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  • Upcoming Tech choices

    You can vote for more than one. Please discuss what order we should take these in by posting. This will help us prioritize, which will be important when we get +2 techs from Darwin's...

    We are currently studying Chemistry. Here are some of our upcoming choices.

    Magnetism -- gives us happy boats (instant Galleon upgrade). Shuts down the Lighthouse.

    Explosives -- ENGINEERS

    Feudalism -- gives Pikemen, leads to Chivalry (and all the other offensive troop upgrades through Tactics).

    Theory of Gravity -- offer's Newton's College, leads to Atomic Theory and Flight

    Steam Engine -- for Ironclad and Eiffel Tower. NEEDED FOR RAILROAD

    Combustion -- after Explosives. Leads to Automobile.

    Conscription -- gives upgrade to Riflemen. Need Metallurgy first.

    Refining -- gives Power Plant. Needed for combustion/subs, but this tech is post-Corporation.Industrialization -- available post-RR. Offers Transports, Police Station improvements and the Women's Suffrage WoW. On the road to Freight.

    Metallurgy -- post-University. Brings Cannon and Coastal Fortress. Cancels Great Wall. Pre-req for Conscription and Electricity.

    Theology -- for J.S. Bach Cathedral. Cancels Oracle, improves effect of cathedrals.

    EDIT/add
    Railroad -- How could I forget?
    68
    Magnetism
    19.12%
    13
    Explosives
    16.18%
    11
    Railroad
    13.24%
    9
    Steam Engine
    11.76%
    8
    Feudalism
    1.47%
    1
    Theory of Gravity
    4.41%
    3
    Conscription
    7.35%
    5
    Combustion
    1.47%
    1
    Industrialization
    10.29%
    7
    Metallurgy
    4.41%
    3
    Theology
    4.41%
    3
    Wait! You forgot...? (post detail)
    1.47%
    1
    Nuclear Bananas
    4.41%
    3

    The poll is expired.

    Last edited by -Jrabbit; November 22, 2002, 14:49.
    Apolyton's Grim Reaper 2008, 2010 & 2011
    RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

  • #2
    Priority for engineers and RR !
    Then JSB's for happiness
    and so on...
    JCP
    Paris, FRANCE

    Comment


    • #3
      , thinking the same as JCP. Same order, plus Industrialization as the next.

      Comment


      • #4
        Can't we just steal Feudalism? Anyway Explosives should be the first tech choice.
        I make no bones about my moral support for [terrorist] organizations. - chegitz guevara
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        • #5
          Magnetism first to eliminate the unhappiness caused by Caravels at sea, them Explosives for those hard-working and efficient Engineers. Then, we should get Theology for Bach's to prevent future unhappiness problems.

          We can trade for Feudalism and Steam Engine (the Celts are researching that). However, we should be *researching* Steam Engine when we trade for (or steal) it so that we will have a jump on researching Railroad so that the Celts don't get to Railroad (and Darwin's) first.

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          • #6
            NUCLEAR BANANAS!!!!!

            Allways wanted to eat glowing yellow pudding, need to find some Nuclear Vanilla Wafers though.


            BTW. I loike cave bears suggestin of magnatism first, then we need to go for engineers and RR's
            Wizards sixth rule:
            "The only sovereign you can allow to rule you is reason."
            Can't keep me down, I will CIV on.

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            • #7
              explosives->magnetism->steam engine->railroad

              Comment


              • #8
                Originally posted by H Tower
                explosives->magnetism->steam engine->railroad
                May I ask why Explosives first and Magnetism second? I may well have overlooked the immediate benefit of Engineers first. I do dearly love Engineers, (I harp on it often enough) but it seems to me that we gain a turn or two by getting Magnetism first in this particular situation. I think it is a very close call, but I really hate to see those unhappy Citizens (2 each in 8 of our cities)!

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                Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
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                • #9
                  Magnetism before explosives, we are getting unhappy

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                  • #10
                    i haven't been able to keep abreast of the happiness situation, so I didn't know that it was becoming an unmanageable problem.

                    Comment


                    • #11
                      Happy boats assisting WLtPD growth through increased Caravan shipments and no city unhappiness.

                      WLtPD growth gives us more trade, more science and a faster spaceship construction.

                      Engineers can wait.

                      Research Magnetism -
                      Scouse Git (2) La Fayette Adam Smith Solomwi and Loinburger will not be forgotten.
                      "Remember the night we broke the windows in this old house? This is what I wished for..."
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                      • #12
                        Originally posted by obiwan18
                        Happy boats assisting WLtPD growth through increased Caravan shipments and no city unhappiness.

                        WLtPD growth gives us more trade, more science and a faster spaceship construction.

                        Engineers can wait.

                        Research Magnetism -
                        I must agree with this
                        The difference between genius and stupidity is that genius has its limits

                        Hydey the no-limits man.

                        Comment


                        • #13
                          Industrialisation should be a top priority, it will speed up everything we do, so we need Railroad. We can also then build transports with no unhappiness , disbanding the caravels and reclaiming half the shields.

                          If the only advantage of Magnetism in the short term is the removal of some unhappiness, it wouldn't be worth it, however there is also the advantage of the fact that you can't upgrade to Transports without going through Galleons first. Therefore I think it's a close call whether to go through Magnetism or Industrialisation first - it depends on whether you want to disband Caravels or not.
                          "It's not about whether you win or lose, it's about how many people you can slaugher playing the game...." - BruceTheStupid, 2400BC.

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                          • #14
                            Galleons are instant gratification. Big new ships and upgraded for free... Good old Leonardo!

                            And there is a reason to want to get the Engineers next. We could do a lot of long-lasting benefit by improving our terrain. Some shield production could really help us a lot. It just kills me to see our cities in single-digit shield production so late in the game. I look at where we are and think it is 1400 AD!

                            Civ2 Demo Game #1 City-Planner, President, Historian
                            Civ2 Demo Game #2 Minister of War,President, Minister of Trade, Vice President, City-Planner
                            Civ2 Demo Game #3 President, Minister of War, President
                            Civ2 Demo Game #4 Despot, City-Planner, Consul

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                            • #15
                              Magnetism. Then Explosives.

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