Chandrasekhar
Determined
From the start of the game, the player has to choose which techs to research now and which ones to research later. Some techs are obviously more valuable at the moment than others, and these get picked first. A player that thinks ahead will make a tech further down the line his goal, and will work toward it with his research. I've made a diagram here of the techs that I prefer to work toward as I progress through both FfH and vanilla Civ.
Many people believe the late game to be dull in comparison to the early, and there has been much discussion about how to spice it up. My main goal in making this diagram is to pinpoint differences between FfH and vanilla Civ that make FfH's late game bog down a bit. Only after diagnosing a problem can we begin to cure it. The following diagrams show the destination techs only; the techs that are required are assumed to have been researched on the way, and the ones that are specifically required based on starting location (i.e. Animal Husbandry if you start near cows) are also assumed to have been obtained earlier.
Civilization IV Tech Tree
Vanilla Civilizaiton IV Tech Priorities:
1) Pottery- You need cottages to get anywhere in tech.
2) Monotheism- A religion is helpful to have. Sometimes I am beat to it, requiring me to go for another religion. However, I most often get this one.
3) Priesthood- The Oracle is useful, as are temples.
4) Literature- The Great Library is also a nice wonder to get, and the extra benefits of Writing, Alphabet, and tech trading also help.
5) Bronze Working- I don't favor the axeman rush, but having a strong melee unit is important as a defensive measure, if you don't want your improvements pillaged by an aggressive AI.
6) Currency- Markets allow the first big happycap increase in vanilla Civ. Trade routes aren't bad, either.
7) Music- I like getting the free great artist, and I tend to be far enough ahead in tech by now to get it. Not very high priority, but it's what I do.
8) Civil Service- By themselves, irrigated farms and Bureaucracy aren't particularly useful, but they can be good, and I'll need them for a later tech.
9) Optics- I like to be the first to circumnavigate the globe just to deny rivals that, and the AI beelines towards this tech, so I need it here to beat them. Also, it leads to good techs.
10) Education- It takes some beakers to get here, but it pays off. Universities are nice, and Oxford in my capital does wonders.
11) Liberalism/Astronomy- I then go for Liberalism, get Astronomy as my free tech (cross-continental trading is lucrative, and yields good resources), and adopt Free Speach, and often Free Religion, too.
12) Printing Press- I have quite a few villages and towns by this time, so combining this tech with Free Speach gets my beakers really going.
13) Chemistry- Grenadiers thoroughly own at this point, and I sometimes assimilate an unfortunate neighbor when getting them. Of course, the speeding of Scientific Method also helps.
14) Physics- The Great Library is obsoleted on the way here, but the free GS makes up for it. Uranium also gives decent yields.
15) Economics- It takes a lot of techs to get here, but most of them are cheap by comparison at this point, and the GM/Free Trade combo makes it worthwhile.
16) Democracy- I run a cottage-heavy empire, so Universal Suffrage and Emancipation are very nice to have. My hammers really start going up here, allowing me to expand on infrastructure.
17) Biology- Extra food from farms is real nice, especially without the magical terriforming that I'll bet nine out of ten FfH players have begun to take for granted.
18) Rocketry- For reference, I use the Rifling/Artillery method of getting this tech, leaving Flight out of it entirely. I also start to make my move toward victory at this point, starting the Apollo Program here. Most of my techs from here on are geared towards this, not towards increasing the efficiency of my empire.
19) Industrialism- It takes a lot of beakers to get to this point, by any standards, but hooking up aluminum makes the Apollo Program much faster to complete. Tanks aren't bad, either.
20) Fusion- I don't have any set way of using the free GE from this, but it still gets me a lot of techs I need.
21) Mop Up- At this point, I just finish getting the techs I need to complete the Space Race, then go for future tech. The fate of the game rests on hammers at this point.
Feel free to post some differing points on your own vanilla strategies here. Many of you have probably given up vanilla Civ by now (I mostly have), but post away regarding the strategies you used. I might update this post to include divergent priorities.
Many people believe the late game to be dull in comparison to the early, and there has been much discussion about how to spice it up. My main goal in making this diagram is to pinpoint differences between FfH and vanilla Civ that make FfH's late game bog down a bit. Only after diagnosing a problem can we begin to cure it. The following diagrams show the destination techs only; the techs that are required are assumed to have been researched on the way, and the ones that are specifically required based on starting location (i.e. Animal Husbandry if you start near cows) are also assumed to have been obtained earlier.
Civilization IV Tech Tree
Vanilla Civilizaiton IV Tech Priorities:
1) Pottery- You need cottages to get anywhere in tech.
2) Monotheism- A religion is helpful to have. Sometimes I am beat to it, requiring me to go for another religion. However, I most often get this one.
3) Priesthood- The Oracle is useful, as are temples.
4) Literature- The Great Library is also a nice wonder to get, and the extra benefits of Writing, Alphabet, and tech trading also help.
5) Bronze Working- I don't favor the axeman rush, but having a strong melee unit is important as a defensive measure, if you don't want your improvements pillaged by an aggressive AI.
6) Currency- Markets allow the first big happycap increase in vanilla Civ. Trade routes aren't bad, either.
7) Music- I like getting the free great artist, and I tend to be far enough ahead in tech by now to get it. Not very high priority, but it's what I do.
8) Civil Service- By themselves, irrigated farms and Bureaucracy aren't particularly useful, but they can be good, and I'll need them for a later tech.
9) Optics- I like to be the first to circumnavigate the globe just to deny rivals that, and the AI beelines towards this tech, so I need it here to beat them. Also, it leads to good techs.
10) Education- It takes some beakers to get here, but it pays off. Universities are nice, and Oxford in my capital does wonders.
11) Liberalism/Astronomy- I then go for Liberalism, get Astronomy as my free tech (cross-continental trading is lucrative, and yields good resources), and adopt Free Speach, and often Free Religion, too.
12) Printing Press- I have quite a few villages and towns by this time, so combining this tech with Free Speach gets my beakers really going.
13) Chemistry- Grenadiers thoroughly own at this point, and I sometimes assimilate an unfortunate neighbor when getting them. Of course, the speeding of Scientific Method also helps.
14) Physics- The Great Library is obsoleted on the way here, but the free GS makes up for it. Uranium also gives decent yields.
15) Economics- It takes a lot of techs to get here, but most of them are cheap by comparison at this point, and the GM/Free Trade combo makes it worthwhile.
16) Democracy- I run a cottage-heavy empire, so Universal Suffrage and Emancipation are very nice to have. My hammers really start going up here, allowing me to expand on infrastructure.
17) Biology- Extra food from farms is real nice, especially without the magical terriforming that I'll bet nine out of ten FfH players have begun to take for granted.
![Roll Eyes :rolleyes: :rolleyes:](/data/assets/smilies/rolleyes.gif)
18) Rocketry- For reference, I use the Rifling/Artillery method of getting this tech, leaving Flight out of it entirely. I also start to make my move toward victory at this point, starting the Apollo Program here. Most of my techs from here on are geared towards this, not towards increasing the efficiency of my empire.
19) Industrialism- It takes a lot of beakers to get to this point, by any standards, but hooking up aluminum makes the Apollo Program much faster to complete. Tanks aren't bad, either.
20) Fusion- I don't have any set way of using the free GE from this, but it still gets me a lot of techs I need.
21) Mop Up- At this point, I just finish getting the techs I need to complete the Space Race, then go for future tech. The fate of the game rests on hammers at this point.
Feel free to post some differing points on your own vanilla strategies here. Many of you have probably given up vanilla Civ by now (I mostly have), but post away regarding the strategies you used. I might update this post to include divergent priorities.