Editing Donblas' Early Technology Guide

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* We need to produce a number of settlers quickly, which requires growth in at least one city and significant food.
* We need to produce a number of settlers quickly, which requires growth in at least one city and significant food.
* We need to produce a number of military units, which requires sufficient training in at least one city.
* We need to produce a number of military units, which requires sufficient training in at least one city.
* Tier 3 military units (Spearmen, Chariots, Archers, Macemen) require wood or iron, which are advanced resources requires technologies to unlock improvements to produce
* Tier 3 military units (Spearmen, Chariots, Archers) require wood or iron, which are advanced resources requires technologies to unlock improvements to produce
* All of those improvements require workers, which require growth and food.
* All of those improvements require workers, which require growth and food.
* Bonus is anything that gives us additional orders to move all of these around efficiently
* Bonus is anything that gives us additional orders to move all of these around efficiently
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* Military Drill and Metaphysics also unlock the first tier improvement/building for training and science, but those are less critical early game, so I ignore them here
* Military Drill and Metaphysics also unlock the first tier improvement/building for training and science, but those are less critical early game, so I ignore them here


'''Unit Unlocks (Ironworking, Trapping, Phalanx, Battleline, Composite Bow, Spoked Wheel)'''
'''Unit Unlocks (Ironworking, Trapping, Phalanx, Battleline, Composite Bow)'''


* At least one tier 1 unit tech will be unlocked at the game’s beginning.
* At least one tier 1 unit tech will be unlocked at the game’s beginning.
* The tier 3 units techs are 25% stronger and have some unique bonus (range, AOE, pierce and anti-cavalry)
* The tier 3 units techs are 25% stronger and have some unique bonus (range, AOE, pierce and anti-cavalry)
* It seems good to prioritize at least one in your pathing
* It seems good to prioritize at least one in your pathing
* Some empires have bonuses to one unit type (Cheaper Ranged) or have families (Riders, Hunters) that may change your decision here.
* Each one requires different resources, so if your area is rich in one good (say iron) and weak in one (say wood), it may change your decision as well.


'''Other Strong Unlocks'''
'''Other Strong Unlocks'''
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With all of that background, what are my suggestions:
With all of that background, what are my suggestions:


* Most T3 units require wood, so Forestry and it’s required technologies (Polis, Stonecutting, Trapping) are high priority unless you are going Macemen.
* I prefer Phalanx and Archers to Macemen, as it’s prerequisite Military Drill is not an early game tech I tend to focus on
* These both require wood, so Forestry and it’s required technologies (Polis, Stonecutting, Trapping) are high priority.
* Iron working and labor force are also high priority, not only as Phalanx requirements, but they are also powerful (Warrior, Slavery) as well.
* Iron working and labor force are also high priority, not only as Phalanx requirements, but they are also powerful (Warrior, Slavery) as well.
* Anything that gives growth is good, so Husbandry is good, specially if you start with iron working.
* Anything that gives growth is good, so Husbandry is good, specially if you start with iron working.

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