Technically we still can, I mean, break the NAP. It's worth considering if it turns out that Serdoa is heading towards an easy ToM victory. There surely would be diplomatic fallout, but, as far as I'm concerned, squeezing a bit of fun out of a game played over several months justifies it well enough. IOW I'm for breaking the NAP for the lulz if we can't get them otherwise.
A word on techs: I've cleaned up most of the necessary early techs (only Sailing left I think). Soon we need to move forward. Here's a few thougths on the techs to grab:
Stirrups - doesn't need explaining
Necromancy + Sorcery - both are key techs. In Conquest Ascot will be making 8xp units out of the gate, perfect for Mage wannabes. Death mages are an obvious choice: we have enough nodes to pump Spectres to near 10str, Spectres get Commando via our Raiders trait and Spectres can pillage. I'm building a Mage Guild in Ascot already and would like to start spamming adepts soon.
Alteration - another key tech. Haste.
Mathematics - Gambling Houses + low slider = no more happiness issues (War Weariness or otherwise). The other reason is that the tech leads to:
Engineering - +50% move on roads is one thing. The other is that with Eng. our workers will be able to lay road 3 tiles deep into the enemy territory. Considering that both Serdoa and Krill likely have minimal road network the ability to get our own roads in their territory, or connect our roads with theirs will be priceless. Another Key tech IMO.
Priesthood + Religious Law - Sorcery should be enough. Chalid's collateral is awesome, but he's only one guy, cannot be replaced and the tech is expensive. Maelstroms and Spectres should do the job well enough. Regeneration obviates the need for Priests' healing.
Currency - I don't like it much. The trade route bonus would give us 15 raw commerce/turn while the tech itself costs 900 beakers. GotN is not that good either - we do get better Mercs with it than other civs, but they still suck - an unpromoted(!) 5str horse for 180gc. I'd much rather upgrade a Scout with two promotions to a HA for 133gc.
Poisons - could be useful later on either for mop-up kills or to counter mages.
Feudalism - Royal Guards, 9 strength on def with bronze. +85% str with Guerilla + Combat I and on a hill. We could inject a couple of these guys along with some HAs and Rathas deep into enemy territory to cause real havoc. Also a hard counter for Assassins.
Arcane Lore - spell extension II for 4-move commando Spectres. Nice but expensive.
A word on techs: I've cleaned up most of the necessary early techs (only Sailing left I think). Soon we need to move forward. Here's a few thougths on the techs to grab:
Stirrups - doesn't need explaining
Necromancy + Sorcery - both are key techs. In Conquest Ascot will be making 8xp units out of the gate, perfect for Mage wannabes. Death mages are an obvious choice: we have enough nodes to pump Spectres to near 10str, Spectres get Commando via our Raiders trait and Spectres can pillage. I'm building a Mage Guild in Ascot already and would like to start spamming adepts soon.
Alteration - another key tech. Haste.
Mathematics - Gambling Houses + low slider = no more happiness issues (War Weariness or otherwise). The other reason is that the tech leads to:
Engineering - +50% move on roads is one thing. The other is that with Eng. our workers will be able to lay road 3 tiles deep into the enemy territory. Considering that both Serdoa and Krill likely have minimal road network the ability to get our own roads in their territory, or connect our roads with theirs will be priceless. Another Key tech IMO.
Priesthood + Religious Law - Sorcery should be enough. Chalid's collateral is awesome, but he's only one guy, cannot be replaced and the tech is expensive. Maelstroms and Spectres should do the job well enough. Regeneration obviates the need for Priests' healing.
Currency - I don't like it much. The trade route bonus would give us 15 raw commerce/turn while the tech itself costs 900 beakers. GotN is not that good either - we do get better Mercs with it than other civs, but they still suck - an unpromoted(!) 5str horse for 180gc. I'd much rather upgrade a Scout with two promotions to a HA for 133gc.
Poisons - could be useful later on either for mop-up kills or to counter mages.
Feudalism - Royal Guards, 9 strength on def with bronze. +85% str with Guerilla + Combat I and on a hill. We could inject a couple of these guys along with some HAs and Rathas deep into enemy territory to cause real havoc. Also a hard counter for Assassins.
Arcane Lore - spell extension II for 4-move commando Spectres. Nice but expensive.