OK, with 3 civs suddenly crushed beneath our mighty war machine of Ironclads and Riflemen, we have a tech lead over the remaining 3 civs, especially the Carthaginians, researching Seafaring. The Babylonians are researching Sanitation, which we don't have, and the Indians are researching Metallurgy. In our last session we got Conscription and Railroad and are currently researching Tactics (hooray for cavalry).
So, our options will be:
Magnetism: I've said it before and I'll say it again - let's hold off as long as possible to get the most use out of our great lighthouse.
Industrialization (Factory, Transport, Women's Suffrage)
Amphibious Warfare (Marines (8.5.1), Port Facility)
Sanitation (Sewers)
Theory of Gravity (Newton's College)
Fundamentalism (Fundy gov't, Fanatics)
Theology (Bach's)
And, some possible tech paths:
Magnetism -> Electricity
This will give us destroyers (4.4.6) with Electricity, but as I said in the last several polls, 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.
Industrialization -> Communism -> Espionage/Guerilla Warfare
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 Marco Polo's. Espionage gives us spies. Also, another possibility following Communism is Guerilla Warfare, which gives Partisans.
Industrialization -> Corporation -> Refining/Genetic Engineering
Corporation will upgrade our caravans to Freight and allow Capitalization (shields to wealth). Refining gives Power Plants (benefits to factories). Another possibility after Corporation is Genetic Engineering, which gives Cure for Cancer (1 extra happy citizen in each city)
Most of the other techs we will be able to research are dead-end techs (Amphibious warfare, Fundamentalism, Theology)
So, our options will be:
Magnetism: I've said it before and I'll say it again - let's hold off as long as possible to get the most use out of our great lighthouse.
Industrialization (Factory, Transport, Women's Suffrage)
Amphibious Warfare (Marines (8.5.1), Port Facility)
Sanitation (Sewers)
Theory of Gravity (Newton's College)
Fundamentalism (Fundy gov't, Fanatics)
Theology (Bach's)
And, some possible tech paths:
Magnetism -> Electricity
This will give us destroyers (4.4.6) with Electricity, but as I said in the last several polls, 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.
Industrialization -> Communism -> Espionage/Guerilla Warfare
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 Marco Polo's. Espionage gives us spies. Also, another possibility following Communism is Guerilla Warfare, which gives Partisans.
Industrialization -> Corporation -> Refining/Genetic Engineering
Corporation will upgrade our caravans to Freight and allow Capitalization (shields to wealth). Refining gives Power Plants (benefits to factories). Another possibility after Corporation is Genetic Engineering, which gives Cure for Cancer (1 extra happy citizen in each city)
Most of the other techs we will be able to research are dead-end techs (Amphibious warfare, Fundamentalism, Theology)
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