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How far off our Communism beeline do we have to go to try to claim the Economics merchant?
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(April 18th, 2013, 15:42)Gold Ergo Sum Wrote: How far off our Communism beeline do we have to go to try to claim the Economics merchant?
Well, assuming we want guilds (and I'm sure we do), then two techs: banking and economics itself.
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(April 18th, 2013, 15:47)sooooo Wrote: (April 18th, 2013, 15:42)Gold Ergo Sum Wrote: How far off our Communism beeline do we have to go to try to claim the Economics merchant?
Well, assuming we want guilds (and I'm sure we do), then two techs: banking and economics itself.
The other option (just to have mentioned it) is to tech Gunpowder, HBR and Military Tradition for drafted muskets and heroic Cuirassiers.
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Rough expected tech order after Liberalism:
* Metal Casting for forges
* Alphabet: It's cheap, it lets us build spies and build Research, and I want to be able to see what everyone else is teching. I don't particularly care if it's suboptimal, for 400 beakers the knowledge is invaluable.
* Horseback Riding for stables and knights/cuirassiers/cavs
* Machinery/Feudalism/Guilds in some order. Knights are the key unit for medieval warfare, and the grocer would also be a useful building for the shrine city. I think it would be a bit silly to research Gunpowder via Education without taking advantage of the 40% pre-requisite discount through Guilds.
We will also need to pick up Banking, Gunpowder, and Engineering in some combination after this point. I won't try to guess the exact order right now. After that, we will want Printing Press (and Military Tradition?), and then we should be set to push on to the Communism beeline: Chemistry, Scientific Method, Communism. Clearly much of this is still up in the air right now.
Techs we don't want to research:
* Theology/Divine Right: Not necessary with Shwedagon Paya.
* Compass/Optics: Not a lot of water on this map. Maybe we get Compass for cheap Expansive harbors (synergy with Great Lighthouse) at some point.
* Constitution/Democracy: Too expensive early on, we do better by pushing straight for Communism. Coming back for Statue of Liberty later if it's still around would be attractive.
* Replaceable Parts/Rifling: Obviously rifles are awesome, but we should try to get to Communism first if we can get away with it. These two techs are also very expensive. We'll see what turns up with time.
* Economics: This is the hardest call, as a free Great Merchant and Free Market sounds like a great civic for us. But Free Market conflicts with State Property (same civics column), and other teams tend to focus on this tech very hard. I would suggest that we let someone else claim this prize and invest the beakers in other, more useful stuff. We do not need Economics as a requirement for anything else until we get Corporation en route to Assembly Line, and that can be delayed for a very long time indeed.
A lot of this is building castles in the sky at the moment, but it never hurts to be thinking about these things.
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Alphabet? But we're Egypt, we've got hieroglyphics! A lot of us launched a spaceship with just those remember.
J/K, agree with that rough tech order. Banking could also wait until after communism maybe, but we can discuss that after we've got a few more techs.
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(April 18th, 2013, 16:50)sooooo Wrote: Alphabet? But we're Egypt, we've got hieroglyphics! A lot of us launched a spaceship with just those remember.
J/K, agree with that rough tech order. Banking could also wait until after communism maybe, but we can discuss that after we've got a few more techs.
I we let Banking wait we can potentially let Feudalism and Guilds wait too. Neither Communism nor Cuirs requires those techs.
Guilds doesn't give 40% bonus on Gunpowder, it gives 20%, additive with the 20% we'll get from Education.
I would go Metal Casting - Machinery - Alpha - Printing Press (it's good for our economy so why not get it ASAP), then optionally Feud - Guilds (with Banking - Eco as a further option), then Gunpowder - (optionally followed by MilTrad) - Engineering - Chemistry - SM - Communism.
Actually we might want to bump Engineering up quite a lot on that list for Notre Dame and extra road movement. Throw in HBR whenever.
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We shouldn't need Muskets for this war. Maces, Elephants and Knights supported by cats should trash the Germans to be honest. Unless they can somehow pull off Feudalism for longbows, their current units are nowhere near powerful enough to stop us.
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(April 18th, 2013, 17:13)SleepingMoogle Wrote: We shouldn't need Muskets for this war. Maces, Elephants and Knights supported by cats should trash the Germans to be honest. Unless they can somehow pull off Feudalism for longbows, their current units are nowhere near powerful enough to stop us.
I agree. In fact, I think we can take them out starting with just maces and cats. That seems like the minimum effort war while we tech economic techs and build infrastructure.
Oh, completely forgot about war elephants. Yeah, let's build some of those.
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I agree that Engineering reasonably soon after Machinery would be quite worthwhile. Notre Dame is perhaps the most powerful wonder that comes up soon, and extra road movement is quite powerful.
But we have quite a bit of options and desirable techs to choose from after Liberalism.
Furthermore, I consider that forum views should be fluid in width
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