What are the "minimum techs" you would get before specialising?

Iblis

Chieftain
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So part of the premise of a long and expensive tech tree is that you don't research everything, you specialise, especially if your civ gets benefits that are located mainly in one part of the tree (like the Sheiam in magic).

I'm curious to know what people see as the minimum techs they would get across the different branches before specialising entire - obviously all the first tier techs are essential as are most of the second tier, but beyond that?

As I'm still playing FFH2 on Prince I don't need to worry about specialising so much so I've not worked my strategy out yet, although with the Luchiurp (sp?) I pretty much beeline done the conquest/military branch and ignore magic completely.
 
Think you've done same as I do, make a b-line for what your civ is good at, while going for the other techs that keep you ticking along (like tade) It's a shock when I played Stunties nd then the Sheiam. It seemed that I did not have any tech similar past the first few, it all depends on strenght of the civ
 
Exploration is a must-have tech because no matter what resources you start with, you still need to build a roads to get them.

That's why in FfH: Rise of Mania I've made roads buildable without any tech prerequisite, but instead Exploration now provides the movement speed increase.[/advertisemen]
 
you don't need roads if the resources are along rivers or if you build on them, and roads alone will not allow you to hook up any resources, also, early on the yields of resources are fairly important, more so than say +1 health.

exploration is a must have tho, but because roads are useful in and of themselves, mobility promotion makes all your units into mounted equivalents, and it leads to hunting which means early tier 2 units.
 
Depending on the resources, I tend to get calendar if there is incense or reagents, or mining if gold is around. Primarily, I look for the high comerce/minium research resources to give me a boost in research later on. Wine is arguably the overall best resource to start with especially if you have 2+ and near a river :) I'd say it's a tie with temples that aren't in jungles, although thats very rare.
 
With raging barbs, exploration is a bonus as build roads does tend to act as a magnet for them, allowing you to position troops to pick them off easily.

Needless to say getting a market is pretty essential as soon as possible, then picking up trade before too long helps keep things growing....
 
I used to do that prior to .16f, but since then, I find it is safer, and prevents mid-age hiatus by getting a reasonably broad spectrum before specialising... otherwise I just tend to run out of money/steam about the same time the AI is ready to attack me.
 
Sureshot said:
in general i think i do the opposite of the topic name, i specialize on something right off (grab a quick tier 2 unit or religion), then generalize a bit, then specialize some more


I tend to follow this route as well. Though I usually grab a few worker techs for infastructure (always important) before a religion.
 
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