jjdenver
Posts: 2247
Joined: 11/2/2007 Status: offline
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I saw sugar mention in a recent post that "logistics, prod tech, anti-tank, and rockets" are not good techs. I've invested at various points in games in all of those except rockets. This got me wondering - what is conventional wisdom on which techs are important. Here is my understanding: Ranked from 1 to 10 with 10 being most important 3 top tier that are 10 for every country: Spying 10 Infantry Weapons 10 AA 10 AT 2 (sometimes this seems like more than 2 playing SU - hard to stop those panzers) Adv Tanks 7-10 depending on country being played Adv AC 7-10 depending on country being played Heavy Bombers 1-6 depending on country being played (1 for Italy 6 for US and 4 for GE) Naval Weaponry 1-5 depending on country (1 for USSR, 5 for CW/US) Long Range AC 1-5 depending on country (1 for Italy, 5 for US) Adv Subs 1-7 depending on country (7 for GE, 1 for US) Arty Weapons 2-5 depending on country Rockets 1 Ground Attk Weapons 5-10 depending on country (5 for Italy, 10 for Germany) Mobility 2-5 depending on country (2 for Italy, 5 for US and GE starts with it) ASW 1-10 depending on country (10 for Britain, 1 for USSR) All of the techs on top right (c&c, inf warfare, arm warfare, aerial warfare, naval warfare, amph war) are important but it depends on which country you are playing they may range from 1 to 10 in importance), and timeliness is a factor. For example USSR probably doesn't need aerial warfare until it has the MPP to fund an air fleet and enough tech in fighters and bombers to make it worth the MPP - so maybe 1942/43. Logistics 2-4 depending on country but at 100 mpp it's really cheap so maybe not a bad place for US/CW to throw 100? Production tech 6-7 (I assume this decreases repair costs as well as initial build cost) Industrial tech 6 but more important if invested in early since rewards are reaped for longer Ok pls correct any misunderstandings/misconceptions I have. Thanks :)
< Message edited by jjdenver -- 4/3/2018 8:48:54 AM >
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