A previous poll (informal though it was) puts us on the path to Chemistry and Explosives after we finish off Warrior Code.
The only thing to have changed since then is the gift of Mobile Warfare from our new best friends, the Celts.
Personally, I don't think this changes our choices, and think we should still be going for Chemistry and Explosives, therefore the first choice (A) is between staying on this path or picking a new path.
(if we decide to stay with Chemistry and Explosives, the second part of the poll is a moot point, but please vote for your alternative just in case the majority vote to change options)
(B)
We have the prerequisites to research any of:
Physics (leads to Magnetism with Iron Working, or Steam Engine with Invention)
Chemistry (leads to Explosives)
Feudalism (leads to Chivalry)
The Wheel (leads to Engineering)
Iron Working (leads to Bridge Building or Steam Engine with Invention)
Theory of Gravity (leads to Atomic Theory with Physics)
Regardless of the number of caravans we may be able to produce this turnset, I don't think we will be able to discover any more then Warrior Code and the next tech (Chemistry presumably) as they can't be delivered that quickly.
What could still provide difficulty for this Science Minister is if we are to acquire any techs from the Heathens and Infidels. If we are able to take any cities, we will acquire techs as a result, therefore everyone should post their choices as to what they would like to acquire (without knowing what our enemies have, or even what enemy we could "acquire" them from, it should prove most interesting what techs are named). The Consul can then take this direction to choose from among those offered by our enemies, as I don't intend to provide direction on this matter.
The only thing to have changed since then is the gift of Mobile Warfare from our new best friends, the Celts.
Personally, I don't think this changes our choices, and think we should still be going for Chemistry and Explosives, therefore the first choice (A) is between staying on this path or picking a new path.
(if we decide to stay with Chemistry and Explosives, the second part of the poll is a moot point, but please vote for your alternative just in case the majority vote to change options)
(B)
We have the prerequisites to research any of:
Physics (leads to Magnetism with Iron Working, or Steam Engine with Invention)
Chemistry (leads to Explosives)
Feudalism (leads to Chivalry)
The Wheel (leads to Engineering)
Iron Working (leads to Bridge Building or Steam Engine with Invention)
Theory of Gravity (leads to Atomic Theory with Physics)
Regardless of the number of caravans we may be able to produce this turnset, I don't think we will be able to discover any more then Warrior Code and the next tech (Chemistry presumably) as they can't be delivered that quickly.
What could still provide difficulty for this Science Minister is if we are to acquire any techs from the Heathens and Infidels. If we are able to take any cities, we will acquire techs as a result, therefore everyone should post their choices as to what they would like to acquire (without knowing what our enemies have, or even what enemy we could "acquire" them from, it should prove most interesting what techs are named). The Consul can then take this direction to choose from among those offered by our enemies, as I don't intend to provide direction on this matter.
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