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Bird
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South Orange, New Jersey
Jan 1970 time: 00:12
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Hmmm..... I don't get the sig. *scratches head*
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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I don't understand what you've discovered.
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DaveV: You have verified that this method works? It's great if acquiring another advance can change the next advance available.
Graag: Thanks for bring this up. I have noticed it for sometime but do not bother verifying. It is useful in planning for the route to monarchy.
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Adam Smith
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Maryland, USA
Jan 1970 time: 00:12
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An oldie but goodie from the "Winning Strategies" thread of about a year ago. Third time I've posted this...
The number of technologies that you can choose from on the research menu depends on what prerequisites you have and where you are on the power graph. If you are first on the power graph you may have a choice of only two or three technologies. If you are third or fourth, you usually get six or eight choices.
If the technology you need does not appear on the research menu, here is what you can do. (Originally posted on the Ultimate Civ II Site.)
Suppose you want to research a particular technology. You have all the prerequisites, but your only choices on the research menu are three crummy technologies that you don't really need right now. Not to worry. Just do the following:
1. Pick a crummy technology that someone who will trade with you already has. (You may need Marco Polo to have contact with other civs. You also need to keep track of what technologies the other civs have BEFORE you select your technology.)
2. Research Crummy Tech for one turn.
3. Send an emissary to the civ that has Crummy Tech, and offer to exchange knowledge.
4. Give them what they ask for (within reason) and then select Crummy Tech from the menu of technologies they offer.
5. The next turn you will have completed Crummy Tech by trading, and will get a new set of choices on your research menu. About 95 percent of the time the technology you really want will now be available to research. If so, select it. If not, repeat steps 1-4 with another Crummy Tech.
6. Special added bonus: the beakers you accumulated researching Crummy Tech carry over to the new technology, so you haven't lost ANY time in researching the technology you really want.
This trading tactic can be used to explicitly direct your research to the goals you want. Since this kind of situation usually comes up five or six times per game, you can reach your ultimate technological goal (space shuttle modules, howitzers, whatever) 25 or 30 turns sooner than you otherwise would. You can reach important intermediate goals (Michaelangelo, Factory, Hoover Dam, Space Flight) somewhat sooner too.
[This message has been edited by Adam Smith (edited December 07, 1999).]
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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OK, I now know what Graag has discovered, I don't understand the process he is describing. Could it be described in a few more stages? For example when in the tech reserch cycle is the goal button being pushed etc?
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johnmcd
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Edinburgh
Oct 1999 time: 05:12
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OK Graag, I got you now. Thanks for you time.
Smash, I think poly is the prerequisite for phil. and mono needs phil.
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