Announcement

Collapse
No announcement yet.

Analyzing the tech Tree

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Analyzing the tech Tree

    As it applies to Team Merc, that is.

    Given that we cannot receive payment until at least Alphabet, our goals early should revolve around grabbing resources to build units, self defense, and getting alphabet and currency ASAP.

    Techs needed for seeing resources:

    Bronze Working.
    Animal Husbandry.
    Iron Working.

    Techs needed for self defense:

    Bronze working.
    Archery.

    Bronze, animal husbandry, and archery should most likely be our 3 early goals IMO. With the wheel coming next for hook up, and Iron a little later, and a little dependant on whether we got copper or not or need some worker enabling techs.

    Chances are very good we will have at least one resource of bronze, ponies, or Iron. Haven't seen a map that isn't true yet.

    The specific order will be somewhat dependant on map and civ choice. In the longer run, we need to focus on getting the trade enabling techs ASAP.

    IF quick wins out, we MUST beeline to gunpowder units after that. And when I say beeline, I'm talking of perhaps picking up drama if we don't have a religion from a neighbor, but otherwise heading straight for it.

    If normal wins, Axe/swords will be viable selling material for a decent time, and we can detour a little while beelining for gunpowder. I would skip the maceman/knight era units to go right for gunpowder units.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

  • #2
    One concern I have is our ability to service as many civs as possible. That means, we are going to need to move our units by sea across the globe. That means boats. Lots of 'em. Movement upgrades whenever possible.

    If I'm right, galleys transport units, but they can't enter ocean tiles. Caravels can't carry military units. The first ocean going transport is the Galleon, correct?

    We may not be able to serve many customers until Galleons are available.

    Side note: We MUST establish island cities across the globe at some point. We will need several bases of operation around the globe to allow us to quickly deliver on many different contracts.

    We may not be able to build many cities in the beginning, and we will not be out to conquer our neighbors, but we MUST be committed to exploration and settlement of distant lands.

    To that end, we must also focus on the paths that lead us quickly to the seafaring techs.

    --Togas
    Greatest Moments in ISDG chat:"(12/02/2003) <notyoueither> the moon is blue. hell is cold. quote me, but i agree with ET. "
    Member of the Mercenary Team in the Civ 4 Team Democracy Game.
    Former Consul for the Apolyton C3C Intersite Tournament Team.
    Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

    Comment


    • #3
      Originally posted by Togas
      we must also focus on the paths that lead us quickly to the seafaring techs.

      --Togas
      This is going to be extremely tricky... I attempted to beeline to Astronomy, and it's not a good idea. We'll have to get there through the tech trading route. Alternatively, since Frederick has the Philosophical trait, we can create Great Scientists to help research techs. However, we can't choose which tech the scientists research, so that approach can prove frustrating.

      requirements for Astronomy:

      Fishing
      Sailing
      Bronze working
      Iron working
      Compass
      Pottery
      Writing
      Math
      Calendar
      Metal Casting
      Machinery
      Optics

      EDIT: An interesting exercise might be, for those who are willing, to attempt to get to Astronomy using Frederick with the demo game settings, and then post the date at which you got it. If you get there fast then be prepared to explain how. What say you?

      Comment

      Working...
      X