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Garuda

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Well by 1903 I had finished the entire tech tree. The last six techs all being cultural, but now I've got events/inventions firing that is shooting up militancy and creating new crime inventions (i.e. terrorism).

The problem is, I don't know what some of the inventions do. I had a quick look for the 'techtitionary' (sp?) that I once saw to see if it explains each invention, but I couldn't find it.

Anyway, are there certain cultural techs that I should avoid researching that would otherwise cause unrest amongst the plebs?
 

swilhelm73

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State + Nationalism and the one after it both have negative effects in addition to positive ones. You have to decide if the bonuses outweigh the negatives for your particular situation...
 

Garuda

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swilhelm73 said:
State + Nationalism and the one after it both have negative effects in addition to positive ones. You have to decide if the bonuses outweigh the negatives for your particular situation...

Ah, well there's my problem. I don't play Vicky enough (I'm an EUII devotee) to know what consequences the inventions have. Some seem obvious by their titles, but others...... :wacko: .
 

unmerged(27944)

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Personally I would find any kind of "avoiding cultural technologies" some sort of cheat.
I mean, if you don't play as much historically as you can, do you really enjoy your game? :)

My opinion, of course.
For sure, some of these cultural technologies are not very "nice", you're right ...
 

Darkrenown

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No, some techs have different inventions depending on your ruling party and other techs make you choose different paths, so there's no way to get ALL the inventions.
 

unmerged(27944)

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Darkrenown said:
No, some techs have different inventions depending on your ruling party and other techs make you choose different paths, so there's no way to get ALL the inventions.

Of course I meant it is impossible if you do not do anything to make the inventions trigger :D.
You can change something into your government ( laws, internal policy ... ) and then fire whatever you need.
 

Memnon

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Ioannes said:
Which choice is better between artistocrat or meritocy? What are the differences between the other big choices? The technotree really doesn't give info on this.
Aristocracy leads to the "capitalist are socially degraded" event, which reduces capitalist income by a potentially crippling 50%. Meriticracy leads to an increase, I believe, in Capitalist income. But the main thing about meriticracy is that it radically reduces the rate at which you recieve diplomatic points. :(
 

OriginalRafiki

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Xenphon said:
I try to avoid getting the Biologicalism. Though the clerks do not get the research bonus, I have discovered that I get a huge flock of clergy from Europe. Sometimes it is nice not to be so "culturely superior."
Uhm..... you sure about that? You might not need it at first, but when you draw close to 1880, you really want to set yourself up so that you can get Darwinism at the earliest possible opportunity, to get the research bonus for clerks.
Ioannes said:
Which choice is better between artistocrat or meritocy? What are the differences between the other big choices? The technotree really doesn't give info on this.
It's a matter of preference; aristocracy gives you more diplomats and doesn't set you up for stock market crashes, while meritocracy has other things going for it (that I don't recall right now).

:) Rafiki
 

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swilhelm73 said:
State + Nationalism and the one after it both have negative effects in addition to positive ones. You have to decide if the bonuses outweigh the negatives for your particular situation...

Market Structure, a Commerce tech, can REALLY mess you up if it gives you the structure that doubles your building costs (even if it reduces expansion costs). It then costs you twice as much to build factories, colonial claim buildings, and I think fortresses (although fortunately not railroads). You have to research it, though, to develop other commerce techs.
 

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Henry V said:
Market Structure, a Commerce tech, can REALLY mess you up if it gives you the structure that doubles your building costs (even if it reduces expansion costs). It then costs you twice as much to build factories, colonial claim buildings, and I think fortresses (although fortunately not railroads). You have to research it, though, to develop other commerce techs.
Stupid Monopoly Structure. Honestly, who has steamer factories that cost 40,000 pounds?! :mad:

Me, apparently. :(

Speaking of which, has anyone noted an association between Monopoly structure and monarchies, and polyopoly structure and democracies? I think they tend to lean toward each other, they they are by no means fixed.
 
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monopoly raises initial build. Yeah, but then you get a -20% from a later tech and I think more breaks. Thing is, the upgrades can also cost.

Market Structure will also allow the factory destroyed event. I do believe. (And, taking in that M_S does not give inventions until later {1850?} I usually hold off on it. not this current game! Argh.)
 

swilhelm73

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Oh, another often overlooked factor;

Military techs raise the cost of your military. Often by alot. And they don't raise your military score.

They do dramatically increase the effectiveness of your military, but if you are playing a purely pacifist game, you may want to avoid them to an extent.
 

Darkrenown

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Memnon said:
Speaking of which, has anyone noted an association between Monopoly structure and monarchies, and polyopoly structure and democracies? I think they tend to lean toward each other, they they are by no means fixed.

Not really. It's meant to be random.