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What are your "critical techs"?

Posted: Sun May 11, 2014 3:26 pm
by Stalker0
So I was curious, what are the "critical" techs for people, aka the techs you always seem to get, that you feel that you have to have, the ones that you are willing to pick a few weaker techs just to get.

Re: What are your "critical techs"?

Posted: Mon May 12, 2014 7:34 pm
by Zak0r
(I use the German version so my translation may be wrong)

For MP:

Refining, fertilizer, CS dismantling, tanks, cannon, 2nd or 3rd armor, attack device, artillery and then you're ready to go to war. :)

If you manage to get some more economic techs on the way there you're lucky. If you don't you can get them after you're ready for war and already producing tanks. Sometimes I gamble and get the economic techs before the weapon techs but if someone attacks me right there then I have a problem.

Re: What are your "critical techs"?

Posted: Tue May 13, 2014 12:56 am
by stiefelss
For me it's airplanes, tanks, factory techs, and warships. Mechs are pretty worthless unless you have an industrial monster of a city that can crank them out less than 5 turns at a time, or you have to defend some chokepoint (which never actually happen because for some stupid reason, every single unit can pass mountains. Devs, if you're reading this, then please make mountains impassable for everything except aircraft and flying aliens, and maybe add a mountain-crossing tech in the transcendence era).

Re: What are your "critical techs"?

Posted: Tue May 13, 2014 1:05 am
by khadgar
Airplanes...

That and that the preemptive strike addon (No damage when the attack is successful) is a fierce combination once you are on the attacking side.

It works especially well even when defending an Island for example, your airforce should sink those undefended transports rather quickly.