Recycling is one of those dead end techs that doesn't offer that much seemingly. Recycling centers can't completely wipe out pollution, and the bad pollution is population based anyways. So why spend the research here?
One answer is that Recycling is a very powerful conquest tool, especially on higher difficulty levels were your culture might be lacking. To quell resistance in a size 20-30 city of a civ with more culture than you is a very hazardous undertaking. This is where Recycling comes in.
After you have Recycling, every sold improvement gives back shields as well. These high danger culture cities will invariably have plenty of improvements left after you capture them. Use the shields from improvements to rush settlers even while in resistance. As long as the production box is full the settler will still be produced on the next turn.
Since cities never flip on the first turn, this makes it easy to keep hold of your new territory. Move the Settler to the tile towards enemy territory while the captured city is still there, then disband the captured city (sell off the rest of the improvements first) and build your new city in enemy territory, pushing their borders further back. Now your Tanks/Modern Armor are one tile closer to the next city than they would have been otherwise. And your new city will be culture free, with no resistance, greatly decreasing the chance that it will flip back.
Your Armies are now free to continue the conquest, instead of stuck trying to repress an uprising. It's almost as effective as a ROP violation, but without the reputation cost.
One answer is that Recycling is a very powerful conquest tool, especially on higher difficulty levels were your culture might be lacking. To quell resistance in a size 20-30 city of a civ with more culture than you is a very hazardous undertaking. This is where Recycling comes in.
After you have Recycling, every sold improvement gives back shields as well. These high danger culture cities will invariably have plenty of improvements left after you capture them. Use the shields from improvements to rush settlers even while in resistance. As long as the production box is full the settler will still be produced on the next turn.
Since cities never flip on the first turn, this makes it easy to keep hold of your new territory. Move the Settler to the tile towards enemy territory while the captured city is still there, then disband the captured city (sell off the rest of the improvements first) and build your new city in enemy territory, pushing their borders further back. Now your Tanks/Modern Armor are one tile closer to the next city than they would have been otherwise. And your new city will be culture free, with no resistance, greatly decreasing the chance that it will flip back.
Your Armies are now free to continue the conquest, instead of stuck trying to repress an uprising. It's almost as effective as a ROP violation, but without the reputation cost.
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