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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:12
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When I saw the 'oh no techs' thread, I wondered if this question was addressed there - since it wasn't, and I don't remember seeing it before, I'll ask it now.
I've heard a lot about Warrior Code being a bad tech, especially before getting Monarchy, and I can see that. I also have figured out, some on my own and with some help, that there are a few key techs to grab (Monarchy is #1) depending on your game style.
My question is, when playing SP, which techs do you delay researching as long as you can? Mine would be Flight (I want to keep Colossus), and Nuclear Fission (allowing AI to build MP if they steal it). Of course, those 2 are pretty obvious... I'm sure the CivII experts here can come up with more subtle reasons for avoiding a tech 
Beyond that, I know I tend to avoid the tech path leading from Warrior Code until I'm out of options, and I find the path from Map Making tends to be ignored early on as well, due to other priorities.
Them's my thoughts... what's your approach?
STYOM
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SixArmedMan
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Toronto, Canada.
Jan 1970 time: 00:12
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Communism... Big time. As soon as that's discovered, guerillas, everytime you conquer a city. I like communism too, so that's forced me into building Statue of Liberty, something I never bothered with BEFORE realizing partisans were tied to communism... I don't know why they are. If you wanna' stretch it, you can say the most effective guerillas were communists but that's just way too general for my liking... Whatever.
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jake03
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ok I never get the UN It slowes me down in killing everything I see. The two big ones I go after are gunpowerder and invinetion. Gunpowder can be huge if you get it early.
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SixArmedMan
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Toronto, Canada.
Jan 1970 time: 00:12
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Just tested it right now with the WWII microprose scenario. Took away communism from the neutrals and then took Amsterdam. Still getting partisans. Once ANYONE gets communism, partisans begin to appear, I'm pretty sure...
No wait... Just tested it out on the Rome scenario... I gave myself communism and then cheated to capture Syracuse... No partisans... I don't get what determines the appearance of partisans... I'm sure this has been covered before, hasn't it?
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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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Even though I avoid Warrior Code as much as possible, I feel obliged to jump in and poing out that Warrior Code is not especially bad -- though the idea that it is keeps circulating, and the myth needs to be put to rest.
Warrior Code is "bad" before monarchy because it delays your progress to monarchy. But by that standard, any tech except the 3 needed are bad. If Warrior Code is epecially bad, it is only so for my game, because I tend to consider the Warrior Code-Feudalism-Chivalry-Iron Working tech tree to be my very last priority (which is why I probably would get creamed in Multiplayer). Warrior Code could also be considered "bad" for my game because I find it unnecessary -- what I really want are Feudalism (so I can research theology and build JSB) and Iron Working (so I can research Gunpowder), and I can generally trade for these techs when the time comes. But there's nothing inherently bad about Warrior Code.
To return to topic: The only techs I delay are railroad (and then only if I have HG but don't have JSB) and Flight (if I have the Colossus). Otherwise, I never "delay" any tech; I research each one when my game plan calls for it, and of course it calls for some earlier than others. However, if possible, I avoid altogether: fundamentalism, recycling, amphibious warfare, mobile warfare, combined arms, robotics (except in OCC), and basically any upper-level tech that isn't on the spaceship-building track except communism (I like the UN).
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Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
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Invention is so crucial, you need it for gunpowder , so I can for it and I also need the workshop. I really don't dealy any advances.
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Join me in World Conquest
Check out Arcade Portal
Message from an Archangel: Do not try seek perfection for perfection is the most imperfect thing that ever existed.
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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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quote:

Originally posted by airdrik on 04-17-2001 06:49 PM
Warrior Code: Pros: Archer unit, Cons: decreased science rate
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Warrior Code doesn't decrease science rate. Nothing decreases science rate except having a lot more techs than everyone else. In fact, very few units have and "con" to them; as far as I know; aside from the ones that cancel wonders, the few that do are:
Feudalism - ends the ability to build cheap Warrior units and have a 10-shield step in rushbuilding (pace EST, above)
Invention - decreases trade bonuses, ends the ability to get tech from goody huts
Navigation - decreases trade bonuses
Railroad - decreases trade bonuses
Wheel, Iron Working, Chivalry, Gunpowder, Polytheism, Monotheism, Leadership, Conscription (and Cavalry?) - discovery of these techs by any civ allows barbarians to build the corresponding military unit.
I vaguely remember that there's also a tech -- Communism? -- that decreases the effectiveness of cathedrals, but I never build cathedrals so I don't know what it is or even if I'm right. But I think that's it.
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Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
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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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I think Warrior Code gets such a bad rep because it's an early tech and archers are only a so-so unit; thus, few people want it that early and it's just seen as something that slows you down. I've always thought you should need Warrior Code in order to build barracks; that would change a lot of minds in a hurry!
SG - It's probably sloppy of me, but I'm just repeating what I've heard, to. I have no idea if the info about invention is even true, let alone how it works.
airdrik - Yes to Guerilla Warfare; also, Fundy allows the barbs to build fanatics, machine tools allow them to build artillery, etc. Seems like it might be easier to enumerate the things they can't build!
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Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
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