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 | * 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 | '''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 | ||
'''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: | ||
* | * 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. |