but true. Closing the insane shield gap between you and an emperor + AI opponent is the real challenge of the game. "Peaceful builder" games become basically impossible once you get high enough... Which is the real pity, because that's one ofthe major points that makes me feel like I'm not playing Starcraft or something, and just going for a zergling rush.
 
I think you need to go a little farther out in the tech tree. There are a number of seminal techs that occur later on, the most pivital being Assembly Line, Industrialization and the Railroad.
 
One question, if early war is to close research and prodction gap, wouldn't that be counter-productive since you may actually lose research with higher mainentance. Or is the goal just to take it away from the ai. Unless i'm missing something early all out civ 3 style war seems like it would only be viable on smaller map. Anywho sorry off the topic. I would say Printing Press is important. Gives you a sizable economic boost. Combustion. Flight
 
apopholeus813 said:
One question, if early war is to close research and prodction gap, wouldn't that be counter-productive since you may actually lose research with higher mainentance. Or is the goal just to take it away from the ai.
Every city will eventually be beenficial. At the begining it just costs you money, but as cottages grow and more end more buildings are finished it will contribute mire and mire production and commerce to your empire.
You might fall behind durning the war, but Alphabet can compensate for this. It enables trading, pointy stick research and your cities can build science.
 
A very intriguing post. While I'm obviously famliar with the first source, I've only heard of the other two. I shall have to find and read them, now that you've intrigued me further.

As in history, certain key technologies in Civilization "change the world", or at least a large portion of it. It makes sense that a player would, then, "bee-line" to those seminal techs, as you call them.

I would add that the seminal techs can vary a bit from one game to another. For example, you pointed to the last ALC game, where I played as Frederick and ran a specialist economy, and apopholeus813 mentioned Printing Press as a seminal tech. Well, in a SE game, PP is of minor importance, since you have so few cottages. It's really just a prerequisite for some other technologies. But in a cottage economy game, it has a big impact if you have mature cottages at that point.

In a way, this is a demonstration of Civilization's "what if" game appeal. What if America had been founded in 4000 BC? What if Arabia had founded Judaism? What if the Aztecs and Spaniards had been early neighbours? It's not scientific by any means, but it's fun.

In addition, the tech that unlocks each civ's unique unit qualifies, but only when playing as that leader, and more so for the best UUs. It's pretty much agreed that Rome's (mis-named) Praetorians, England's Redcoats, and Russia's Cossacks compose the triumvirate of uber-units in Civ IV. That makes Iron Working, Rifling, and Military Tradition seminal techs for each civ in question. The same can apply to other civs with a decent UU unlocked by a tech (Machinery for China's CKNs, Civil Service/Machinery for Japan's Samurai, and so on).

One thing I noticed in your post is that you mainly focused on early game technologies, and with good reason. Each civ game evolves out of that early foundation. Still, certain mid/late game techs are also clearly in the seminal category.

For one, DarkSchneider mentioned Railroad, and I agree wholeheartedly. Mobility has always been a mainstay of military doctrine, and the huge movement boost railroads provide (as well as the production bonus on certain tiles) has a huge influence on the late game. It's a worker/production tech with huge economic and military implications.

Another one I would mention is Liberalism. Obviously, you get a free technology from it, making it worthwhile to race for it and resulting in a huge impact on your civilization, depending on the technology chosen. In fact, some of the technologies mentioned above (Astronomy, Printing Press) are among the most popular choices from winning the Liberalism race.

This "free technology" parallels the real-world impact of classic liberalism as it grew out of the Rennaissance and the Englightenment, allowing for the free exchange of ideas in all fields of human endeavor, unfettered by the prior control of intitutionalized religion, which had served its purpose and had unfortunately changed from a perserver of human knowledge to a constraint on its further growth.

In additon, Liberalism provides access to two seminal civics: Free Speech and Free Religion. The former provides a huge economic and cultural boost to your cities, while the latter improves your citizens' happiness, your scientific research, and has the side benefit of marginalizing centuries-old religious conflicts, potentially resulting in a radically-altered diplomatic landscape (FR can change Spain's Isabella from your sworn enemy to your best friend, for example).

In most games, the discovery of Liberalism demarks the change from the early game to the late one, from just trying to survive to finally prospering. It ushers in the "modern" era of the game (not literally, I know, but figuratively). Again, it parallels the dawn of our own modern, familiar western secular societies in history. It may just be the most seminal tech in the game!
 
Top Bottom