To all of you posting DR and the like. Thanks, but I'm well aware that many techs are less popular, I asking to see if I've missed anything huge in the way of powergaming where NOT having a tech is better.
For instance avoiding hunting (when you have no hunting resources and you don't need spears) so you can build warriors for garrison duty would be such a case. Avoiding mysticism because you are creative, and your neighbors are Izzy, Saladin, Justinian, and Brennus would not be such a case. The first scenario actually does you harm (you have to drop more
into garrison troops), the second is merely not worth the
to research, trade, or steal.
Regarding rifling or mil sci/railroad. Normally this is on maps with major water issues. If my likely target is mostly costal, I'm a huge fan of using pure seaborn assualts to blitz the cap. CRIII infantry vs rifles is murder even from the sea. Some draftees may have to die against the strongest defenders, but seige is not allowed off ships so CRIII is utter ownage for when you've set the invasion force sailing. Sack cap, let the enemy SoD immolate itself against your CG III infantry, load up onto the galleons, move down the coast, lather, rinse, and repeat.
Also, CRIII infantry are better vs machine guns and arty. Depending on what the enemy has, they can be highly profitable (particularly if you leverage a GM to the other side of the world).
Gliese: The idea behind chariots is not to use them for power ratings, but so that in the industrial era you can still run HR for happy cap inflation and spend fewer hammers per point. Most notably if the AI can't invade till astro all my axes, spears, swords, and horsemen will be worthless if the AI is only likely to invade after gunpowder. For power rating you are indeed correct, but this is for at least a semi-isolated situation where power ratings don't matter at all.
For instance avoiding hunting (when you have no hunting resources and you don't need spears) so you can build warriors for garrison duty would be such a case. Avoiding mysticism because you are creative, and your neighbors are Izzy, Saladin, Justinian, and Brennus would not be such a case. The first scenario actually does you harm (you have to drop more


Regarding rifling or mil sci/railroad. Normally this is on maps with major water issues. If my likely target is mostly costal, I'm a huge fan of using pure seaborn assualts to blitz the cap. CRIII infantry vs rifles is murder even from the sea. Some draftees may have to die against the strongest defenders, but seige is not allowed off ships so CRIII is utter ownage for when you've set the invasion force sailing. Sack cap, let the enemy SoD immolate itself against your CG III infantry, load up onto the galleons, move down the coast, lather, rinse, and repeat.
Also, CRIII infantry are better vs machine guns and arty. Depending on what the enemy has, they can be highly profitable (particularly if you leverage a GM to the other side of the world).
Gliese: The idea behind chariots is not to use them for power ratings, but so that in the industrial era you can still run HR for happy cap inflation and spend fewer hammers per point. Most notably if the AI can't invade till astro all my axes, spears, swords, and horsemen will be worthless if the AI is only likely to invade after gunpowder. For power rating you are indeed correct, but this is for at least a semi-isolated situation where power ratings don't matter at all.