bardolph
Oct 18, 2007, 11:00 PM
Has anyone done any serious analysis of an economy that relies heavily on espionage and tech stealing as opposed to original research? How well would this work?
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View Full Version : Espionage Economy? bardolph Oct 18, 2007, 11:00 PM Has anyone done any serious analysis of an economy that relies heavily on espionage and tech stealing as opposed to original research? How well would this work? bonafide11 Oct 18, 2007, 11:06 PM I don't think its very effective. I haven't seen anyone say they've had great or consistent success with it. Bernhardt Oct 19, 2007, 04:11 AM I'm interested on this topic as well, and would like to hear more comments. As I've heard online play is still heavily warmonging oriented, I'm concidering developing a very espionage oriented playstyle. I need to have something deeper than just building units, hehe. Martinus Oct 19, 2007, 04:17 AM In the strategy forum there is a good analysis of a variant of espionnage economy which basically is post-Emancipation specialist economy retooled to run spy specialists, as opposed to scientist specialists. gunter Oct 19, 2007, 06:43 AM I don't see the matter in terms of black and white only,I would like to have also a grey option. I mean that most of the times I climb the tech tree by myself,sometimes also trading techs but never stealing an enemy tech just becuase it's too damn expensive. The prize IMO to steal technology is usually dedicated to other activities,rarely I stockpile to spend all the budget in a stolen tech. This spy performance should be cheaper. Are you used to do that ? In addition conquering an enemy city as far as I am aware of gives you no more a free tech....I would have prefered that cities above 10 of population could allow such a practice. Roxlimn Oct 19, 2007, 08:57 AM The early game Great Wall - Great Spy espionage-based economy has basically been rated absolutely broken and borderline cheating. You can steal so much tech from one Great Spy that it feels dirty. bardolph Oct 19, 2007, 11:00 AM In the strategy forum there is a good analysis of a variant of espionnage economy which basically is post-Emancipation specialist economy retooled to run spy specialists, as opposed to scientist specialists. can you post a link to this thread? johnny_rico Oct 19, 2007, 12:32 PM The early game Great Wall - Great Spy espionage-based economy has basically been rated absolutely broken and borderline cheating. You can steal so much tech from one Great Spy that it feels dirty. Agreed, it's completely broken and can be further exploited the higher up in difficulty you go. Considering that you can steal a tech for fewer espionage points than beakers invested, one can run an SE based on spies/merchants with the commerce slider geared heavily towards espionage points. There are enough multipliers for EPs to counter the beaker multipliers available. Basically, the higher in difficulty you play, the faster your tech rate will be. Of course, this is all predicated on building the Great Wall. The early great spy provides a great base of EPs for your first victim. If you can manage the oracle as well, take alphabet and start cranking out spies. There is a lot of versatility here but again, it's pretty much an exploit but can be a fun variant to try something different. Gilgamesh is a great leader to try this with. With his UB available so early, one can start running early spies. bardolph Oct 19, 2007, 12:47 PM Agreed, it's completely broken and can be further exploited the higher up in difficulty you go. Considering that you can steal a tech for fewer espionage points than beakers invested, one can run an SE based on spies/merchants with the commerce slider geared heavily towards espionage points. There are enough multipliers for EPs to counter the beaker multipliers available. Basically, the higher in difficulty you play, the faster your tech rate will be. Of course, this is all predicated on building the Great Wall. The early great spy provides a great base of EPs for your first victim. If you can manage the oracle as well, take alphabet and start cranking out spies. There is a lot of versatility here but again, it's pretty much an exploit but can be a fun variant to try something different. Gilgamesh is a great leader to try this with. With his UB available so early, one can start running early spies. What are the numbers on this strategy, why is it more exploitable at higher difficulties, and why do you consider it broken? eewallace Oct 19, 2007, 01:07 PM I've done the Great Wall/great spy/steal tech thing. Franklly, it is a much better reason to build the Great Wall than keeping the barbarians out. It works best when you have a near neighbor who is teching fast in the early part of the game. I never thought of it as borderline cheating or even an expliot, though--it is just one of the ways you can leverage a wonder. Although, come to think of it, I've never seen the AI do it... It doesn't really serve as the basis for a whole spy economy, though--at least for me. It can, however, secure a good tech lead while you are building up your economy in order to keep your research beakers higher. Dier Oct 19, 2007, 01:52 PM but never stealing an enemy tech just becuase it's too damn expensive. There are a lot of things that lower the cost of stealing techs: -if your state religion is present in targeted city; -if you have open borders/ trade with targeted city; -if your spy is stationary (which I think with open borders you can safely do while it's on a ship) it knocks off 10% for every turn up to 50%; -distance of targeted city figures in: the closer, the cheaper; -finally there is a spending discount: the more espionage you're running (on the slider I think) the bigger that discount. In one recent game I was stuck on an island for far too long; when I finally thought of getting caravels going and met the other civs, all huddled together and happily trading techs, I was behind like never before. Through stealing I managed to catch up. I think I stole Radio for 4000 EPs, which took me less than 4 turns to gather; researching it would have taken 6 turns. It just needs some commitment to make it work...[/end of testimonial] Brad55 Oct 19, 2007, 01:55 PM It's more powerful on higher difficulties simply because the AI can tech a lot faster and has far better techs available for you to steal. Mesix Oct 19, 2007, 02:02 PM What are the numbers on this strategy, why is it more exploitable at higher difficulties, and why do you consider it broken? On higher difficulties, the AI gets bonuses to research and starts with extra units (worker and settler) that allow for faster tech production. The higher the difficulty level, the more you can gain from espionage. At very low difficulty levels, you will be ahead of most AI civs in tech, so espinage will not net you as much gain. Neo Guderian Oct 19, 2007, 02:47 PM Tech stealing is very powerful. I have adopted this as my primary strategy. Its sick with elizabeth. The important thing to note is not to burn that great spy on infiltrate. Use it for scotland yard. Just think of it as an Oxford for eps. So, with a scotland yard, running a spy specialist, a bunch of cots in your civil service capitol, with ep rate at around 50%, you will be generating insane eps. I love this and don't think its broken, just needs some tweaking. For example, buildings producing eps is probably too great. Think how cool it would be if libraries generated 2 raw beakers or forges generated 2 raw hammers... bardolph Oct 19, 2007, 03:02 PM It's more powerful on higher difficulties simply because the AI can tech a lot faster and has far better techs available for you to steal. That would make it more useful, but not more powerful, unless the price in EP's for each tech does not scale with difficulty the way that the price in beakers does. johnny_rico Oct 19, 2007, 03:07 PM What are the numbers on this strategy, why is it more exploitable at higher difficulties, and why do you consider it broken? This question has been answered by brad55 and mesix Tech stealing is very powerful. I have adopted this as my primary strategy. Its sick with elizabeth. The important thing to note is not to burn that great spy on infiltrate. Use it for scotland yard. Just think of it as an Oxford for eps. So, with a scotland yard, running a spy specialist, a bunch of cots in your civil service capitol, with ep rate at around 50%, you will be generating insane eps. I love this and don't think its broken, just needs some tweaking. For example, buildings producing eps is probably too great. Think how cool it would be if libraries generated 2 raw beakers or forges generated 2 raw hammers. I think you can go with scotland yard for a financial leader right away. Early on though, if a leader is non financial, I've had more success with a spy bomb first and then follow with scotland yard(s). You don't think it is broken? It beats researching techs on your own, it's cheaper in terms of commerce invested, and the multipliers available can match science buildings, if not pass them up. For my own playing style, it's worn out its usefulness by guilds, etc on monarch. On emperor, it can be useful for an entire game. I think some guys in the succession game forum demonstrated this nicely. johnny_rico Oct 19, 2007, 03:11 PM That would make it more useful, but not more powerful, unless the price in EP's for each tech does not scale with difficulty the way that the price in beakers does. I'd have to disagree. If one were employing this strategy on noble difficulty, it won't be very long before there is nothing left to steal. As the difficulty level is increased, the AI will crank out techs much faster yielding more stolen technology. On emperor/immortal, this can be utilized for an entire game. Because of its diminished usefulness on lower difficulty levels, I'd rather invest my economy in a different direction from the start rather than set up a spy economy and then shift gears. All in all, it isn't tough to make the switch. But it would be a bummer if you're left over with many unused EPs, especially when it is ones own commerce invested as opposed to a spy bomb. bardolph Oct 19, 2007, 03:15 PM You don't think it is broken? It beats researching techs on your own, it's cheaper in terms of commerce invested, and the multipliers available can match science buildings, if not pass them up. For my own playing style, it's worn out its usefulness by guilds, etc on monarch. On emperor, it can be useful for an entire game. I think some guys in the succession game forum demonstrated this nicely. It should be cheaper, since you are limited in what techs you can choose, you cannot adopt the strategy if you are the tech leader, and your rivals can foil you by spending against you or capturing your spies. Also, technologies gained through technology stealing have far less trade value than monopoly techs that you research on your own. Also, espionage point multipliers are harder to come by in the early game than science/gold multipliers. My question is, how much cheaper is a tech obtained through espionage compared to the same tech obtained through research? I know I can play a few games and research this question on my own, but I was wondering if anyone else has already done this research. bardolph Oct 19, 2007, 03:17 PM I'd have to disagree. If one were employing this strategy on noble difficulty, it won't be very long before there is nothing left to steal. As the difficulty level is increased, the AI will crank out techs much faster yielding more stolen technology. On emperor/immortal, this can be utilized for an entire game.This is a semantical argument. I'm not asking whether or not espionage is a good idea for the tech leader. I'm asking what kind of savings do you get from espionage when you are not the tech leader. Dier Oct 19, 2007, 03:30 PM I guess my testimonial didn't do much for you then... ;) One other thing that makes stealing attractive is that you FIRST gather the points and THEN execute the theft. You can check F4 right before you steal to see which tech is most beneficial (for trading purposes). If you research a tech, you commit to that one tech many turns before you actually get it. It may lose all trade value in those turns... bardolph Oct 19, 2007, 04:10 PM I guess my testimonial didn't do much for you then... ;) One other thing that makes stealing attractive is that you FIRST gather the points and THEN execute the theft. You can check F4 right before you steal to see which tech is most beneficial (for trading purposes). If you research a tech, you commit to that one tech many turns before you actually get it. It may lose all trade value in those turns...I saw that post, but I don't know anything about the initial cost of stealing a tech, before modifiers. Is it the same as the beaker cost of researching the same tech? Do invested beakers bring this number down? Another limitation of "EP-based research" is that you have to decide ahead of time which rival you are investing your EPs into. If that rival falls into a recession, or you gain tech parity with that rival, then your remaining EPs are wasted. Also, if the desired tech belongs to a different rival, you need to switch your EP investment over to that new rival, build spies, send them there, and make sure they don't get caught. It seems to me that the cost savings associated with tech stealing is closer to "working as intended" than "broken." It allows you to tech faster when you are behind, but it doesn't give any benefit if you're ahead. Besides, you can't ever win a tech race or found a religion through espionage alone. johnny_rico Oct 19, 2007, 05:02 PM It should be cheaper, since you are limited in what techs you can choose, you cannot adopt the strategy if you are the tech leader, and your rivals can foil you by spending against you or capturing your spies. Also, technologies gained through technology stealing have far less trade value than monopoly techs that you research on your own. Also, espionage point multipliers are harder to come by in the early game than science/gold multipliers. My question is, how much cheaper is a tech obtained through espionage compared to the same tech obtained through research? I know I can play a few games and research this question on my own, but I was wondering if anyone else has already done this research. Besides a library, academy, and a market, what others multipliers are available early. Perhaps 'early' needs to be better definied. Scotland yard is +100%, castles and nationalism yield +25% to espionage. I guess the way I play these things are usually available before universities, grocers, banks, or observatories. I don't know all the math involved in what makes a tech cheaper to steal vs. research, I just know it is cheaper from experience. The exact math has never really interested me. Having a spy wait for up to 5 turns generates a discount plus having your religion spread to the city are additional reductions to the theft cost. Straight up though, the cost is less to begin with. Trading hasn't been as vital in espionage oriented games for myself. One can always bulb a tech to perhaps yield a monopoly and trade it around or trade for cash with backwards civs. Another limitation of "EP-based research" is that you have to decide ahead of time which rival you are investing your EPs into. If that rival falls into a recession, or you gain tech parity with that rival, then your remaining EPs are wasted. Also, if the desired tech belongs to a different rival, you need to switch your EP investment over to that new rival, build spies, send them there, and make sure they don't get caught. It seems to me that the cost savings associated with tech stealing is closer to "working as intended" than "broken." It allows you to tech faster when you are behind, but it doesn't give any benefit if you're ahead. Besides, you can't ever win a tech race or found a religion through espionage alone. This is exactly why it works better on higher levels of difficulty. You won't be the tech leader for a long time. Even a rivals recession early will outpace you unless they're being slaughtered and I don't see an AI take out another AI early too often. But your remaining EPs will not be wasted. Eventually, they will have a tech you don't. Just move a spy in and nab it. I don't know if it has been stated previously by anyone but stealing techs from smaller cities also provides a discount. Base costs on a city by city basis can be viewed in the espionage screen. There are certain leaders in the game who tech much faster than others; they make the best targets obviously. But, they should also be fairly close by. Sending spies greater distances certainly makes things more difficult. You are correct in saying you won't a tech race or found a religion by stealing, but with bulbs and distributing a number of EPs amongst two different civs, tech thefting can become quite powerful. Diplomacy also plays into things to try to keep certain civs with trading with others. Playing the right angles can make you the tech leader. Once there is nothing left to steal, you can begin a transition for your economy, perhaps a CE/EE hybrid. Give it a shot, it's a fun variant to play. bardolph Oct 19, 2007, 05:43 PM Besides a library, academy, and a market, what others multipliers are available early. Perhaps 'early' needs to be better definied. Scotland yard is +100%, castles and nationalism yield +25% to espionage. I guess the way I play these things are usually available before universities, grocers, banks, or observatories. Monasteries grant +10% research as well. I suppose the +100% from Scotland Yard is better than the +50% from an academy, but can you have multiple Scotland Yards? Also, if you want to count civics, Free Religion gives a +10% bonus to research, and don't forget Representation. Also, Caste System allows you to assign merchants and scientists, but not spies. In an espionage-based economy, your tech progression will be determined by your chosen rivals. There's no reason to assume that the Liberalism/Nationalism slingshot is the "optimal path," since it is impossible to achieve this with EP's anyway. Certainly Universities, Grocers, Banks, Observatories, and Oxford all factor into this as well, and are usually available earlier than Jails and Intelligence agencies. Another consideration in the early game is that Libraries and Markets allow you to run two corresponding specialists, while a Courthouse only allows one spy. I don't know all the math involved in what makes a tech cheaper to steal vs. research, I just know it is cheaper from experience. The exact math has never really interested me. Having a spy wait for up to 5 turns generates a discount plus having your religion spread to the city are additional reductions to the theft cost. Straight up though, the cost is less to begin with. Trading hasn't been as vital in espionage oriented games for myself. One can always bulb a tech to perhaps yield a monopoly and trade it around or trade for cash with backwards civs. Of course, but can Great Spies bulb techs? I suppose you can rely on Great Merchants for this task, but if you're farming Great Scientists, then you're really talking about a research-based or hybrid economy rather than an espionage-based one. This is exactly why it works better on higher levels of difficulty. You won't be the tech leader for a long time. Even a rivals recession early will outpace you unless they're being slaughtered and I don't see an AI take out another AI early too often. But your remaining EPs will not be wasted. Eventually, they will have a tech you don't. Just move a spy in and nab it. I don't know if it has been stated previously by anyone but stealing techs from smaller cities also provides a discount. Base costs on a city by city basis can be viewed in the espionage screen. Makes sense. I suppose I will have to play several games and decide for myself whether or not espionage is "broken." From what you've described, it seems to me that espionage is better than research as long as you're behind and are willing to take what's available instead of choosing your own destiny. How much better is something we haven't yet established, and would go far in determining whether or not espionage is "broken." I rather like the idea that tech leaders have a much harder time holding on to that lead, since espionage allows others to catch up more easily. The question is whether or not the AI is capable of leveraging espionage. There are certain leaders in the game who tech much faster than others; they make the best targets obviously. But, they should also be fairly close by. Sending spies greater distances certainly makes things more difficult. You are correct in saying you won't a tech race or found a religion by stealing, but with bulbs and distributing a number of EPs amongst two different civs, tech thefting can become quite powerful. Diplomacy also plays into things to try to keep certain civs with trading with others. Playing the right angles can make you the tech leader. Once there is nothing left to steal, you can begin a transition for your economy, perhaps a CE/EE hybrid. Give it a shot, it's a fun variant to play. Will do :) Dier Oct 20, 2007, 12:50 AM I saw that post, but I don't know anything about the initial cost of stealing a tech, before modifiers. Is it the same as the beaker cost of researching the same tech? Do invested beakers bring this number down?I paid some attention just now in my game, and (on standard/ normal/ prince) it looks like the base cost of a tech in EPs is 150% of the cost in beakers. This holds up for horseback riding, feudalism and radio = across the ages. Somebody here did a quick worldbuilder test and concluded that invested beakers do not lower the base cost in EPs. It was in one of those very long threads describing a game (to narrow it down somewhat :D ). mice Oct 20, 2007, 02:55 AM One problem with gaining EP points is that a lot of them can go to waste on a civ that is no longer your target. how many beakers worth of EP are sloshing around in the fund unused? Dier Oct 20, 2007, 10:48 AM That's more a perceived problem than an actual one. You want a good measure of EPs anyway so you get the passive effects. When you can see what everyone is researching, you simply adjust the EP distribution based on that information. johnny_rico Oct 22, 2007, 10:41 AM That's more a perceived problem than an actual one. You want a good measure of EPs anyway so you get the passive effects. When you can see what everyone is researching, you simply adjust the EP distribution based on that information. Agreed. Mice, if you're left with way too many EPs after stealing all possible techs, you can leverage the fact that you'll be able to see what they're researching. Thus, research something else and have a spy in place (smallest city for five turns) to steal the tech as soon as he gets it. Roxlimn Oct 22, 2007, 01:29 PM Arguably, just seeing the tech that everyone is researching is already something of an advantage. That way, you can go research something else and benefits from normal trading. bardolph Oct 22, 2007, 01:34 PM Well, I've been sloshing around at Emperor using the "EP Economy". It's also my first game at Emperor level (as Gilgamesh), so I can't vouch for maximum efficiency. So far, it's the Medieval era, I'm second to last on the power graph, I have feudalism and construction, and the tech leader (Huayna Capac) has just discovered Nationalism. I've found that Espionage-fueled economy is a bit cheaper than Science, but requires a lot more micromanagement, and carries its own risks. I've also observed the espionage-based cost to be 150% of the beaker cost (as Dier said), which can be modified by the following: Stationary Spy Bonus (up to 50%) Total Espionage Spending (I've seen up to 25% in either direction) Distance (always a penalty) Trade Routes (I think it's 10% per trade route connected to your civ... I'll confirm this when I get back to my home computer) I haven't seen any correspondence between religions and espionage costs. Obviously, the Stationary Spy bonus is the most significant, and you should always take it if possible. This will bring the base cost down to 75% of its original cost in beakers. If you're going all espionage and zero research, it's possible to get a substantial "espionage spending" bonus for being the espionage leader. For me, it's 15%-25%, depending on the civ. This number seems to be based on the ratio of "total spending," rather than the individual spending between the two civs. In my observation, the Trade Routes bonus tends to cancel out the Distance penalty, but that will vary depending on the situation. A large nearby city with Open Borders is a great target for espionage. Early in the game, Libraries provide a 25% bonus to science, and the first building to provide the same bonus to Espionage is the Castle (obtained at Engineering). Also, monasteries provide a 10% science bonus per religion, which can really add up if you have multiple religions available. Also keep in mind the hammer investment in building Spies, the chance that the Spy will be caught before executing the mission, and the chance of failure when executing the mission itself. I find it's useful to assign spies in pairs, so that if the first spy fails, the second spy can take another shot. Of course, building a Great Spy and launching an Infiltration mission is a great strategy, but hard to do in the Classical/Medieval era. Courthouses do indeed allow you to assign a single spy specialist, so it might take a long time to actually net that Great Spy, unless you've also built the Great Wall. All in all, I'd say that the "Espionage Economy" is a toss-up, until you get to Castles, and later, Jails. Currency and Compass are also valuable, since they help build up trade routes and give further bonuses to your Espionage. There are definitely some discounts to be found, but it's not much better than the research bonus you'd be getting from Libraries and Monasteries. If you commit fully to the espionage economy (0% on the research slider), you can come out slightly ahead, but the opportunity costs of spy micromanagement, inferior tech trading, and the inability to prioritize techs makes it hard to judge which is strictly better. bardolph Oct 22, 2007, 01:39 PM Arguably, just seeing the tech that everyone is researching is already something of an advantage. That way, you can go research something else and benefits from normal trading.Yes, but passive benefits can often be achieved without using the espionage slider. KMadCandy Oct 22, 2007, 01:50 PM I've also observed the espionage-based cost to be 150% of the beaker cost (as Dier said), which can be modified by the following: Stationary Spy Bonus (up to 50%) Total Espionage Spending (I've seen up to 25% in either direction) Distance (always a penalty) Trade Routes (I think it's 10% per trade route connected to your civ... I'll confirm this when I get back to my home computer) I haven't seen any correspondence between religions and espionage costs. there is a religious discount if the target city has your state religion in it. i think the numbers are 15% if it does, an additional 25% if you have the holy city. Dier Oct 22, 2007, 03:30 PM there is a religious discount if the target city has your state religion in it. i think the numbers are 15% if it does, an additional 25% if you have the holy city.Heh, didn't know the specifics of that... Just to illustrate: http://i152.photobucket.com/albums/s175/solarsinned/espionage.jpg bardolph, you may find this an interesting read: The Thief Economy. (http://forums.civfanatics.com/showthread.php?t=235713) In that thread I've seen a screenshot with 38% spending discount (page 6). If you commit fully to the espionage economy (0% on the research slider), you can come out slightly ahead, but the opportunity costs of spy micromanagement, inferior tech trading, and the inability to prioritize techs makes it hard to judge which is strictly better.Better? I'm just having fun... ;) Og The Caveman Jul 30, 2008, 04:32 PM The other day I tried this Espionage economy thing, on pangaea, standard, epic. I decreased my difficulty level to prince and chose Frederick, for his PHI/ORG traits (100% GP, cheaper courthouses). Built/chop rushed worker, worker, settler, warrior, GW, library and so on, and a couple of settlers in my second city. I chose two tech-whores to invest my espionage points on (IIRC they were Darius and Pacal). Settled first GSpy, Built the SY with second, settled all the rest. Also built the ToA and popped a GM. My plan was to produce huge amounts of melee troops in my non-capital cities. Still, I needed commerce and scientists to gain espionage points and beakers. But, my cities were in really bad locations. They didn't grow. They didn't produce much commerce, nor science. IIRC I had the slider at 60% research, 30% espionage, and didn't produce much gold, which I realized would be needed to upgrade my axes and swords to macemen as soon as I had stolen the techs from the AI. I did steal many techs from the AI, but had to research some of the most important techs (Civil Service, for instance) all by myself. I left this game in the 800's, because things didn't go as planned. In fact, I realized that my plan itself had some flaws: 1) No specific plan regarding the source of espionage points and beakers. I didn't focus on my cities enough. I had some cottages, but started to build them rather late, having prioritized Code of laws and alphabet and having forgotten Pottery (I have played with SE for like 30 games prior to this and have forgotten how to cottage..:crazyeye:). Then, I didn't have enough scientists to boost my research, which I needed to hook up the techs the AI wasn't really eager to research. 2) No gold. I had no source of gold in the game, except the slider. I built the ToA for the GMerchant points (I know, sounds a little desperate...:blush:) 3) Low difficulty level. The other civs were researchin stupid techs I didn't want and, all in all, played really badly. I made up a solution to these problems. Firstly, in order to manage well with Esp economy, one should 1) cottage spam. One spy specialist per city in the early-mid game is enough for specialists. The slider can be set around 30% espionage, which will suffice with the Scotland Yard + increasing amount of Great spies in the capital. 2) found and spread a religion and build its shrine for easy gold. I think the gold is needed for this type of game. Because you basically won't have any techs that your opponents don't have - and therefore are not able to build more advanced troops than your opponents - you should build lots of primitive troops and when you finally steal those crucial techs like CS and Machinery, you should upgrade your army with the gold having gained from the shrine. If you play with a civ that doesn't start with mysticism, you can still found confucianism fairly easily, by teching Meditation, Priesthood, Writing and CoL after masonry and some of the basic techs (Animal husbandry leads straight to Writing, but you'll have to research pottery after either fishing of agriculture). With meditation, you'll be able to build monasteries and spread Confucianism to your own cities and neighbours. For the shrine you'll need a Great Prophet. You have presumably chopped the GW really early and then teched towards Code of laws. Priesthood is on the way so rush oracle for the GP points (Henge is not an option, you cannot have both GW and Henge). Alphabet is a good choise for the free tech. The first great person will almost surely be Spy, so settle it. The next one may be either Spy or Prophet (even chances), but you can increase the odds by building either a courthouse and assign a spy or building a temple and assigning a priest (Obelisk also allows a priest, and Madrassa allows two). 3) know which techs the AI prioritizes. You can invest your small amount of beakers to techs like paper-education-liberalism and steal philosophy, engineering and guilds. Avoid economics, take representation as the free tech after liberalism and research towards democracy for Security Bureaus, Statue of Liberty and emancipation. Steal Scientific method and rush for Communism. The higher up in difficulty, the less you have to research yourself :) These are my main thoughts. I played another game with Frederick (on Prince) and gained some success (haven't finished yet, its 1840 AD and my empire is looking pretty sovereign). Had Gandhi, Lincoln and Victoria as my neighbours, Gandhi grabbed London in the early game (WTF?! where have you gone, you Peaceful Gandhi...:confused:), I stole huge amounts of techs from Gandhi and Linc. Spread Confu, vassalized Victoria with maces and trebs, later vassalized Linc with trebs, cavalry and rifles (upgraded CRII-CRIII-maces). During the 1700's I was running 30% esp, 60%sci, and started to steal techs (steel, steam power) from Sitting bull when Linc was about to collapse. My typical Prince game months back was financed by SE, boosted by Pyramids and The Great Library. My capitol used to produce gold and great merchants Civics were Representation, Bureaucracy, Caste System, Decentralization and Theocracy. I used to build maces and trebs, beeline to rifling and destroy all my opponents with upgraded riflemen. I used to grab Assembly line by mid 1700's. So, compared to this, the Espionage economy doesn't seem to be effective enough. Maybe it's more effective on higher difficulty levels, when the AI will tech everything for you while you're building troops. thadian Jul 30, 2008, 06:06 PM espionage... i haven't really used it except for seeing what my enemies are up to, and foiling projects. DrewBledsoe Jul 30, 2008, 07:05 PM I have never ever taken the Espionage slider off 0% in any game ever, and play at high lvls. The problem is, that the ai DOES, almost immediately they meet other nations, all ais start putting at least 10% of GNP into :espionage:...this generally totally negates the in built advantages the ai receives (over the player), in less beakers needed for techs. And when this playing field is levelled, the player wins out every single time, easily. Occasionally, an ai will start stealing techs off me, but it's easy to work out which one is doing it, and then they die ;) If they use their Esp Pts to behave as terrorists, (e.g. poisoning water), then again, they die ;) One point the "Espionage Economy" misses, is that the first to a tech often gets a temporary advantage, which can often be utilized in a big way (e.g. Rifles vs previous military)... Do I like the implementation of espionage? :lol:I'll let you guess the answer to that....... mrt144 Jul 31, 2008, 10:59 AM the real problem is that you don't lose espionage points for a failed mission. I think failed missions should reduce you EP by at least half the mission cost. The risk is losing a lowly spy? It seems like the EE is similar to the WE in which it is situational based on your opening gambit and doesnt really making a dent until you get those multiplicative bonuses. Neo Guderian Jul 31, 2008, 03:53 PM I tend to warmonger with this economic strategy on emperor. My capitol is a cottages commerce/espionage engine and every other city is geared towards production. The early game consists of moderate expansion but no warfare, unless defensive in nature. I build the GW, and head to Alphabet. I then steal what I can, but my slider is still geared toward science. I build research in all my cities and tech straight to feudalism. Then, I drop the slider to max EP's, switch all cities to military, and vassalize my nearest neighbor. Keep 1 or 2 of their big and powerful prod cities, shrine cities, or wonder cities and gift the rest back to them. Here is another important factor: I always found a couple crappy cities close to my capitol to gift to my vassals so that my spies are close to their destinations. Even if the cities flip back to me, I just re-gift them. Now the fun part: You get to direct your vassal's research =). Tell them what to tech and then steal it for cheap. Get 2 or 3 vassals like this and you're 'Empire' will outpace every other civ. Manipulate civics and religions to keep your vassals at odds with each other and with the rest of the world so that trading is less likely. Just keep expanding, keep the choice cities, gift the rest back, direct research and choose you a victory path. When it comes to techs like Liberalism, I'll stop military production, and research it outright while keeping my vassals working on other things. I'll post a save this weekend for anyone interested if I get time SJN Jul 31, 2008, 03:59 PM Here is another important factor: I always found a couple crappy cities close to my capitol to gift to my vassals so that my spies are close to their destinations. Even if the cities flip back to me, I just re-gift them. This is truly the creepiest strategy I have ever heard. Holy Trojan, Batman! Do you ever do this with enemies who aren't vassals? If it was landlocked, and you didn't have open borders with the enemy, the couldn't reinforce it with outside troops and you would have an easy city to spy in... -- SJN Neo Guderian Jul 31, 2008, 04:11 PM Oh and I almost forgot. Silly me, this is one of the most important factors about stealing from vassals. Your spies in their territories only get busted for failing spy missions, but not for being in their territory. =). Neo Guderian Jul 31, 2008, 05:02 PM This is truly the creepiest strategy I have ever heard. Holy Trojan, Batman! Yes, It is truly EVIL! I have used this a few times in multiplayer games (not tiny quick games however) to the angst of my oponent. Do you ever do this with enemies who aren't vassals? If it was landlocked, and you didn't have open borders with the enemy, the couldn't reinforce it with outside troops and you would have an easy city to spy in... -- SJN It is rare to gift the city to a distant enemy. I have done this only once I believe and that was because I was very isolated. When I finally discovered the other civs, they were quite a ways ahead and I only had one vassal. I can't remember the outcome of that game though. But generally, once you get 2 or 3 vassals you will collectively outtech the opposition. The real trick is to prevent your vassals from trading with your distant enemies. soakratikmethod Aug 06, 2008, 02:44 PM it is possible to be tech leader without any research. it can happen if you steal from multiple civs who dont trade techs to each other. optimally you would like to have a 4 corner situation, i.e. your civ & 3 other civs with borders which meet at a single point. build your palace in the city closest to this point. it helps to have the great wall because eventually they will all be furious at you. civ1:a civ2:b civ3:c you(tech leader):abc i have only done this up to monarch. CLST Aug 06, 2008, 05:06 PM With a true EE, you have no science research (except very very minor research from spy specs and the 1 pity beaker the game gives you). You never achieve anything greater than tech parity (except minor leads where two civs are at parity and research different techs, but I don't consider a one tech lead as tech leader), and don't aspire to. You basically have massive espionage bonuses, that leads to passive effects, eventually ALL passives, which gives you tons tons and of information as to what your enemies are doing (even just seeing what they're building is massive, seeing what they're working is just kind of a MUAHAHA moment I guess). And you have massive espionage spending so that your missions are lower, and an army of spies, and you just have ALL of that available to you, tech steal (how you get your techs), culture, revolts, water, unhappiness, and also influence civics is powerful on non-spiritual leaders. The main benefits are that EE takes MUCH less commerce to get techs, because A) You have ALOT of -cost% multipliers when you steal the tech (even though the initial cost is higher) B) The Spy buildings have much better +esp% and +esp (something sci doesn't have) than the sci buildings. Scotland Yard is +100% esp... Compare that to an academy, LOL. and of course C) the Spy specialist gives +4 esp (and a beaker which is rather unnecessary), and generates great spies for Scotland Yard. The problems are relation hits and hammers from having to build spies constantly. soakratikmethod Aug 06, 2008, 05:22 PM D) Nationhood gives you +25% free. free. & drafting for when the AI has had enough of your shpies. CLST Aug 06, 2008, 05:24 PM Right, yes, of course. Much better multipliers. |
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