Post by Deleted on Jul 16, 2019 13:29:52 GMT
No one seemed to make a thread about this, so might as well make one. Since it's gonna be pretty lengthy, i won't be directly adding it in my guide for f2p players, but rather here in a separate thread. I'll be evaluating the National technologies in terms of usefulness, order of upgrading, and cost efficiency. I'll also be showing you the national technology of each nation from the Punic wars to Caesar's time. In a future date, i may include that of campaigns. Also, do realize i may have missed some Technology, please point it out if i do.
National Technologies
1.Advanced Siege Tower
2. Irrigation
3. Metallurgy
4. Poetry
5. Drainage system
6. Academy
7. Trade route
8.Imperial guard
9.Philosopher
10. Advanced Battering Ram
11. Legal system
12. Ram
To be continued.
National Technologies
1.Advanced Siege Tower
Usefulness:7/10. Early on, it's not that useful since most cities are open. But as the game progresses, it's usefulness increases
Order of upgrading: Depends on the nation. If close to enemies, upgrade second. If somewhat far from enemy cities and can afford more to upgrade some technologies before you reach a major city, then don't bother until you upgrade other technologies that improve supply flow. If low culture at start, don't bother upgrading until later.
Cost efficiency: 24 culture to increase damage against garrisoned units. Not cost efficient if you're a nation that starts around 30 culture. 3/5
Order of upgrading: Depends on the nation. If close to enemies, upgrade second. If somewhat far from enemy cities and can afford more to upgrade some technologies before you reach a major city, then don't bother until you upgrade other technologies that improve supply flow. If low culture at start, don't bother upgrading until later.
Cost efficiency: 24 culture to increase damage against garrisoned units. Not cost efficient if you're a nation that starts around 30 culture. 3/5
2. Irrigation
Usefulness: 6/10 .Is good, but not immediately. You need to have mint, which is a building you can construct in a Commercial center. I haven't saw a commercial center with a pre-upgraded mint or library(unless it's a captured city). Useful only if you star building mints en masse. Will be useful middle game or if you upgrade most your commercial centers into mints.
Order of upgrading: Since most nations have this, upgrade this first if you don't have any better technology to upgrade. Like poetry and metallurgy, upgrade to gain more research points.
Cost efficiency:27 culture for a potentially really good Technology. Cost efficient if you captured a lot of cities with mints, or if you built mints in your commercial center. 3/5
Order of upgrading: Since most nations have this, upgrade this first if you don't have any better technology to upgrade. Like poetry and metallurgy, upgrade to gain more research points.
Cost efficiency:27 culture for a potentially really good Technology. Cost efficient if you captured a lot of cities with mints, or if you built mints in your commercial center. 3/5
3. Metallurgy
Usefulness:5/10. Like Irrigation, it won't be useful immediately. You need to upgrade quarries before it becomes useful.
Order of upgrading: Industry isn't that important compared to culture or economy. Upgrade after you upgraded Irrigation and Poetry.
Cost efficiency: 25 culture for +5 industry per quarry. Like Poetry and Irrigation, returns are made in the middle game. 3/5
Order of upgrading: Industry isn't that important compared to culture or economy. Upgrade after you upgraded Irrigation and Poetry.
Cost efficiency: 25 culture for +5 industry per quarry. Like Poetry and Irrigation, returns are made in the middle game. 3/5
4. Poetry
Usefulness: 5/10.Similar to Irrigation and Metallurgy. Although culture is really needed early game, and it's usefulness diminishes as the game progresses as the number of culture you have reaches high numbers.
Order of upgrading: Upgrade if there aren't any useful technologies like Advanced Battering Ram first.
Cost efficiency: 2 culture per library for 23 culture. Similar situation with Irrigation and Metallurgy 4/5
Order of upgrading: Upgrade if there aren't any useful technologies like Advanced Battering Ram first.
Cost efficiency: 2 culture per library for 23 culture. Similar situation with Irrigation and Metallurgy 4/5
5. Drainage system
*I am not sure exactly what Drainage system does. Based on how it was worded, it seems to lower the effects of aggressive nature by increasing the penalty on decreasing industrial output. I thought it was lowering the effects of aggressive nature on Industrial output, but it says TO industrial output rather than OF industrial output. But to based on which is most likely to be true, i'd think it's more reasonable to believe that it decreases the effect of aggressive nature on industry production. If i'm wrong please let me know.
Usefulness : 6/10 .An early game technology, but for what it's worth, it's extremely useful,especially for 1 star and 2 star nations. Having industry not affected that much when you are of aggressive nature makes it so you can bribe more.
Order of upgrading: Should be a priority for 1 star and 2 star nations
Cost efficiency: 25 culture to reduce effects on industry output. Worth it's cost. Would be more worth it if industry was more important. 3/5
Usefulness : 6/10 .An early game technology, but for what it's worth, it's extremely useful,especially for 1 star and 2 star nations. Having industry not affected that much when you are of aggressive nature makes it so you can bribe more.
Order of upgrading: Should be a priority for 1 star and 2 star nations
Cost efficiency: 25 culture to reduce effects on industry output. Worth it's cost. Would be more worth it if industry was more important. 3/5
6. Academy
Usefulness:10/10. the most useful National technology that can be unlocked researched immediately along with Advanced Battering Ram
Order of upgrading: Number 1 priority, unless Advanced battering ram is available, then the number 2 priority
Cost efficiency: 41 culture for gaining culture based on the number of cities you have multiplied by 2. After around 3-5 turns, you should have gained back the amount you used to research it depending on the number of cities you have. 5/5
Order of upgrading: Number 1 priority, unless Advanced battering ram is available, then the number 2 priority
Cost efficiency: 41 culture for gaining culture based on the number of cities you have multiplied by 2. After around 3-5 turns, you should have gained back the amount you used to research it depending on the number of cities you have. 5/5
7. Trade route
Usefulness:9/10. 2nd after Academy and Battering Ram
Order of upgrading: Upgrade after Academy, or the first one if you need economy more than culture at the moment. Ignore if you can't afford to spend 45 culture
Cost efficiency:45 culture. Pretty expensive. It's a worth while investment, but it's not cost efficient for some 2 star and 1 star nations. It's gonna be really worth it later on, but sometimes you can't afford to waste 45 culture just for 30 extra economy per turn. 2/5
Order of upgrading: Upgrade after Academy, or the first one if you need economy more than culture at the moment. Ignore if you can't afford to spend 45 culture
Cost efficiency:45 culture. Pretty expensive. It's a worth while investment, but it's not cost efficient for some 2 star and 1 star nations. It's gonna be really worth it later on, but sometimes you can't afford to waste 45 culture just for 30 extra economy per turn. 2/5
8.Imperial guard
Usefulness:8/10. Great for 1 star and 2 star countries who are in aggressive or Crazy nature, or close to it. Having +20 population to reduce aggressive nature to defensive or Crazy nature to aggressive will help you a lot when it comes to income
Order of upgrading: Upgrade after Trade route, Advanced battering ram and Academy
Cost efficiency: 27 culture for +20 population. Since it can lower your belligerence level, thus increasing income, it's cost efficient. 3/5
Order of upgrading: Upgrade after Trade route, Advanced battering ram and Academy
Cost efficiency: 27 culture for +20 population. Since it can lower your belligerence level, thus increasing income, it's cost efficient. 3/5
9.Philosopher
Usefulness: 9/10. Decreasing the amount of rounds for researching will help you gain an initiative much earlier in the game, which will in turn lead to a faster conquest.
Order of upgrading: Upgrade after you get 4 research points. It makes it so you can upgrade the next set of technology faster
Cost efficiency: 45 turns to reduce researching rounds by 1 turn. 4/5
Order of upgrading: Upgrade after you get 4 research points. It makes it so you can upgrade the next set of technology faster
Cost efficiency: 45 turns to reduce researching rounds by 1 turn. 4/5
10. Advanced Battering Ram
Usefulness: 10/10. Capturing cities is the name of the game in GCR. Although there are missions where killing units is the important thing to do, it doesn't hurt it's usefulness. In conquest, this is , aside from Academy, the most important National technology for the first set of technology
Order of Upgrading: First
Cost efficiency:27 culture for the ability to do more damage to cities. 5/5
Order of Upgrading: First
Cost efficiency:27 culture for the ability to do more damage to cities. 5/5
11. Legal system
Usefulness: 7/10. Lowering the effects of being aggressive on economic output is useful early game
Order of upgrading: Upgrade Asap if you lack other options like Imperial guard.
Cost efficiency:27 culture to reduce negative effects of being aggressive to economic output. 4/5
Order of upgrading: Upgrade Asap if you lack other options like Imperial guard.
Cost efficiency:27 culture to reduce negative effects of being aggressive to economic output. 4/5
12. Ram
Usefulness: 4/10. Would have been great if it worked on land. As it stands, it only works for the navy
Order of upgrading: Don't bother to upgrade. Only upgrade if you need the points to get to the next Technology set to upgrade
Cost efficiency: 33 culture for 10% damage as a navy. Really great skill if only naval battles are the norm in the game. 2/5
Order of upgrading: Don't bother to upgrade. Only upgrade if you need the points to get to the next Technology set to upgrade
Cost efficiency: 33 culture for 10% damage as a navy. Really great skill if only naval battles are the norm in the game. 2/5
To be continued.