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AuthorTopic : First 10 Techs
Exxo
Joined 18/11/2003
Posts : 95

Posted : Monday, 1 December 2003 - 10:34

So what are the first 10 techs you buy in order from first to 10th? (If you wanna list past 10 feel free)

grumpalot Silver Member
Joined 8/11/2002
Posts : 896

Posted : Monday, 1 December 2003 - 12:29

It would be safe to say that the first Tech is usually 'Taxes,' just to give your gold income a boost. Beyond that? Well, in the games I've played, I don't think I've <ever> followed the same tech path. The situation of the campaign is usually different, and in one instance it is safe to follow an "economic" path, in another you want to ramp up the "military" path. I can say that there are a few Techs that I never or rarely purchase, one of which is the 'Spy Network,' as they usually provide little benefit for the cost.

VivaChe
Joined 6/04/2002
Posts : 1041

Posted : Monday, 1 December 2003 - 13:50

that depends on my strategy, taxes is not always the first... but most of the time.
some of my first techs are: taxes, military, commerce, construction, advanced training, tax reform...

kingrichard
Joined 13/11/2002
Posts : 1127

Posted : Monday, 1 December 2003 - 13:56

taxes first!
gold income is important.
the other techs depend on your strategy.
a rush means combat techs.
a defensive strategy means a marketplace and some techs for it.

Kyrion Gold Member
Joined 5/09/2003
Posts : 633

Posted : Monday, 1 December 2003 - 16:26

I'd tend to put military either 2nd or 3rd (after taxes), and probably go commerce as well, build the marketplace and get tax reform by turn 6.

The market place techs (except resource generation and taxees) are only worth going for if you plan to get them all one after the other. Once you have expert trading you can go mad on the trading market

Recon isn't immediately useful unless someone's attacking you, the construction techs are generally a slightly later addition (but before recon so the outposts are cheaper).

Military techs are important too, nice advanced weapons makes killing bandits easier!

The training Guild techs are not that useful early on compared to other techs (on some maps you may not even be near some terrain types), but when you start running crosscountry they help!


well, that's my opinion

Kyrion

Exxo
Joined 18/11/2003
Posts : 95

Posted : Tuesday, 2 December 2003 - 12:04

Kyrion I would have to agree with you about getting the Tax reform as soon as possible. Is turn six the fastest it can be done though? Gold is obviously more important in the beginning of ANY game than your resources. I say this because in order to get to the point where you really start needing those resources you need to BUY upgrades and techs alike and until you have expert trading you won't make any significant amount of gold by selling resources and since Expert trading costs 8000 gold.... Truthfully I like to have a good 20 turns to set up my campaign before I get started making enemies but as we ALL know, this isn't usually the case so after I have Tax reform I usully make my desision based on other players and their desisions.

Fanatic
Joined 12/01/2003
Posts : 1148

Posted : Tuesday, 2 December 2003 - 15:11

You can get tax reform on turn 4 if you want. Taxes, market place, military, tax reform. (You do need to build an actual market place, not just have the tech).

Kyrion Gold Member
Joined 5/09/2003
Posts : 633

Posted : Tuesday, 2 December 2003 - 16:30

Just out of interest, technically can you get tax reform before taxes? (silly thing to do, but interesting to know...), if so you can get tax reform by turn 3 (and look silly )


You can get tax reform safely at turn four if you've taken extra comms or haven't sent them out to repair resource buildings, but it means they wait around 2 turns before building the market place.

I tend to end up with advanced recruitment, a blacksmith and possibly a quicker building tech first, it leaves more money readily available (in case someone has decided to rush, kinda unlikely in a 20-60 game, but you never know ), also might have archery early, especially in a mazey level.


Gold is the most important commodity early on, and remains fairly important later (except when building outposts everywhere or pallisades/stone walls. Or when upgrading barracks a lot, or other activities like that..)


Kyrion

geneyous
Joined 7/09/2003
Posts : 126

Posted : Thursday, 4 December 2003 - 06:36

.

Last Edited : Thursday, 4 December 2003 - 06:38

Egregius
Joined 11/07/2001
Posts : 3168

Posted : Thursday, 4 December 2003 - 09:48

I dont see why anyone would want to go with tax reform before taxes.

hll
Joined 3/08/2002
Posts : 267

Posted : Thursday, 4 December 2003 - 10:59

it's all a investment decision. tax is cheaper than tax reformed, the effect of tax and tax reformed are the same. I don't know why you should get tax reformed first.

if you are not threaten by players you can research economy, it's possible to get tax reformed earlier than turn 6. you can sell a few towers (if you are not threaten any way.) another trick is you don't upgrade your goldmine. as you see, the earn-back-period of a goldmine upgrade is 5 turns. and earn-back-period of tax reform is longer than 5 turns. but still tax reform can be more interesting, because per turn earningback from tax reform gives double as much as revenue as goldmine upgrading.

if you are threaten by opponents, the best way is invest your money in troops. with more troops your troops will live longer. that is the best investment.

Exxo
Joined 18/11/2003
Posts : 95

Posted : Thursday, 4 December 2003 - 15:07

just to clear things up (and if I am mistaken please accept my apologies)-

First I think with a goldmine upgrade at 2500gp the extra income is 250gp wich makes it a 10 turn earn-back-period and since tax reform is 6k then that would make it a 6 turn earn-back-period but the main difference is tax reform lasts forever and the gold mine for 40 turns! So if you can't purchase the goldmine upgrade right away you miss out on 250gp for every turn you wait.

And I would think it IS possible to get Tax reform BEFORE Taxes but seeing on how you would waste vital turns in the beginning of the game NOT getting the extra 1000gp per turn not only would it take longer to save up for tax reform but trying to build all the buildings we like to have (ie.- marketplace @2500gp) would be a huge disadvantage to your kingdom compared to someone who went about things in a more proper fashion. This is not to say that Kyrion was saying this was what he was going to do, in fact if you read his post it states, "Just out of interest, technically can you get tax reform before taxes? (silly thing to do, but interesting to know...), if so you can get tax reform by turn 3 (and look silly )". But yes Egregrius, I don't see why anyone would go with Tax Reform before Taxes either!

PS-How do you sell a tower?

Last Edited : Thursday, 4 December 2003 - 15:31

Kyrion Gold Member
Joined 5/09/2003
Posts : 633

Posted : Thursday, 4 December 2003 - 15:33

No-one going to try then??

Go-on, be brave!

lol

Of course, another thing to take into account in the gold mine - tax reform equation is that you could lose your gold mine, but it's rather unlikely that you'll lose your tax reform (do you still get it with no castle??) - even if you didn't people tend to take easy stuff first..


Kyrion

geneyous
Joined 7/09/2003
Posts : 126

Posted : Thursday, 4 December 2003 - 19:40

Just destroy it Exxo. You will get some resorces.

Last Edited : Monday, 8 December 2003 - 00:18

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Friday, 5 December 2003 - 07:01

You'll get 1/3 third of the cost of whatever building you destroy.

BloodBaron666
Joined 1/04/2003
Posts : 375

Posted : Saturday, 6 December 2003 - 16:39

gueritol and I went into this a while back on the "Techs" thread, and how it relates to rushes. It might be worth taking a look at.

savetuba
Joined 5/11/2001
Posts : 1313

Posted : Sunday, 7 December 2003 - 23:24

it is possible to have tax reform by turn 5 only. There is no other way to go about it. Not only must you have millitary researched but you must also have both acadamy and blacksmith built.

Kyrion Gold Member
Joined 5/09/2003
Posts : 633

Posted : Monday, 8 December 2003 - 03:15

You don't need academy, I've got it without, not sure on blacksmith though, and you could always sell your materials to produce enough money..


Kyrion

geneyous
Joined 7/09/2003
Posts : 126

Posted : Monday, 8 December 2003 - 19:56

You can get it theoretically by turn 3. You only need Blacksmith, so the Marketplace has the Tax reform option, and the Marketplace. Those two can be built in turn one and two. Then Taxes, Commerce, and Tax reform could be done in turn 1, 2, and 3.
However, in reality, you dont have the Cash to do this. Including the Cost of buildings, and techs, it takes till turn 4 or 5, depending on the piles you run across.

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Friday, 12 December 2003 - 13:10

But you might do away with some (or a good amount) of your palisades to get resources!.

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