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AuthorTopic : First 10 Techs
Fanatic
Joined 12/01/2003
Posts : 1148

Posted : Saturday, 13 December 2003 - 02:01

Picking up your gold piles easily allows cash for tax reform. I guess you could get it turn 3, but I always get my military tech either 2nd or 3rd.

Vaid
Joined 22/10/2003
Posts : 18

Posted : Saturday, 13 December 2003 - 14:05

[quote]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.
[/quote]

and how do you create blacksmith without Military?
It is always turn 4.That is the least.

~vaid

matty boy
Joined 8/08/2001
Posts : 413

Posted : Saturday, 13 December 2003 - 20:25

dude and i thought you were a crip vaid you dont need any techs to build a blacksmith! but to build a training guild you need military then build a military academy

Ultima Bahamut
Joined 1/12/2001
Posts : 1274

Posted : Tuesday, 16 December 2003 - 16:17

Its simple.....if you are not sure and want to know.....get on a Ultra game and try it out......"theoretical" is starting to sound annoying......lol

Kazalt
Joined 2/11/2003
Posts : 170

Posted : Wednesday, 17 December 2003 - 01:28

my order:
income (duh)
marketplace
ability to upgrade troop types
marketplace 2
marketplace 3
income again
archers (sometimes comes after marketplace, depending on how fast i want/need it.)
advanced training
weapons
then armor.

thats how i do it, though iono if its good or not.

Sgt Slaughter
Joined 14/10/2003
Posts : 469

Posted : Wednesday, 17 December 2003 - 23:34

taxes is the most important u need lots of gold to deploy armies and get upgrades then military cuz u need different army types then commerce so u can build a marketplace so u can trade ur resources so u can get more gold then u can do whatever u feel like u need to do

geneyous
Joined 7/09/2003
Posts : 126

Posted : Thursday, 18 December 2003 - 08:14

you can build blacksmith at the beggining. It takes 3 turns to get Tax, and Tax reform.

But there are too many other thing more important to get first in order to stop early raides/rushes.

Last Edited : Thursday, 18 December 2003 - 08:17

Gondolin
Joined 24/10/2003
Posts : 13

Posted : Sunday, 21 December 2003 - 03:04

getting Castle Protection enables the ability to get Takeover protection which would be a good thing to have early on in the game when you don't have a lot of troops to defend your mines and what not.

the cat
Joined 10/02/2003
Posts : 404

Posted : Sunday, 21 December 2003 - 04:22

True, but it's a lot of money to get both those techs just to slow down someone taking over your stuff. That money could be better spent early on

Kazalt
Joined 2/11/2003
Posts : 170

Posted : Monday, 22 December 2003 - 01:39

I think its pretty easy to stop early raids in this game because you start out with troops instead of have to pop them out. not to mention the speed of unit building.

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Saturday, 3 January 2004 - 07:37

I'm not sure about getting Tax Reform by turn 3 at all.

I've built a blacksmith and a Marketplace but Tax Reform doesn't show up under the Marketplace techs.

This is why.
Posted : Monday, June 02, 2003 - 08:01
"...i have found the tech tree a huge help in the past, but there are errors in it. eg Tax Reform requires Military but the tree doesn't reflect this."Street Gang

So you can get Tax Reform by turn 3 but you'd be foregoing Taxes in the process.

Last Edited : Saturday, 3 January 2004 - 08:23

pinafore Gold Member
Joined 19/07/2001
Posts : 2209

Posted : Saturday, 3 January 2004 - 21:12

[quote - originally posted by Kazalt]my order:
income (duh)
marketplace
ability to upgrade troop types
marketplace 2
marketplace 3
income again
archers (sometimes comes after marketplace, depending on how fast i want/need it.)
advanced training
weapons
then armor.

thats how i do it, though iono if its good or not.[/quote]

You better not build more than 1 market place. You need just one. All others are useless and are just a waste of money AFAIK.

Fanatic
Joined 12/01/2003
Posts : 1148

Posted : Sunday, 4 January 2004 - 02:08

I think he means pinafore the 2nd and 3rd market place techs. E.g., market wares and advanced trading.

Kazalt
Joined 2/11/2003
Posts : 170

Posted : Sunday, 4 January 2004 - 02:27

yeah were talking about techs see? i see how you can get confused, but im not as dumb as a rock so hah!

pinafore Gold Member
Joined 19/07/2001
Posts : 2209

Posted : Sunday, 4 January 2004 - 23:04

Sorry, my fault! But since it was useful to build more than one market place in the past versions, I wanted to make it clear.

Green Tea
Joined 1/08/2003
Posts : 98

Posted : Friday, 23 January 2004 - 10:38


You can have your third barracks on turn 2 and still have Tax Reform on turn 4. You won't have any towers, though...

--Green Tea--

Floyd-O-Matic Gold Member
Joined 27/08/2001
Posts : 2448

Posted : Sunday, 25 January 2004 - 21:03

Hmmmm, berry interesting... 80)

Luca Blight
Joined 22/01/2002
Posts : 104

Posted : Saturday, 7 February 2004 - 17:22

1 Taxes
2 Commerce
2.1 Market Place
3 Tax Reform
4 Military
4.1 Military Acamedy & Blacksmith
4.2 Upgrade resource producing buildings
5 Advanced Training

From here I'll then either go Archer/Castle Protection & 3rd Barracks if my neighbours are particularly close by my boarder or Recon/Construction if things are quiet.

Luca

Last Edited : Saturday, 7 February 2004 - 17:25

tarim Gold Member
Joined 18/10/2002
Posts : 2372

Posted : Saturday, 7 February 2004 - 19:07

Luca,Like I said(after having searched good 'ol Street Gang's post out),Tax reform requires Military so your post is completely fallacious!

Edit:And you want to be getting a Blacksmith by turn 3 at the latest!

Last Edited : Saturday, 7 February 2004 - 19:09

Luca Blight
Joined 22/01/2002
Posts : 104

Posted : Saturday, 7 February 2004 - 22:17

Alright then clever clogs. :x

1 Taxes
2 Military
2.1 Military Acamedy & Blacksmith
2.2 Upgrade resource producing buildings
3 Commerce
3.1 Market Place
4 Tax Reform
5 Advanced Training

That do anything for ya?

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