Well, it looks like my little theory about delaying invention is not as effective as it first seemed. The assumptions that led to my idea of a technique to delay invention were:
1) No tech can come from a hut until its prerequisites have been established, for example, invention can never come before engineering. This was verified by all my tests and game experience.
2) Given the tendency of this game to deny what you want, I experimented on the assumption that the tech you were currently studying was less likely to come from a hut than the others currently eligible. Not impossible, just somewhat less likely. This idea seemed to be confirmed by my experience in the game I described in the “no parts” topic, in which I deliberately researched invention, and came away with almost all the tech available from huts. This also tends to be my impression I am getting while playing the game, too, you don't often get from a hut the thing you are currently studying.
My technique was to expand this delaying tactic, by studying techs that preceded invention in the tech tree, the ones that had to be known before invention became eligible. I figured a little delay at each step along the way would accumulate into a big delay of the appearance of invention. It worked just like that in my game above. Below is a summary of techs received from huts, in the order they arrived. The ones in parentheses are the ones I was trying to “learn”. Each line marks a separate game turn.
alphabet
ceremonial burial, bronze working
mysticism, pottery, map making, ROME (horseback riding)
currency
masonry, seafaring, code of laws
mathematics, trade, astronomy, construction
warrior code, writing, horseback riding
(wheel) iron working
monarchy, feudalism, literacy, bridge building
chivalry, navigation
wheel
philosophy, republic, polytheism, physics
banking
(medicine)
magnetism, university
medicine(free via philosophy)
(engineering)
chemistry, theory of gravity
economics
monotheism, theology, atomic theory
engineering, invention
and only sanitation is left, which needs engineering as a prerequisite. Notice how the delays worked so nicely, long enough for all the other techs to roll in. Also notice that whenever philosophy appears, it is better to pick something you really need, rather than one of the delayers. After the freebie, it’s back to delaying tactics.
I tried another experimental game, to test the technique again. Here it is:
alphabet, horseback riding
ROME (wheel)
map making, masonry
pottery, warrior code, seafaring, mathematics, wheel,
(bronze working) writing, bronze working
(currency) ceremonial burial, iron working
code of laws, literacy, monarchy
mysticism, feudalism, astronomy, chivalry, currency
(construction) polytheism
navigation, trade, philosophy
construction (free via philosophy)
(engineering)
university, republic, medicine, monotheism
physics, theology
magnetism, banking, theory of gravity
atomic theory, bridge building, chemistry
economics, engineering
(invention) invention
Again, only sanitation was left. The technique worked like a charm, again. Note how especially effective engineering was as a delayer. An early experimental game I did not record also worked out this way, giving me everything except sanitation.
So just to be sure, I tried again:
alphabet
pottery, ROME (horseback riding)
map making, bronze working, horseback riding, masonry
(wheel)
mathematics
seafaring, wheel
(currency) warrior code
iron working, currency, writing
(construction) ceremonial burial, code of laws
trade, literacy, mysticism, polytheism
monarchy, philosophy
construction (free via philosophy)
(engineering) medicine, university
astronomy, bridge building, monotheism, theory of gravity
chemistry, engineering
(invention) invention
Oops, I’m still missing 10 techs, and the delays were not as effective this game, either.
So much for this technique. Anyone out there have a good recipe for crow that they could email to me!
------------------
It is more pleasant to live in the corner of a housetop,
than in a wide house with a brawling woman.
[This message has been edited by solo (edited February 19, 2001).]
1) No tech can come from a hut until its prerequisites have been established, for example, invention can never come before engineering. This was verified by all my tests and game experience.
2) Given the tendency of this game to deny what you want, I experimented on the assumption that the tech you were currently studying was less likely to come from a hut than the others currently eligible. Not impossible, just somewhat less likely. This idea seemed to be confirmed by my experience in the game I described in the “no parts” topic, in which I deliberately researched invention, and came away with almost all the tech available from huts. This also tends to be my impression I am getting while playing the game, too, you don't often get from a hut the thing you are currently studying.
My technique was to expand this delaying tactic, by studying techs that preceded invention in the tech tree, the ones that had to be known before invention became eligible. I figured a little delay at each step along the way would accumulate into a big delay of the appearance of invention. It worked just like that in my game above. Below is a summary of techs received from huts, in the order they arrived. The ones in parentheses are the ones I was trying to “learn”. Each line marks a separate game turn.
alphabet
ceremonial burial, bronze working
mysticism, pottery, map making, ROME (horseback riding)
currency
masonry, seafaring, code of laws
mathematics, trade, astronomy, construction
warrior code, writing, horseback riding
(wheel) iron working
monarchy, feudalism, literacy, bridge building
chivalry, navigation
wheel
philosophy, republic, polytheism, physics
banking
(medicine)
magnetism, university
medicine(free via philosophy)
(engineering)
chemistry, theory of gravity
economics
monotheism, theology, atomic theory
engineering, invention
and only sanitation is left, which needs engineering as a prerequisite. Notice how the delays worked so nicely, long enough for all the other techs to roll in. Also notice that whenever philosophy appears, it is better to pick something you really need, rather than one of the delayers. After the freebie, it’s back to delaying tactics.
I tried another experimental game, to test the technique again. Here it is:
alphabet, horseback riding
ROME (wheel)
map making, masonry
pottery, warrior code, seafaring, mathematics, wheel,
(bronze working) writing, bronze working
(currency) ceremonial burial, iron working
code of laws, literacy, monarchy
mysticism, feudalism, astronomy, chivalry, currency
(construction) polytheism
navigation, trade, philosophy
construction (free via philosophy)
(engineering)
university, republic, medicine, monotheism
physics, theology
magnetism, banking, theory of gravity
atomic theory, bridge building, chemistry
economics, engineering
(invention) invention
Again, only sanitation was left. The technique worked like a charm, again. Note how especially effective engineering was as a delayer. An early experimental game I did not record also worked out this way, giving me everything except sanitation.
So just to be sure, I tried again:
alphabet
pottery, ROME (horseback riding)
map making, bronze working, horseback riding, masonry
(wheel)
mathematics
seafaring, wheel
(currency) warrior code
iron working, currency, writing
(construction) ceremonial burial, code of laws
trade, literacy, mysticism, polytheism
monarchy, philosophy
construction (free via philosophy)
(engineering) medicine, university
astronomy, bridge building, monotheism, theory of gravity
chemistry, engineering
(invention) invention
Oops, I’m still missing 10 techs, and the delays were not as effective this game, either.
So much for this technique. Anyone out there have a good recipe for crow that they could email to me!
------------------
It is more pleasant to live in the corner of a housetop,
than in a wide house with a brawling woman.
[This message has been edited by solo (edited February 19, 2001).]
Comment