Tech Tree

smoke jaguar

Chieftain
Joined
Oct 23, 2006
Messages
32
I saw this question else where but I can't remember where and I am not so sure it was really answered.

Starting out the game I do the sling to get to the Republic quickly and go from there.

When I enter the Middle Ages, I am not quite sure which tech I should start with. I usually do Feudalism-Chivalry-than straight up the line to Magnetism.

What do you recommend?
 
straight up the line to military theory for cavalry (with monotheism if you need the cathedrals) is the alternative - yours works better on islands and contenents, mine is really for pangea and large continents.
 
As with all things "Civ", the answer is "it depends". ;)

Particularly if you are playing a civ with a knight-class UU, like the Japanese or Chinese, you definitely need to go for Chivalry, and probably if you have a weak early UU, like a Jaguar Warrior.

OTOH, if you have a fairly strong early UU, like Mounted Warrior or Gallic Sword, you may prefer to beeline to Military Tradition.

Also, if you're playing a culture game, 20K or 100K, you may want to go the top of the MA tech tree for cathedrals and universities. Universities may be important also if your doing high-research for a space ship.

It depends... :mischief:
 
There are other options as well. If you take care of your continent early, you could beeline to Navigation for overseas travel and hope an opponent picks up Chivalry for trade. That way you could invade overseas much earlier if the situation is right.
 
In my experience the AI almost always skips Chivalry. I don't think I've ever seen a civ other than Japan take it. So trading for it wouldn't work in that situation. Personally I change what I go for depending upon the style of game, but will seldom miss Chivalry, unless I'm on an island and have no desire for further expansion at the time, rendering knights pointless.
 
It is funny how everybody says something different but nobody is wrong.

My main problem is that I don't have a set game plan at the start of the game. I usually expand as quick as possible until I have Mid-Middle Ages when I go to war.
 
It is funny how everybody says something different but nobody is wrong.

My main problem is that I don't have a set game plan at the start of the game. I usually expand as quick as possible until I have Mid-Middle Ages when I go to war.

I think it's just the nature of the game. Every game is different, so there are always different ways to skin a cat. In the game of the month spoilers, some of the great players use strategies that would never even occur to me.
 
Oftentimes, I go to Military Tradition, only stopping for Monotheism>Chivalry, as that gives all the military upgrades. Usually you can trade for the peaceful techs as you go. Only when I am going for 20k do I take the peaceful path, as you will get invaded if you have a wimpy military. I prefer to have those military techs first, so that I am respected by enemies.
 
It is important to let the AI research the techs it likes while you go after the rest. Its top favourites are Feudalism, Invention, Gunpowder and Astronomy. Make sure that you get the prereqs into your pet's hands.

In a science game, go up the top of the tree. Perhaps you'll want to go after Eng first, though, to open up Invention and Guns for the AI after it is finished with Feud. Give the tech away if necessary. You can always get Feud and the other techs in exchange for Theo and Ed. After that, get the other required techs while it does Astro.

In a military game, you usually need either Chivalry or MilTrad plus maybe some naval techs you need. Once again, let the AI research the techs it likes. If all you want Chivalry, research Mono yourself and let the AI go after Feud.

If, say, you need cavs and ocean-going vessels, let the AI go after Invention and Guns while you go up the top of the tree. Then let it go after Astro while you continue towards MilTrad.
 
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