ccubed
Chieftain
- Joined
- Nov 21, 2005
- Messages
- 66
Thanks to another thread, I began looking at some things I find quirky about the tech tree. For example, you can make Giant Death Robots without having ever researched Electronics, Computers or even Robotics. 
Some other observations, and I'm wondering if there are any strategies based around them:
1.) It's 15 techs to get to Biology and the Industrial era. You never have to research any of the chains starting with the bottom 3 techs (Animal Husbandry, Archery, nor Mining.) This could be useful, I suppose, to a peaceful strategy, or maybe one based around culture.
2.) It's 16 techs to Banking and the Renaissance era. Along the way you will get Civil Service and Chivalry, so you might be able to field an army of Pikemen and Knights to defend and/or conquer.
3.) Combining both of those lines takes 21 techs. You could then have some kind of a decent army, along with many of the useful science and culture techs.
The thread that lead to this exploration may have used some of the basics from above. In the thread "Cultural Victory - 1838" the poster teched to avoid buildings that his puppet cities might make (like barracks, armories, etc.) With the 21 tech strat, you'd have access to libraries, universities, temples, markets, banks and mints. These all seem like pretty useful buildings. The minor problem I foresee (from my playstyle perspective and admittedly limited skill level) is that it will be somewhat difficult to conquer cities without stronger ranged units. I hate whittling away with archers or getting my troops mangled or killed with frontal assaults on cities. I have read about good use of Horsemen speed, but haven't personally experimented with it.
So any thoughts, strats or exploits? Or any other tech tree quirks people have found?

Some other observations, and I'm wondering if there are any strategies based around them:
1.) It's 15 techs to get to Biology and the Industrial era. You never have to research any of the chains starting with the bottom 3 techs (Animal Husbandry, Archery, nor Mining.) This could be useful, I suppose, to a peaceful strategy, or maybe one based around culture.
2.) It's 16 techs to Banking and the Renaissance era. Along the way you will get Civil Service and Chivalry, so you might be able to field an army of Pikemen and Knights to defend and/or conquer.
3.) Combining both of those lines takes 21 techs. You could then have some kind of a decent army, along with many of the useful science and culture techs.
The thread that lead to this exploration may have used some of the basics from above. In the thread "Cultural Victory - 1838" the poster teched to avoid buildings that his puppet cities might make (like barracks, armories, etc.) With the 21 tech strat, you'd have access to libraries, universities, temples, markets, banks and mints. These all seem like pretty useful buildings. The minor problem I foresee (from my playstyle perspective and admittedly limited skill level) is that it will be somewhat difficult to conquer cities without stronger ranged units. I hate whittling away with archers or getting my troops mangled or killed with frontal assaults on cities. I have read about good use of Horsemen speed, but haven't personally experimented with it.
So any thoughts, strats or exploits? Or any other tech tree quirks people have found?