View Poll Results: Our next Techs
The Corporation 11 13.58%
Conscription 8 9.88%
Combustion 5 6.17%
Metallurgy 11 13.58%
Theory of Gravity 10 12.35%
Tactics 4 4.94%
Automobile 4 4.94%
Electricity 10 12.35%
Theology 2 2.47%
Steel 4 4.94%
atomic Theory 3 3.70%
Refining 3 3.70%
Too confusing -- Just get us to AC!! 1 1.23%
You forgot one! See my +1below. 2 2.47%
Future Tech 77 -- Laser Banana 3 3.70%
Multiple Choice Poll. Voters: 81. You may not vote on this poll

 
 
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Old December 3, 2002, 15:07   #1
-Jrabbit
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The Real Tech Poll!!!!!
The Science Ministry has returned from holiday, noting that we're still in office. That means we need to decide on upcoming Tech choices so that President DE can maintain our desired course -- to the Stars!

Please vote for multiple techs, as we will need to choose several in the next gameturns (Darwin's a-comin'). AND PLEASE POST YOUR THOUGHTS, ESPECIALLY ON ORDER OF CHOICES AND WHY

We are currently researching Industrialization, which will provide us with Transports, Factory, and the Women's Suffrage WoW. After that, it is strongly urged that we study (drumroll...)

The Corporation -- gives Freight and Capitalization. The thought here is that, first, we maximize trade ability for fast arrow production. Then, we move swiftly toward Space Flight, making sure our defenses are sufficient as we go.

Other Techs to consider...

Tactics -- gives Cavalry and Alpine Troops. While we are a peace-loving civ, it can't hurt to let Leo upgrade us bit, eh? Conscription is a pre-req.

[B]Theory of Gravity[/B} -- offers Newton's College (50% upgrade in host city science). Leads to Atomic Teory and Flight. This is on the path to Space Flight (Flight-Radio-Adv. Flight, Rocketry, Space Flt.).

[B]Conscription[/B} -- allows Leo to upgrade our Musketeers to Riflemen. Requires Metallurgy first, allows Tactics after.

Theology -- Cancels Oracle, offers JS Bach's Cathedral. Improves effect of cathedrals.

[B]Metallurgy[/B} -- Cancels effect of Great Wall, offers Cannon and Coastal Fortress. Pre-req for Conscription (riflemen) and Electricity (destroyer).

Electricity -- gives Destroyer, cancels Great Library. Pre-req for several needed (long-term) techs -- Radio (needed for Adv Flight), Steel (Cruiser), needed for Adv Flight, Machine Tools, Electronics (Hoover, pre-req for Rocketry)..

[B]Refining{/B] -- offers Power Plant improvement. Needed for Combustion.

There's plenty of other options. Like Communism, Mass Production, Mobile Warfare, Refrigeration, Amphibious Warfare, Mobile Warfare, Atomic Theory (on path to Laser), Steel, etc.

For now, your humble minister suggests that our next 5 techs be as follows...
-------------------------
The Corporation -- Metallurgy -- Conscription -- Electricity -- Combustion
--------------------------

From there, we go for Automobile, Theory of Flight, and Steel. Just a thought.
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Last edited by -Jrabbit; December 3, 2002 at 17:16.
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Old December 3, 2002, 17:19   #2
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Thanks, H Tower.
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Old December 3, 2002, 17:21   #3
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I think we need them all! (What about Fued.?)
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Old December 3, 2002, 17:41   #4
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Yes yes, our camels are tiring, replace them with freights.
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Old December 3, 2002, 17:49   #5
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This will depend on what techs we get offered, but here is my order and why:

1. Theory of Gravity.
Newton's is a big help, I would suggest that it be built in Capitol, as this is our largest city so far.

2. Metallurgy
On the road to Conscription which will really help our defense. Also makes the Great Wall obsolete helping our barbarian friends.

3. Conscription
Musketmen toss muskets for rifles- much better defense

4. Electricity
Makes Celtic Great Library obsolete, allowing us to tech gift with impunity.

5. Corporation
Camel breeders go bankrupt. Sell all camels for freights and additional trade route bonuses.
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Old December 3, 2002, 18:05   #6
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Quote:
Originally posted by obiwan18
4. Electricity
Makes Celtic Great Library obsolete, allowing us to tech gift with impunity.
A good point, this will reduce the tech advantage being gained by the Celts, our nearest rivals.
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Old December 3, 2002, 19:03   #7
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The Corporation -- Metallurgy -- Conscription -- Electricity -- Combustion

I like this path.
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Old December 4, 2002, 07:06   #8
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Quote:
Originally posted by ixnay37
The Corporation -- Metallurgy -- Conscription -- Electricity -- Combustion

I like this path.
I must give this a big
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Old December 4, 2002, 19:23   #9
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1, The corperation

2, Metalurgy ---> Coastal defence

3, Electricity ---> GL ends

4, Electronics ---> Hoover

5, Combustion ---> Subs with Magalans
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Old December 4, 2002, 19:32   #10
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1. The Corporation for $$$ and beakers
2. Theory of Gravity (build Newton's)

these two speed us along to further important discoveries like

3. Electricity
4. Metallurgy
5. Conscription
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Old December 4, 2002, 19:37   #11
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I prefer Hoover over Newton, instead of 50% more sience in 1 city we get 50% more factory output for all our city's

Think of how many extra freights that is per turn ?

We need Mettalurgy before we can get Electricity btw
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Old December 4, 2002, 22:51   #12
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Hoover's rules! I want it, fast!

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Old December 8, 2002, 14:01   #13
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Lets get the corporation first, upgrade some military and then get to Hoovers...its one of those wonders we just love having
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