Well, following the spectacular last turn, we have good news on the science front! We researched Metallurgy, Chivalry, and Leadership, and stole Economics, Medicine, and Bridge Building. There are now no techs that AI civs have and we don't. We are currently researching Conscription (Riflemen) and after that is done we'll be able to research the following:
Magnetism
Railroad
Tactics
Sanitation
Theory Of Gravity
Theology
Fundamentalism
Here are some possible paths for us to take:
Magnetism -> Electricity
This will give us destroyers (4.4.6) with Electricity, but as I said in the last poll, I suggest we hold off on Magnetism as long as possible so that our ironclads can get the greatest benefits possible from the Great lighthouse, which magnetism would obsolete.
Railroad -> Industrialization -> Communism (or Corporation)
Railroad will let our Engineers build railroads (duh) and let us build Darwin's Voyage (2 free techs). Industrialization will give us Factories (+50% production), Transports (carry 8 units) and Women's Suffrage (Police Stations in all cities). Communism will give us Police Stations (decrease unhappiness caused by troops away from home) and the UN (Embassies with other civs, force civs to offer peace) and obsolete the newly captured Marco Polo's. Corporation will upgrade our caravans to Freight and allow Capitalization (shields to wealth).
Tactics -> Amphibious Warfare
Tactics will upgrade our Dragoons (5.2.2) to Cavalry (8.3.2) and give us Alpine Troops (5.5.1, all terrain as roads). Amph. Warfare gives us Port Facilities (veteran naval units, heal quicker) and Marines (8.5.1, amphibious assaults)
Sanitation will give us Sewers (allows cities past size 12), ToG will give us Newton's U (double science), Theology will give us Bach's (decreased unhappy citizens on continent by 2), and Fundamentalism will let us go to Fundamentalist government.
My personal suggestion for a path to follow is Tactics -> Railroad -> Industrialization -> Corporation.
You have 3 days to vote.
Magnetism
Railroad
Tactics
Sanitation
Theory Of Gravity
Theology
Fundamentalism
Here are some possible paths for us to take:
Magnetism -> Electricity
This will give us destroyers (4.4.6) with Electricity, but as I said in the last poll, I suggest we hold off on Magnetism as long as possible so that our ironclads can get the greatest benefits possible from the Great lighthouse, which magnetism would obsolete.
Railroad -> Industrialization -> Communism (or Corporation)
Railroad will let our Engineers build railroads (duh) and let us build Darwin's Voyage (2 free techs). Industrialization will give us Factories (+50% production), Transports (carry 8 units) and Women's Suffrage (Police Stations in all cities). Communism will give us Police Stations (decrease unhappiness caused by troops away from home) and the UN (Embassies with other civs, force civs to offer peace) and obsolete the newly captured Marco Polo's. Corporation will upgrade our caravans to Freight and allow Capitalization (shields to wealth).
Tactics -> Amphibious Warfare
Tactics will upgrade our Dragoons (5.2.2) to Cavalry (8.3.2) and give us Alpine Troops (5.5.1, all terrain as roads). Amph. Warfare gives us Port Facilities (veteran naval units, heal quicker) and Marines (8.5.1, amphibious assaults)
Sanitation will give us Sewers (allows cities past size 12), ToG will give us Newton's U (double science), Theology will give us Bach's (decreased unhappy citizens on continent by 2), and Fundamentalism will let us go to Fundamentalist government.
My personal suggestion for a path to follow is Tactics -> Railroad -> Industrialization -> Corporation.
You have 3 days to vote.
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