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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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Well, I'd built all the Wonders available, save for one or two that the AI snaffled on me, so I got the Great Library. Through the Great Library, I got several other techs, then bought some advances of my own, as a result of which, I am building railroads with settlers.
Mind, I've also got Gunpowder, znd Leo's,so all my foot soldiers are Musketeers, and I'm building an ironclad, even though my other ships are still triremes, and the only caravels I've seen so far belong to barbarians.
And someone invented Magnetism, which put my Lighthouse out of business.
Now, should I have put off getting Railroads until I had Engineers to do the building? Or will it matter in the long run?
Or should I have worked at getting Navigation before railroads, in order to have a decent trading fleet?
Gametime, by the way, is in the early 900s AD.
Jim W
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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That would probably depend on what your economy is based upon right now. Is the bulk of your science and gold provided by caravans, or is it provided by your infrastructure. Also, what percentage of your caravans delivered travel by sea vs the overland route. With minimal infrastructure (roads, tax and science improvements) and a sea-based economy, you might want to go for navigation in the short term. On the other hand, if you have a strong infrastructure and/or your caravans travel by road/railroad overland to large AI cities, engineers would be the way to go.
My thought would be to go for the engineers since you will be able to build roads (more trade) quicker for the newer cities, as well as finish irrigation (faster growth) and other tile improvements more quickly. With more trade and more growth, you should have better science and be able to get other techs faster as well, including navigation.
One other thought - do you have Marco Polo's Embassy? It seems like the civ with navigation/magnetism isn't trading with the other AIs. Find out who has magnetism and try for a trade or a gift. With Leo's, you'll get caravels or frigates and galleons out of the deal.
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Sleep is a luxury and I don't have Shakespeare's Theatre in my back yard.
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I would start railroads right away, and use Darwin's to get explosives. What level is this?
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Everyman
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Honolulu, HI USA
Oct 2000 time: 05:12
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Jim W, I consider the acquisition of engineers to be one of the turning points of the game, especially if you have Leo. Having engineers instead of settlers will have a dramatic effect on your ability to improve infrastructure and terrain, so I generally make Explosives a priority technology.
Railroads make a tremendous difference in movement, as units are able cross the map using zero movement points. Unless your empire is spread across several islands, your technology path should go through explosives and then to railroads. I usually prepare myself for railroads by making dozens of extra engineers beforehand so the rail network can be completed within a few turns.
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Jim W
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Saskatoon, Saskatchewan, Canada
Sep 1999 time: 05:12
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quote:

Originally posted by SCG on 10-19-2000 02:31 PM
That would probably depend on what your economy is based upon right now. Is the bulk of your science and gold provided by caravans, or is it provided by your infrastructure. Also, what percentage of your caravans delivered travel by sea vs the overland route. With minimal infrastructure (roads, tax and science improvements) and a sea-based economy, you might want to go for navigation in the short term. On the other hand, if you have a strong infrastructure and/or your caravans travel by road/railroad overland to large AI cities, engineers would be the way to go.
My thought would be to go for the engineers since you will be able to build roads (more trade) quicker for the newer cities, as well as finish irrigation (faster growth) and other tile improvements more quickly. With more trade and more growth, you should have better science and be able to get other techs faster as well, including navigation.
One other thought - do you have Marco Polo's Embassy? It seems like the civ with navigation/magnetism isn't trading with the other AIs. Find out who has magnetism and try for a trade or a gift. With Leo's, you'll get caravels or frigates and galleons out of the deal.
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Well, at the point where I first wrote, (and now, for that matter) I only have contact with one AI city, so my trade has all been internal. I have five cities on one medium sized island, and a couple of other cities on other islands.
I like the financial advantage that being a Republic or Democracy gives me, but I don't want to go there too soon, since if you're a democrat, you can't chase the AI off if he parks on your fields or mines.
On the other hand, I've found that a situation like this, where I own a whole island, aloows me to go Democrat quite nicely, so long as I guard my coastlines against encroachment.
Jim W
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SCG
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of less than all that I see
Jun 2000 time: 00:12
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quote:

Originally posted by Jim W on 10-20-2000 12:01 AM
Well, at the point where I first wrote, (and now, for that matter) I only have contact with one AI city, so my trade has all been internal. I have five cities on one medium sized island, and a couple of other cities on other islands.
I like the financial advantage that being a Republic or Democracy gives me, but I don't want to go there too soon, since if you're a democrat, you can't chase the AI off if he parks on your fields or mines.
On the other hand, I've found that a situation like this, where I own a whole island, aloows me to go Democrat quite nicely, so long as I guard my coastlines against encroachment.
Jim W
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So Marco Polo was one of the wonders the AI built? Sounds like navigation should be a priority. You are confining yourself in both trade and in exploration/expansion. As for rep/demo, you don't have to talk to someone when they land (first contact), so you can kill them. As a backup, you can always attempt to goad them into war, or even recruit them to your side
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Sleep is a luxury and I don't have Shakespeare's Theatre in my back yard.
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