Highly useful Early Techs?

By Nikas Zekeval, in Twilight Imperium 3rd Edition

While you can't get everything (except maybe the Jol-Nar gran_risa.gif ) when buying Techs, what do players here rate as the most important/useful to have in your hand?

Just looking at it, I'd rate these as rather useful. To rate as early techs they can have no more than one prereq.

Warfare Techs

Hylar V Laser- a +1 that turns Destroyers into somthing of a threat, and makes the Cruiser nearly as hard hitting as the Dreadnought.

Deep Space Cannons- that plus one range lets you multiply you effective PDSes by letting you set up (worlds permitting) multi-system interlocking grids

Propulsion technology.

XRD Transports. This or the Stasis pods is the bedrock of any rapid expansion/reinforcement plan.

Biotechnology.

Stasis pods- If you lack Antimass Deflectors this and Cruisers are an alternative route to a fast deployment. Fortunately nearly all races start with Environmental Compensators or Antimass Deflectors, putting one or the other within reach of being your first tech. Save for the N'orr and Yin which lack both right out of the gate.

Cybernetics- Takes fighters from 'attrition sinks' to 'attritions sinks with some bite'.

General Technology

Sarween Tools- that +1 to production per producing shipyard per turn can build up over time.

Microtechnology is another useful tech that will pay for itself and more in the long run, but only eight races have it with quick reach. Nanotech (SE) seems highly useful in expansion and for conquest oriented races, but only three races (Muaat, Jol-Nar, and Hacan) have the starting techs to get their hands on it before the intitial expansion runs out and you start having to fight over worlds.

Thoughts? Other suggestions for good early techs to grab when you have the chance?

I really like deep space canons. I find that infrastructure is cheaper/easier to maintain with being sparing with PDSs having that extra range.

Special thing for JolNar: take Trade in the first round and purchase two technologies: Microtech and Nanotech. Nothing will pay off so soon as getting EVERY planet in the game unexhausted!

Stefan said:

Special thing for JolNar: take Trade in the first round and purchase two technologies: Microtech and Nanotech. Nothing will pay off so soon as getting EVERY planet in the game unexhausted!

Yeah, I missed that trick with my introductory game of TI3 (as well as I could have gotten three techs a turn) when I drew the Jol-Nar. But like I noted above, that is a special case, with only the Jol-Nar, Hacan, and Muaat having the preceding techs to make that play. And the later two races require the Tech II SC and extra first turn resources, either from an odd number of players or good to amazing luck from Distance Suns markers. I was going more for a general list than that, rather than getting too heavy into race specific techs.

The Muaat for example would likely want NT early on, just for the protection it gives their Warsun, followed by a sprint to DSC to get the speed up. Thinking about it I shoot for NT on turn two, Stasis Pods, then HVL and DSC for full speed Warsuns.

COMBAT

Hylar V: That boost your cruiser and destroyers is wonderful.

ADT: Critical if your opponent gets lots of fighters or if you are working to Assault Cannons

MOVEMENT

Antimass Deflectors: Being able to move through an Asteroid Field (assuming there is one on the map) can win or lose you the game. I have regretted not purchasing this tech with races like the Muaat more than once.

XRD Transporters: Move 2 carriers are simply a must.

BIOTECH

Stasis: Wonderful for some races. (Mentak, L1z1x, Yin, Winnu, Muaat) Not useful for others. (Norr, Sol, Letnev)

Cybernetics: It leads to Gen Synth and Assault Cannon

Gen Synth: The most broken tech ever and can save your HS. I just defeated 16 GF and 1 ST invading my HS planet with only 6 GF of my own using this tech. I ended up with 1 GF and 2 ST remaining.

GENERAL

Enviro: Extra production is always good and it leads to Sarween.

Sarween: Early on this is great as the bonus pays for itself over the game. Not great later unless you HAVE to get War Sun on the board.

Nanotech: Good for races with DNs and WSs

GLS: Makes PDS grids scary

Gen Synthesis is huge in the early game when your troops are frequently getting killed by biohazards and radioactivity. Ground forces aren't that expensive, but it's nice for some races to be able to use precious productions capacity slots (I'm talking about the number of units that can be built at a space dock, not how many resources it takes to build them) on ships or fighters instead of all the ground forces needed for taking over planets. Plus, Gen Synth is an easy grab for the L1Z1X, whose ground forces will then attack at 6, and Sol.