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East Street Trader
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London, United Kingdom
Jun 2000 time: 05:12
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Like everyone else my early tech path and tech trading is dominated by the compulsion to get crowned.
Previously, once Monarchy has been achieved I have thereafter been pulled in several different tech path directions. No surprise that Currency then Trade has had strong attractions. Map Making, bringing with it the ability to build a trireme, is always desirable and can be absolutely vital. I build a temple in my capital and may build others too so maybe I should go for Mysticism to maximise their value and may then lead on to joining in the race for the free tech which Philosophy brings. And there are wonders to consider, and the desire for the comfort of the phalanx's defensive qualities.
But, in fact, I have latterly been sucumbing to the blandishments of my political adviser and researching the wonders of Writing as the next priority.
It is not so much that I want her to get her hooks into other nations straight away, but rather the measure of security against the barbarian hordes which the first diplo brings, together with the opportunities which the arrival of those self same barbs confer when the doubty diplo is in your camp.
I played a game the other day when I got some cash early and was then able to bribe a barb trireme incredibly early on. The rapid exploration this allowed was decisive. My path to Monarchy was rapid when I got the chance to trade for one of the critical techs (which also knocked out the need to research a non Monarchy tech) and I picked up an early advanced tribe (I have little doubt that there is a weighting in favour of that outcome for the first grassland/plains hut tipped on any new landmass).
But the main benefit is simply that the risk of the early loss to an unlucky barb incursion is pretty well eliminated plus you get to plan hut tipping better. You can leave nearby huts until they can be tipped with the diplo handy to mop up a barb outcome.
I suspect that this approach is working so well for me that the only time I'm going to delay Writing in the future is when Map Making is of overriding importance. And even then Writing is going to come next.
Luckily, so far the option always seems available, even after an unwanted Warrior Code.
What is your priority after Monarchy, and why?
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:12
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After Monarchy, I used to rush to Philosophy to get that free tech. These days, I really like to get Wonders early, so I try for Trade instead. Caravans help me rush-buy the really key early wonders (Colossus, HG, sometimes Pyramids). Plus, getting some trade routes in place early can help the cash flow situation.
On the other hand, Philosophy requires Literacy which is right on the path to Republic... and once I have HG, I always want to switch to Republic...
Decisions, decisions! After Republic, I head for Monotheism, and then Invention (Leos), and then Gunpowder to make my cities relatively secure.
The one route I avoid is the Warrior Code/Feudalism/Chivalry path - like most others here do, I bet And unless I'm stuck on an island (I usually play on large/continents maps), I can get away with not going the Map Making/Seafaring/Navigation route for a while.
STYOM
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rixxe
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Lausanne
Dec 2000 time: 06:12
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I think it depends on 3 factors:
1. the conditions of victory;
- If it's BH i'll take war techs first, if its space conquest, philosohy is the choice
2. The level
- If i play in prince level, i know i can get philosophy before AI, but in deity, it's different
3. THe free startin' sciences
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Chris 62
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But I'm feeling MUCH better now
Jan 2001 time: 00:12
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After Monarchy, I usally go for Literacy, and also like to get Philosophy, since an added bonus on this trail is Mysticism, so I can get Astronomy, as I like to have the Copernicus's Observatory. I try to avoid conflict atleast until the Industrial Revolution, But this is difficult(to say the least), at higher levels. I always try the path of knowledge(if I want conflict, I will play one the many fine scenarios on the net), but conquest often becomes neccesary if only to thwart unruly civs bent on conquest or intimidation. I do hope a more peaceful alternative is in civ-3, as being sneaked attacked by those bloody french for the hundredth time is quite tiresome at times. Other times boldface conquest is the order of the day. I hope we have more of a choice in the next version.
------------------
All knowledge begins with the phrase: I don't know.
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Theben
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Dance Dance for the Revolution!
Jan 1970 time: 00:12
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quote:

Originally posted by Six Thousand Year Old Man on 01-31-2001 03:59 PM
I forgot about the ability to trade maps that comes with Mapmaking... but in my games, it seems the AI is always reluctant to trade maps! If I played on a smaller board (and ran into the AI civs sooner) or one that wasn't mainly continents, I'd probably take MM sooner.
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The AI will trade with you if you your relations are worshipful, or even enthusiastic sometimes. If you are allied they almost always trade maps with you. I find it useful since I invariably play on large maps-saves some exploration time.
quote:

As for pikemen versus phalanxes... I'd prefer pikes over phalanxes too, but I'd rather make a beeline for Gunpowder, and get there a few turns sooner.
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Well like I said a like Sun Tzu's; no, I LOVE Sun Tzu's! It saves me the headache of micromanaging my cities so that I must send units from my "barracks" cities all over creation, plus isolated &/or new cities build vets also. In addition, air & sea units benefits if they win their 1st combat by automatically becoming veteran. That's why I troll coastlines with frigates & ironclads, looking for settlers and explorers for easy kills and instant vet status before hunting the big game. 
Gunpowder's nice, but my mod tends to push it back a bit in discovery time so no real "beeline" is available.
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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:12
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Great question! I'd been thinking about asking this myself.
I tend to play as a perfectionist democracy headed for AC, and put a lot of emphasis on certain woders. Assuming no techs; I first research Bronze Working, for Phalanxes and for an early start on the Colossus. Then I make a beeline for monarchy. Then it's currency, trade, pottery (for HG), and then I head for Philosophy, taking Astronomy-based techs on turns I'm forced to detour. After Philosophy, it's Astronomy, then Monotheism, Invention, Democracy, Economics, and finally the Theory of Gravity (usually acquired before Econ, actually, as a detour tech), building all of the associated wonders except SoL. After that, it depends on my position in the world.
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Kitana
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Ottawa,Ontario,Canada
Apr 2000 time: 05:12
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First I go for Bronze Working for Collossus. Then I head for Astronomy as soon as possible to get Copernicus' Observatory and then for Theory of Gravity for Issac Newton's College. After that I go for Invention.
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Kitana
Shogun of the Japanese
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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quote:

Originally posted by Scouse Gits on 02-01-2001 07:26 AM
Strange --- no advocates of early Republic?
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Ok, I'll bite! 
I like early republic a lot. It can be very powerful, but is IMHO especially effective under certain conditions (maybe even requirements for success in MP?):
- double production. One of the major drawbacks of republic, the support penalty, vanishes. Happiness is also easier to keep in check with Elvis as your cities still can produce decent amounts of resources (of all kinds) despite the King. Also makes celebrations easier to achieve (important, but often forgotten).
- dificulty level. At king you can pull it off without happy wonders.
- map size. The larger, the better. Early republic is a vulnerable strategy in the early game, even with double production. If an aggressive warmonger finds you fast it's probably going to be difficult to survive.
- world settings. Again, settings that make early contact more difficult are probably a good thing. Archipelago instead of large landmasses, many small continents instead of one large etc.
- the opposition. Some people I play all go for early rep. All players in the game know this, we leave each other alone and are not so worried about being attacked early. These are growing games with warfare later in the game. Other players are warmongers and will start looking for me right away. They want short, intense games featuring early warfare. Then monarchy first may be a better choice.
- variety is more fun. Always playing the same way gets pretty boring, it's nice with a change every now and then.
Carolus
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Carolus Rex
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Sweden
Jan 1970 time: 06:12
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Oh, one more thing!
- barb level: the lower the better for early republic.
So to summarise the extremes:
- If it's 1x1x, deity level, small map, raging hordes against DaveV I go for monarchy first, then trade and pottery or the masonry route.
- If it's 1x2x, king level, normal map, restless tribes against Carnide it's early republic, mono and philo. No defending units in the cities (at all!) and no GW.
Anything in between depends (plus the fun of change)...
Carolus
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Edward
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First a warning - I play single player, small map (it's all my poor playstation can handle), peaceful spaceship victory, deity.
My early priorities are:
1) Monarchy - I play as an expansionist, claiming land via settling cities. Republican settlers are way to hungry for food to have an early expanding Republic.
2) Trade - for quick wonder building via caravans
3) Colossus - for super science city
4) Hanging Gardens - to keep expanding until Michaelangelo's Chapel comes along.
5) Copernicus's Observatory - again SSC
*) Philosophy if the AI hasn't already gotten it. I've learned to swallow my pride and let the Golden Age of Enlightenment happen elsewhere.
6) Michaelangelo's Chapel - to keep my expanding tribe happy
My small maps mean boats are not too much of an issue and that trading maps with the AI is not quite as powerful. Marco Polo's Embassy is less important too.
Since I'm an expansionist with many cities, I have no improvements unless they're absolutely vital - too much upkeep! Building settlers in unhappy cities can delay my temple needs for a long time - so mysticism is only used as a step to Copernicus's Observatory.
Since I try and remain peaceful, I give almost no consideration to my military. All my units are green unless vetted by battle. Sun Tzu's War Academy would only eliminate my ability to make the phalanx step while rush buying caravans.
As Six Thousand Year Old Man said, any tech path is viable.
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Edward
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Thanks, DaveV.
While I'm usually relatively powerful compared to the AI civs, I generally don't demand tribute. Only do so in rare occasions when I really need the cash to say rush a wonder or buy back a city. Guess it's just my peaceful nature.
Marco Polo's Embassy would give one the chance to demand tribute from AI civs that you haven't even seen yet - so no fear of retaliation. I'll have to try demanding tribute my next game.
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OK, I think everyone knows that there's no ultimate tech path... but I'm sure after discussing major cases and situations, there should be quite a few different "Top Tech Strategies" or so given by the thinkers among you... (with the most propable playing situations (map, AI, etc.))
Well, are those going to be included in the Great Library or somewhere else but on a thread that will disappear soon? 
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