View Poll Results: What next?
Magnetism 0 0%
Industrialization 8 32.00%
Amphibious Warfare 0 0%
Sanitation 0 0%
Fundamentalism 0 0%
Theory of Gravity 5 20.00%
Theology 1 4.00%
Magnetism -> Electricity 1 4.00%
Industrialization -> Communism -> Espionage/Guerilla Warfare 9 36.00%
Industrialization -> Corporation -> Refining/Genetic Engineering 1 4.00%
Voters: 25. You may not vote on this poll

 
 
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Old June 16, 2002, 02:55   #1
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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)
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Old June 16, 2002, 03:18   #2
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research Industrialization
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Old June 16, 2002, 07:23   #3
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I voted for a path towards Espionage and Guerilla Warfare...
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Old June 16, 2002, 07:48   #4
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Industrialisation for sure

We need those fast moving transports for our final assoult on the Chartagenian island
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Old June 16, 2002, 08:18   #5
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I agree transports would be very usefull to take our army north
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Old June 16, 2002, 09:44   #6
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Spies (espionage) would be extremely helpful against inland cities. Being able to first investigate a city and survive is very useful, they can move 3 squares, and they can both investigate and incite revolt (or attack a structure) on the same turn.

But I don't think the game will let us follow that path very directly. It's going to make us get numerous older techs first. Industrialization will be good because of the transports.

Anything that leads to transports, marines, or spies sounds good to me. Theory of Gravity would be good so we can build Isaac's in a high science city like Balsindia.
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Old June 16, 2002, 19:49   #7
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Go for "Theory of Gravity" better science.
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Old June 16, 2002, 22:26   #8
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Spies!

Transports!

Freights!
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Old June 16, 2002, 22:55   #9
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If we're getting darwins next session, we need a long-term (3-4 techs) plan...
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Old June 17, 2002, 07:12   #10
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Spies we need spies....no army can survive the attack of an army of spies

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Old June 17, 2002, 09:20   #11
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Unless they're mired in Democracy.

Spies first. I'm sure the Foreign Minister would agree.
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Old June 17, 2002, 10:02   #12
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Quote:
Originally posted by -Jrabbit
Unless they're mired in Democracy.


then just take one of their cities so they fall into anarchy


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Old June 17, 2002, 10:20   #13
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Spies and transport are usefull in our world.
But don't forget that Leo's will not change our caravels in transport as long as we have not magnetism (to change caravels to gallions then transport).
We'll have to build our transports (not very expensive in shields)
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Old June 17, 2002, 14:08   #14
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We have to build transports anyway, with my railroad plans and a little shipchaining we can deliver units to the front lines in 1 turn from most of our islands
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Old June 17, 2002, 18:43   #15
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I envision TRANSPORTS loaded WITH Spys and cavalry rushing to the aid of teh people of india so that we may free them of thier opressors.
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Old June 19, 2002, 22:35   #16
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i have a question, since most of these techs are worthless to us militarily and we are going for world conquest, maybe we should just take the science rate down to zero and focus on gold so we can rush buy units.
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Old June 20, 2002, 08:30   #17
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Quote:
Originally posted by H Tower
i have a question, since most of these techs are worthless to us militarily and we are going for world conquest, maybe we should just take the science rate down to zero and focus on gold so we can rush buy units.
The techs we are seeking will give us Cavalry, Transports, and Spies - all militarily valuable units.

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Old June 20, 2002, 08:48   #18
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Spies spies spies!!!
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