Rooftrellen
King
The only way you should need to get all techs is if you are going to space. I've had cultural games (on Prince difficulty, so few RA's) that were over at the start of my industrial era, and I won a Deity game by snatching up CS's and winning a diplo victory, I think before industrial.
Those little windows are important and can snowball. Taking to the ocean quickly can allow you to set up relations on the other side of the world, be the first to find unclaimed islands, and expand the number of civs you know with techs you ignored, allowing you to research them faster.
Going heavy into military techs can allow you to remove a few early neighbors and claim enough land and resources to sustain growth for any VC you want.
The window to benefit isn't always huge, but it sometimes is. On an extreme, you might have someone trying to take your cities with a strong navy while you defend the surprise attack with artillery because you've yet to research sailing.
One of the more interesting choices is going for a strong military or a strong economy (including science). A strong military could make you keep up in science, while if you go for more economy you're more interested in hanging on to allow your economy to take over.
Putting 2 or 3 techs into one over the other gives you a nice advantage there but if you don't exploit the advantage, you'll be left behind.
I feel this is more acute on faster speeds, due to the fact that the game develops so quickly. A military disadvantage on marathon can easily be overcome due to the fact playing defense is easy with units hard to replace. On quick, if you are outnumbered and outproduced, the steam could be nearly endless, making the choices less vital on marathon, simply due to the power of defending.
Those little windows are important and can snowball. Taking to the ocean quickly can allow you to set up relations on the other side of the world, be the first to find unclaimed islands, and expand the number of civs you know with techs you ignored, allowing you to research them faster.
Going heavy into military techs can allow you to remove a few early neighbors and claim enough land and resources to sustain growth for any VC you want.
The window to benefit isn't always huge, but it sometimes is. On an extreme, you might have someone trying to take your cities with a strong navy while you defend the surprise attack with artillery because you've yet to research sailing.
One of the more interesting choices is going for a strong military or a strong economy (including science). A strong military could make you keep up in science, while if you go for more economy you're more interested in hanging on to allow your economy to take over.
Putting 2 or 3 techs into one over the other gives you a nice advantage there but if you don't exploit the advantage, you'll be left behind.
I feel this is more acute on faster speeds, due to the fact that the game develops so quickly. A military disadvantage on marathon can easily be overcome due to the fact playing defense is easy with units hard to replace. On quick, if you are outnumbered and outproduced, the steam could be nearly endless, making the choices less vital on marathon, simply due to the power of defending.