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I know I'll catch heat right off the bat for playing the Vanilla version. When I bought the package I logged in to get a quick glance at some of the upgrades from Civ III, and have stayed there since. Apologies haha. But onto my issue:

I'm pretty bad at selecting techs, it seems. I play on Noble, so I'm able to get away with it a lot, but I still want to learn how to properly navigate the tree. I tend to go vertical on the tree, then move horizontal to the next row, and continue with that pattern, never really selecting any sort of path for a specific tech(s). I'll tech a small path here and there, but there's not consistency. That's cause I rarely have a tech plan, which I guess also says I rarely have a plan for the actual game itself. Every game is different. Leaders are different. Worlds are different. Strategies can change in-game. There's no 'one size fits all' approach, I get that, but it's always good to have some sort of idea of techs that will be more beneficial for the situation at hand. And I lack that planning.

I understand there's no one set path to go down, and frankly it's a part of the game I love. But with that said, I feel lost when teching. For instance, I don't know what techs, if any, are worth overlooking oftentimes. Or certain paths to go down when looking to build up my military so I can be a warmonger. Or paths to help me get an edge in science or increase my culture. I TRY to specialize certain cities, but I tend to fall in love with having too many build every building imaginable. Certain techs give you a free Artist, tech, or some other plus (if you're the first to research it) but I never strive for those paths. I don't look down the road too often. And even the times I do that I feel I travel down the wrong path. I'm still not entirely sure what are considered the "best" techs throughout the tree. I love all of them. Though I must say one path I've gradually adopted was avoiding falling in love with discover Religions. That's 1 (avoided) path I've discovered haha.


Sorry for throwing a lot of noise into this "question". Any help would be much appreciated.
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mattador101: ...
On noble you have a pretty good chance if you play efficiently to build wonders before the AI, so one way to tech is to aim for certain wonders. If you've played for a while then you should be able to gauge which wonders' benefits will be of the greatest use for you in your current game. Just be wary not to focus too much on wonders at the expense of expanding and capturing vital territory, or researching other useful techs. I'm not sure any wonder is worth more than a well placed city. Neither would it probably be worth it to research masonry before animal husbandry for the pyramids if you have several horse, pig or sheep resources that your workers could upgrade.
The holy grail at the start of the game is to build the oracle before anyone else, and to make sure you have monotheism and writing researched by the time oracle is finished. Then you will be able to select Theology as your free tech, which is a very expensive tech at that stage of the game. So it will give you a massive research boost and propel you into the next age. You also found Christianity in the process, and the religious buildings following from it can net all kinds of culture/research/money bonuses later on.

You definitely don't have to tech everything early on. E.g. if it's a 'dead-end tech' and you don't have use for it at the time, e.g. horseback riding or optics, then leave it. You can always trade for it later if you really want, or spend 1/2 turns to research it later on. Remember that because your research output increases with time, and techs have a certain fixed research cost, what would've taken 10 turns to research initially, might only cost 1 turn to research later on.
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mattador101: ...
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Matewis: Neither would it probably be worth it to research masonry before animal husbandry for the pyramids if you have several horse, pig or sheep resources that your workers could upgrade.

The holy grail at the start of the game is to build the oracle before anyone else, and to make sure you have monotheism and writing researched by the time oracle is finished. Then you will be able to select Theology as your free tech, which is a very expensive tech at that stage of the game. So it will give you a massive research boost and propel you into the next age. You also found Christianity in the process, and the religious buildings following from it can net all kinds of culture/research/money bonuses later on.
It's taken me a while, but I'm finally coming around to matching up my resources with the right tech(s) in the early game. Also, I never realized the path involving building the Oracle.


Good stuff. Thank you for the input.
Post edited January 13, 2022 by mattador101
Some crucial techs paths:

Economy: possibly the most important tech is Currency, which not only allows to build markets, but also grants a new trade route per city. One of your objectives in the early game should be to reach this technology before your economy crashes due to raising city maintenance costs. Other modifier buildings are grocers (at Guilds), banks (at Banking) and the Wall Street National Wonder (at Corporation).

Science: first Writing (for libraries and their scientist specialists) and Alphabet (which enables tech trading), then Education (universities and Oxford) and Liberalism (first to research gets a free tech plus new civics). After that, researching Scientific Method usually lowers your science at first, which sounds counter-intuitive, due to the obsolescence of monasteries and some ancient wonders, but it opens the path to many juicy techs that you want to have sooner rather than later.

Growth: your first technology choices should be to improve whatever food resource is available: Fishing for fish, Animal Husbandry for cows, etc. Later on, Civil Service allows chain irrigation (so you can build farms without freshwater as long as an already irrigated farm or city is adjacent) and Biology grants +1 food to farms. In the modern era, supermarkets (at Refrigeration) are another source of food).

Military: Bronze Working, Iron Working and Animal Husbandry reveal the ancient era strategic resources, which will play a crucial part in planning where you settle and how strong your army will be in the first part of the game. Then, Construction unlocks the first siege weapon (the catapult), which makes a difference when attacking cities with cultural defenses and/or walls. Defensively, Archery is completely optional but you may have a hard time with barbs if you decide to ignore it. In the Middle Ages, Feudalism unlocks longbowmen, which make even stronger defenders. Later on, Rifling unlock the riflemen, which are considered the biggest leap in strength by most players, and make the most efficient drafting unit (drafting is unlocked with Nationalism). You may also consider rushing towards the tech that unlocks your unique units (for example, Iron Working is a no-brainer for Rome).

Culture: the way leading to Music (including Writing, Aesthetics in the expansions, Literature and Drama) is where you will find the basics (libraries, theaters, culture slider, culture wonders). Music grants a free Great Artist to the first who researches it and unlocks the ability to build cathedrals, which with a +50% culture bonus are the most powerful asset in the way to a culture victory. To make use of cathedrals you will need several different religions, but it's not really necessary to found them yourself (you will need Priesthood for the temples though). The broadcast tower (with Mass Media) and the modern entertainment wonders (Broadway with Electricity, Rock & Roll with Radio and Hollywood with Mass Media) have the same effect as the cathedrals but you can't build as many and they come much later in the tree.

Space: the techs that allow to build spaceship parts, starting with Rocketry for the Apollo program. Surprisingly, Flight is a completely optional tech to launch the spaceship. Many players consider that the Space Elevator is not worth the time and resources it needs to be researched and built. Laboratories (unlocked with Superconductors, which are needed for the spaceship anyway) already grant a +50% spaceship production. Industrialism could also be considered a priority, as it reveals Aluminum, which doubles the production speed of the Apollo Program and some of the spaceship parts.
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ConsulCaesar: Some crucial techs paths:

Economy: possibly the most important tech is Currency, which not only allows to build markets, but also grants a new trade route per city. One of your objectives in the early game should be to reach this technology before your economy crashes due to raising city maintenance costs. Other modifier buildings are grocers (at Guilds), banks (at Banking) and the Wall Street National Wonder (at Corporation).

Science: first Writing (for libraries and their scientist specialists) and Alphabet (which enables tech trading), then Education (universities and Oxford) and Liberalism (first to research gets a free tech plus new civics). After that, researching Scientific Method usually lowers your science at first, which sounds counter-intuitive, due to the obsolescence of monasteries and some ancient wonders, but it opens the path to many juicy techs that you want to have sooner rather than later.

Growth: your first technology choices should be to improve whatever food resource is available: Fishing for fish, Animal Husbandry for cows, etc. Later on, Civil Service allows chain irrigation (so you can build farms without freshwater as long as an already irrigated farm or city is adjacent) and Biology grants +1 food to farms. In the modern era, supermarkets (at Refrigeration) are another source of food).

Military: Bronze Working, Iron Working and Animal Husbandry reveal the ancient era strategic resources, which will play a crucial part in planning where you settle and how strong your army will be in the first part of the game. Then, Construction unlocks the first siege weapon (the catapult), which makes a difference when attacking cities with cultural defenses and/or walls. Defensively, Archery is completely optional but you may have a hard time with barbs if you decide to ignore it. In the Middle Ages, Feudalism unlocks longbowmen, which make even stronger defenders. Later on, Rifling unlock the riflemen, which are considered the biggest leap in strength by most players, and make the most efficient drafting unit (drafting is unlocked with Nationalism). You may also consider rushing towards the tech that unlocks your unique units (for example, Iron Working is a no-brainer for Rome).

Culture: the way leading to Music (including Writing, Aesthetics in the expansions, Literature and Drama) is where you will find the basics (libraries, theaters, culture slider, culture wonders). Music grants a free Great Artist to the first who researches it and unlocks the ability to build cathedrals, which with a +50% culture bonus are the most powerful asset in the way to a culture victory. To make use of cathedrals you will need several different religions, but it's not really necessary to found them yourself (you will need Priesthood for the temples though). The broadcast tower (with Mass Media) and the modern entertainment wonders (Broadway with Electricity, Rock & Roll with Radio and Hollywood with Mass Media) have the same effect as the cathedrals but you can't build as many and they come much later in the tree.

Space: the techs that allow to build spaceship parts, starting with Rocketry for the Apollo program. Surprisingly, Flight is a completely optional tech to launch the spaceship. Many players consider that the Space Elevator is not worth the time and resources it needs to be researched and built. Laboratories (unlocked with Superconductors, which are needed for the spaceship anyway) already grant a +50% spaceship production. Industrialism could also be considered a priority, as it reveals Aluminum, which doubles the production speed of the Apollo Program and some of the spaceship parts.
I know I'm responding VERY late, but thanks for the breakdown. You made it easy to digest. Will definitely keep note of this post.