Ichabod Wrote:I agree with warfare and Horse Archers after CoE, but I have two propositions to be teched before them.
Currency and Drama.
Currency because of the gift gold thing, that will be incredibly powerful once you have 3 (!) academies. I don't think there's any way we can match this kind of research bonus. It's perfect for us to start specializing our civs as economic and military.
*Note: Speaking of 3 academies, we will need to revolt to Undercoucnil to do this. So I suggest a quick detour to warfare after Deception so we can make the revolt needed more useful.
Drama is basically to get the ability of building culture. Building monuments take forever and wastes a lot of hammers. With drama my cities will be able to get productive way sooner. Look at the crazy amount of time I needed to get the gold online in my third city... Drama would solve this problem easily. By the way, is the GBard avaiable yet? I doubt it, but maybe that'd be a plus.
Damn, tried to cancel the gem trade now that you don't need it but it can't cancel yet. Is this a 10 turn minimum thing? Or is it because it was a gift I cannot cancel only you can?
I forget some of the random tricky mechanics like this. It's just not mentioned anywhere.
Three Academies is sick, I will have to start planning which cities will get them. Unlucky but the best techer cities are NOT the ones in the corner I.E the safest. Cities with the best long term tech potential seem to be the Capital, the Western Plains city and the New Northern City that I will found.
Gbard is gone. Gotten By the Malakim for their shrine no doubt. Now that we have trade you can logic out a lot;
The Malakim and Vampires
they are chugging away around equal to us. I should check for if they have had any power dips because I honestly didn't expect us to overtake anyone.
Although looking at their techs makes me wonder if they chose to give up on a tech advantage to chase after an empire one. Am I making a leap of logic here? A Nice Religion like the way of the Leaves and the archery tech for lumbermills... (not to mention all the improvements that start within forests preplaced) They could just try to expand outwords like a weed while Running Aristocracy?
Suspected Future = This team is in perfect position to shut off research once they get priests and vampires. That is all they need. Notice they already have the horseback tech for vampire mobility.
The Dwarves and Orcs
they are way in the lead. They have pulled off what we hoped to, having a techer and a fighter. Warren Orc units and Dwarven Vaults probably played a part along with micromanaging with the religion. They just founded their shrine as well. (Note: they are the team most likely to send out a strike force (AGAIN). So I'm thinking we are definatly approaching the stage where we need good recon and map knowledge no matter what position we are in.)
Additional = The Dwarves are also playing the currency game to boost up their techer. We will need to do the same to compete. The scary thing is that they don't have the Mines tech... They are already number #1 and #2 in production and they don't even have the technology that gives all mines +1 yet! Combine that with warrens...
Suspected Future = I think they are trying to grab Priesthood to take advantage of Warren double Priests for expansion. Its simple but it works for a reason. They will probably do similar to us as well. Have the dwarves have a solid small empire while the Orcs expand everywhere.
The Pirates and Wizards
We havn't met officially. But they have been a solid third and fourth in GNP if I'm reading the graphs right. So while not as good as Dwarf or Centaur Techer individually, combined they are probably better. They got their shrine out first and from the tech screen you can infer that they are the ones that founded Ashen Veil.
Suspected Future = I never did check if the Amurite hero can upgrade a allies units as well as your own... Their future would depend on that. In a way they are a wild card. Unlike the other two whom you can make assumptions about. This team could be going for Firebows or the Amurite hero or some kind of Demon play...
On second thoughts I think they might play a defensive game. Amurites start with the mana to dispel mana nodes back to basic. The size of the map and the amount of nodes (once changed back to basic) means they could easily run a Tower game.
The Centaurs and the Horseriders
With that in mind, and you pointing out we should do a big civic swap, I can get the military state tech in one turn while you finish off deception (we have to make sure you finish it so that you found it.
Note: You could hold off for a few turns, no one else seems close to getting it... although we can't see the techs of the pirate-wizards... A Holy city normally spawns in the newest city and it would be useful for sites A or B. Probably not worth the risk of losing the holy city tho. Not for Esus. Nevermind.
I can also get currency in 4 turns of max research which will open the consumption civic, which could be good for you if you plan to have markets everywhere and run full money.
Tech path: Deception (nearly done by me then abandoned) > Military > Currency > Drama
New Civics: Undercouncil, Military State, Consumption, Slavery (way of the wicked)
Note: Undercouncil cannot be adopted by good civs so i need to have Esus spread to me and adopt the religion first to force me to neutral. So the Archer that comes with the religion should head to centaur lands ASAP