Tech Questions

shnishni

Chieftain
Joined
Sep 22, 2008
Messages
17
how do you guys manage your techs for your diffrent VC's.

I,e,, in domination, what do you b-line in ancient age? middle age (military tradition?) industrial (rails, then tanks?)

in space race, I'm sure its different. what do you do?

is there a point in choosing a civ with alphabet and then b-lining philosophy for the bonus tech? It makes snese not to research those 'wonder techs' if you're not going for a culture victory, right?


on a totally different note, can anyone tell me the bonuses of having a high culture besides culture flipping and assuming I'm not going for a culture victory?


thanks
 
I don't have a set pattern except that I do usually b-line for Military Tradition and Replaceable Parts.

Beyond that, it all depends on where I sit in the tech race. If I'm ahead in the tech race and don't have the GL, I will often b-line for Education before MT so that I can gift (or sell....lmao stupid AI) it to the civ with GL.
 
High culture might get more land and a faster Domination if tied with a massive military campaign, but usually massive military campaigns take care of Domination by themselves. Managing techs tend to be the same except special circumstances. Beeline towards Republic slingshot unless its AW. Beeline towards Military Tradition unless it is a cultural game. If its space or diplo, research as fast and efficiently toward the Modern Age. For diplo, Fission is all you realy need. For space, research the necessary techs as fast and efficiently as possible and time pre-builds accordingly to launch ASAP.
 
depends on what kind of victory I'm going for, or if my circumstances commit me to doing something or not.
 
in the industrial age i go for steam power for rails, then industrialisation, electricity and replacable parts, then i consider medicine
 
I wouldn't research Medicine before Motorized Transportation and Flight, but I would make Scientific Method a top priority after trading for Medice.
 
in the industrial age i go for steam power for rails, then industrialisation, electricity and replacable parts, then i consider medicine

I rarely research medicine. Unless I'm playing on a easy difficulty level, I am rarely willing to spend the time building hospitals, so to me it is a useless tech. With closely packed cities, hospitals really only gain you specialists and when I'm in a tough war, I'm not willing to sacrifice the shields needed for hospitals only to get specialists. Those shields could be building infantry or something else more useful.
 
Republic slingshot, then beeline to Military Tradition, then beeline to Replaceable parts. VCs don't matter, those are the techs I like to get to first. And then sell to the AI for an arm and a leg.
 
I usually start every game with a space victory in mind (i'ts my favorite), so I always b-line rebuplic in ancient, then invention/military tradition in middle ages, mass production in industrial, and all the space victory techs in space age.
 
Always go for the Republic slingshot - that's researching Code of Laws, then Philosophy, choosing Republic as the free tech - no matter what I'm playing for. Other than that, it depends.

If I'm going for conquest or domination, I'll go for military techs. Culture or space race, scientific and cultural techs. I try and rush Democracy often. It also depends on my civ and location. If I'm surrounded by Ivory, I'm going to rush Mathematics and build the SoZ ASAP.
 
Always go for the Republic slingshot - that's researching Code of Laws, then Philosophy, choosing Republic as the free tech

... unless you have vanilla. Then there is no sling shot... still, get out of despotism ASAP, whether you go monarchy or republic. Monarchy is best if you get cornered in and have a smallish area (so corruption is less of an issue) and plan on doing a lot of a$$-kickin in the late-AA and MA (and for domination/conquoring victories). Republic works better if you plan on a more peaceful future, ie going for space-race or culture, but is still ok for defensive and minimally-invasive and short wars.

Once I get to the MA, I hurry down the down the road towards banking/economics for a peaceful game, gunpowder/military trad. for war games. After that, its kinda players choice.
 
Ancient Age:
I think everyone B-lines the Republic slingshot, I do it even if i'm preparing for heavy war game. (e.g. using monarchy)

Middle Ages:
B-Line Military Tradition, then sell all the way up to metallurgy for loads of money.

Industrial Age:
Straight to Replaceable Parts (infantry are the best unit in the game). I never see this tech tree.

Modern Age:
Don't bother with one!


But it totally depends on what sort of victory you want. I always want to be the first to discover Saltpeter/Rubber so that I can launch a fast war to claim them if they aren't in my lands. I tend not to go for nationalism, and just get it off the computer, it is really useful to churn out Riflemen and just upgrade them to Inf. I love Inf :)
 
The decision depends on what you want to do, not really on what your tergeted VC is i.e. I may want a space win on a continental map, but I'd want IW/HBR real quick in the Ancient Age to secure my continent. Or I may want an eventual conquest victory, but Republic slingshot instead of military techs first might be more wise.

Figure out what you want to do next and how, then choose accordingly.
 
... unless you have vanilla. Then there is no sling shot... still, get out of despotism ASAP, whether you go monarchy or republic. Monarchy is best if you get cornered in and have a smallish area (so corruption is less of an issue) and plan on doing a lot of a$$-kickin in the late-AA and MA (and for domination/conquoring victories). Republic works better if you plan on a more peaceful future, ie going for space-race or culture, but is still ok for defensive and minimally-invasive and short wars.

Once I get to the MA, I hurry down the down the road towards banking/economics for a peaceful game, gunpowder/military trad. for war games. After that, its kinda players choice.

Vanilla FTW
 
I rarely research medicine. Unless I'm playing on a easy difficulty level, I am rarely willing to spend the time building hospitals, so to me it is a useless tech. With closely packed cities, hospitals really only gain you specialists and when I'm in a tough war, I'm not willing to sacrifice the shields needed for hospitals only to get specialists. Those shields could be building infantry or something else more useful.

Medicine doesn't get you hospitals; that is Sanitation. Medicine gets you on the path for Scieintific Method and the Theory of Evolution bonus of 2 free civs. Sanitation is an optional tech so you don't have to get it at all if you so choose.
 
Medicine doesn't get you hospitals; that is Sanitation. Medicine gets you on the path for Scieintific Method and the Theory of Evolution bonus of 2 free civs. Sanitation is an optional tech so you don't have to get it at all if you so choose.

Right you are, thanks Darski. I was thinking of Sanitaion when I typed that.
I always go for steam and electricity first and then decide whether to go for Replaceable Parts first or try for Medicine-Scientific Method to get the TOE.
 
I see a lot of you are saying that you don't get sanitation if you are going for a military/close knit city-type victory. I just want to say this: On easier levels, I have found 'Battlefield Medicine' to be invaluable in my warfare--especially 'guerilla type' warfare and improvement-destroying business. In order to get that, you need 12 or so hospitals, right? So it may not be worth the shields, beakers, etc, but there is a 'military' advantage to having hospitals......
 
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