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View Poll Results: Upcoming Tech Coices
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Magnetism
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13 |
19.12% |
Explosives
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11 |
16.18% |
Railroad
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9 |
13.24% |
Steam Engine
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8 |
11.76% |
Feudalism
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1 |
1.47% |
Theory of Gravity
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3 |
4.41% |
Conscription
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5 |
7.35% |
Combustion
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1 |
1.47% |
Industrialization
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7 |
10.29% |
Metallurgy
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3 |
4.41% |
Theology
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3 |
4.41% |
Wait! You forgot...? (post detail)
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1 |
1.47% |
Nuclear Bananas
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3 |
4.41% |
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November 22, 2002, 14:29
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#1
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Deity
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Feb 2002
Location: location, location
Posts: 13,220
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Upcoming Tech choices
You can vote for more than one. Please discuss what order we should take these in by posting. This will help us prioritize, which will be important when we get +2 techs from Darwin's...
We are currently studying Chemistry. Here are some of our upcoming choices.
Magnetism -- gives us happy boats (instant Galleon upgrade). Shuts down the Lighthouse.
Explosives -- ENGINEERS
Feudalism -- gives Pikemen, leads to Chivalry (and all the other offensive troop upgrades through Tactics).
Theory of Gravity -- offer's Newton's College, leads to Atomic Theory and Flight
Steam Engine -- for Ironclad and Eiffel Tower. NEEDED FOR RAILROAD
Combustion -- after Explosives. Leads to Automobile.
Conscription -- gives upgrade to Riflemen. Need Metallurgy first.
Refining -- gives Power Plant. Needed for combustion/subs, but this tech is post-Corporation.Industrialization -- available post-RR. Offers Transports, Police Station improvements and the Women's Suffrage WoW. On the road to Freight.
Metallurgy -- post-University. Brings Cannon and Coastal Fortress. Cancels Great Wall. Pre-req for Conscription and Electricity.
Theology -- for J.S. Bach Cathedral. Cancels Oracle, improves effect of cathedrals.
EDIT/add
Railroad -- How could I forget?
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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
Last edited by -Jrabbit; November 22, 2002 at 14:49.
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November 22, 2002, 15:58
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#2
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Prince
Local Time: 13:26
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Paris, France, Europe
Posts: 554
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Priority for engineers and RR !
Then JSB's for happiness
and so on...
__________________
JCP
Paris, FRANCE
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November 22, 2002, 16:18
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#3
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Prince
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Washington, DC, USA
Posts: 565
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 , thinking the same as JCP. Same order, plus Industrialization as the next.
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November 22, 2002, 16:46
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#4
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Deity
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Sep 1999
Location: Underwater no one can hear sharks scream
Posts: 11,096
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Can't we just steal Feudalism? Anyway Explosives should be the first tech choice.
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Blackwidow24 and FemmeAdonis fan club
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November 22, 2002, 18:25
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#5
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Emperor
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Oct 1999
Location: of the Pleistocene
Posts: 4,788
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Magnetism first to eliminate the unhappiness caused by Caravels at sea, them Explosives for those hard-working and efficient Engineers. Then, we should get Theology for Bach's to prevent future unhappiness problems.
We can trade for Feudalism and Steam Engine (the Celts are researching that). However, we should be *researching* Steam Engine when we trade for (or steal) it so that we will have a jump on researching Railroad so that the Celts don't get to Railroad (and Darwin's) first.
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Civ2 Demo Game #1 City-Planner, President, Historian
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Civ2 Demo Game #3 President, Minister of War, President
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November 22, 2002, 18:58
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#6
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Prince
Local Time: 07:26
Local Date: November 1, 2010
Join Date: May 2002
Location: Of Morr hill
Posts: 957
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NUCLEAR BANANAS!!!!!
Allways wanted to eat glowing yellow pudding, need to find some Nuclear Vanilla Wafers though.
BTW. I loike cave bears suggestin of magnatism first, then we need to go for engineers and RR's
__________________
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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November 22, 2002, 19:32
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#7
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Local Time: 06:26
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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explosives->magnetism->steam engine->railroad
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November 22, 2002, 20:04
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#8
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Emperor
Local Time: 06:26
Local Date: November 1, 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
explosives->magnetism->steam engine->railroad
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May I ask why Explosives first and Magnetism second? I may well have overlooked the immediate benefit of Engineers first. I do dearly love Engineers, (I harp on it often enough) but it seems to me that we gain a turn or two by getting Magnetism first in this particular situation. I think it is a very close call, but I really hate to see those unhappy Citizens (2 each in 8 of our cities)!
__________________
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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November 23, 2002, 00:01
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#9
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King
Local Time: 13:26
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Somewhere over the rainbow.
Posts: 2,751
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Magnetism before explosives, we are getting unhappy
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November 23, 2002, 03:29
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#10
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Local Time: 06:26
Local Date: November 1, 2010
Join Date: Jul 2001
Posts: 6,135
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i haven't been able to keep abreast of the happiness situation, so I didn't know that it was becoming an unmanageable problem.
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November 23, 2002, 18:41
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#11
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Emperor
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Oct 2002
Location: San Antonio
Posts: 18,269
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Happy boats assisting WLtPD growth through increased Caravan shipments and no city unhappiness.
WLtPD growth gives us more trade, more science and a faster spaceship construction.
Engineers can wait.
Research Magnetism -
__________________
Scouse Git (2) LaFayette and Adam Smith you will be missed
"All my own perception of beauty both in majesty and simplicity is founded upon Our Lady." - JRR Tolkein
Get busy living or get busy dying.
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November 23, 2002, 21:33
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#12
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Emperor
Local Time: 21:26
Local Date: November 1, 2010
Join Date: Mar 2000
Location: up shyte creek without a paddle
Posts: 6,250
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Quote:
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Originally posted by obiwan18
Happy boats assisting WLtPD growth through increased Caravan shipments and no city unhappiness.
WLtPD growth gives us more trade, more science and a faster spaceship construction.
Engineers can wait.
Research Magnetism -
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I must agree with this
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The difference between genius and stupidity is that genius has its limits
Hydey the no-limits man. :(
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November 24, 2002, 07:37
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#13
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Warlord
Local Time: 11:26
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 102
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Industrialisation should be a top priority, it will speed up everything we do, so we need Railroad. We can also then build transports with no unhappiness  , disbanding the caravels and reclaiming half the shields.
If the only advantage of Magnetism in the short term is the removal of some unhappiness, it wouldn't be worth it, however there is also the advantage of the fact that you can't upgrade to Transports without going through Galleons first. Therefore I think it's a close call whether to go through Magnetism or Industrialisation first - it depends on whether you want to disband Caravels or not.
__________________
"It's not about whether you win or lose, it's about how many people you can slaugher playing the game...." - BruceTheStupid, 2400BC.
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November 25, 2002, 20:44
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#14
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Emperor
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Oct 1999
Location: of the Pleistocene
Posts: 4,788
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Galleons are instant gratification.  Big new ships and upgraded for free... Good old Leonardo!
And there is a reason to want to get the Engineers next. We could do a lot of long-lasting benefit by improving our terrain. Some shield production could really help us a lot. It just kills me to see our cities in single-digit shield production so late in the game. I look at where we are and think it is 1400 AD!
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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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November 25, 2002, 22:23
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#15
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Emperor
Local Time: 05:26
Local Date: November 1, 2010
Join Date: Dec 1998
Posts: 3,215
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Magnetism. Then Explosives.
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November 26, 2002, 09:57
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#16
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Deity
Local Time: 06:26
Local Date: November 1, 2010
Join Date: Feb 2002
Location: location, location
Posts: 13,220
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Let's not forget about Railroad (Darwin's Voyage). That's a 2-tech bonus, and we still need Steam Engine before we get there. However, because RR reduces trade bonuses by 1/3, the Science Ministry agrees that Explosives (Engineers) should come first.
However, if another civ gets too close to RR, we may have to be flexible in our thinking. Official planning report to come...
__________________
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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December 8, 2002, 13:53
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#17
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Emperor
Local Time: 03:26
Local Date: November 1, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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magnetism, explosives, do not research feudalism!!!!
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Boston Red Sox are 2004 World Series Champions!
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December 8, 2002, 20:27
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#18
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King
Local Time: 05:26
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Saskatchewan
Posts: 1,716
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Quote:
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Originally posted by War4ever
magnetism, explosives, do not research feudalism!!!!
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I agree, STEAL IT!!! (Or trade it...)
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Former President, Vice-president and Foreign Minister of the Apolyton Civ2-Democracy Games as 123john321
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December 8, 2002, 21:51
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#19
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Emperor
Local Time: 03:26
Local Date: November 1, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
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i am not sure i would trade it...we would give up something to great for it IMO....just steal it and if need be, we can have a skirmish over it, and maybe push our luck and let the Hawk party flex its might
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Boston Red Sox are 2004 World Series Champions!
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