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View Poll Results: What next?
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Magnetism
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0 |
0% |
Industrialization
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8 |
32.00% |
Amphibious Warfare
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0 |
0% |
Sanitation
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0 |
0% |
Fundamentalism
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0 |
0% |
Theory of Gravity
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5 |
20.00% |
Theology
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1 |
4.00% |
Magnetism -> Electricity
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1 |
4.00% |
Industrialization -> Communism -> Espionage/Guerilla Warfare
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9 |
36.00% |
Industrialization -> Corporation -> Refining/Genetic Engineering
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1 |
4.00% |
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June 16, 2002, 02:55
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#1
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Emperor
Local Time: 20:39
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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Science 1778
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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June 16, 2002, 03:18
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#2
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Chieftain
Local Time: 03:39
Local Date: November 1, 2010
Join Date: Jun 2002
Location: in the netherlands
Posts: 93
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research Industrialization
__________________
TEIC
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June 16, 2002, 07:23
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#3
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Prince
Local Time: 13:39
Local Date: November 1, 2010
Join Date: Jun 2002
Posts: 942
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I voted for a path towards Espionage and Guerilla Warfare...
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June 16, 2002, 07:48
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#4
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King
Local Time: 04:39
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Somewhere over the rainbow.
Posts: 2,751
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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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June 16, 2002, 08:18
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#5
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Emperor
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Mar 2000
Location: up shyte creek without a paddle
Posts: 6,250
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I agree transports would be very usefull to take our army north
__________________
The difference between genius and stupidity is that genius has its limits
Hydey the no-limits man. :(
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June 16, 2002, 09:44
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#6
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Emperor
Local Time: 21:39
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of the Pleistocene
Posts: 4,788
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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.
__________________
Civ2 Demo Game #1 City-Planner, President, Historian
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Civ2 Demo Game #3 President, Minister of War, President
Civ2 Demo Game #4 Despot, City-Planner, Consul
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June 16, 2002, 19:49
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#7
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King
Local Time: 20:39
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Saskatchewan
Posts: 1,716
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Go for "Theory of Gravity" better science.
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Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321
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June 16, 2002, 22:26
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#8
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King
Local Time: 20:39
Local Date: October 31, 2010
Join Date: Jul 2000
Location: ... no, a Marquis.
Posts: 2,179
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Spies!
Transports!
Freights!
__________________
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
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June 16, 2002, 22:55
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#9
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Emperor
Local Time: 20:39
Local Date: October 31, 2010
Join Date: May 2001
Location: of the Martian Empire
Posts: 4,969
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If we're getting darwins next session, we need a long-term (3-4 techs) plan...
__________________
Ham grass chocolate.
"This should be the question they ask you before you get to vote. If you answer 'no', then they brand you with a giant red 'I' on your forehead and you are forever barred from taking part in the electoral process again."--KrazyHorse
"I'm so very glad KH is Canadian."--Donegeal
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June 17, 2002, 07:12
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#10
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King
Local Time: 03:39
Local Date: November 1, 2010
Join Date: May 2001
Location: of bribery.
Posts: 2,196
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Spies we need spies....no army can survive the attack of an army of spies
Shade
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ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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June 17, 2002, 09:20
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#11
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Deity
Local Time: 21:39
Local Date: October 31, 2010
Join Date: Feb 2002
Location: location, location
Posts: 13,220
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Unless they're mired in Democracy.
Spies first. I'm sure the Foreign Minister would agree.
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Apolyton's Grim Reaper 2008
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
"The Borg are gay." -Drake Tungsten
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June 17, 2002, 10:02
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#12
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King
Local Time: 03:39
Local Date: November 1, 2010
Join Date: May 2001
Location: of bribery.
Posts: 2,196
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__________________
ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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June 17, 2002, 10:20
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#13
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Prince
Local Time: 04:39
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Paris, France, Europe
Posts: 554
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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)
__________________
JCP
Paris, FRANCE
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June 17, 2002, 14:08
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#14
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King
Local Time: 04:39
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Somewhere over the rainbow.
Posts: 2,751
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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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June 17, 2002, 18:43
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#15
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Prince
Local Time: 22:39
Local Date: October 31, 2010
Join Date: May 2002
Location: Of Morr hill
Posts: 957
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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.
__________________
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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June 19, 2002, 22:35
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#16
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Local Time: 21:39
Local Date: October 31, 2010
Join Date: Jul 2001
Posts: 6,135
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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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June 20, 2002, 08:30
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#17
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Emperor
Local Time: 21:39
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of the Pleistocene
Posts: 4,788
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Quote:
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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.
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The techs we are seeking will give us Cavalry, Transports, and Spies - all militarily valuable units.
__________________
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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June 20, 2002, 08:48
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#18
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Emperor
Local Time: 20:39
Local Date: October 31, 2010
Join Date: May 2001
Location: of the Martian Empire
Posts: 4,969
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Spies spies spies!!!
__________________
Ham grass chocolate.
"This should be the question they ask you before you get to vote. If you answer 'no', then they brand you with a giant red 'I' on your forehead and you are forever barred from taking part in the electoral process again."--KrazyHorse
"I'm so very glad KH is Canadian."--Donegeal
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