That's really interesting, thanks for that Renata! It just made me even more curious though
, so I did some more digging and came upon
this excellent explanation. Thanks a lot VoiceOfUnreason.
Some goodies:
- Every leader counts how many techs he has seen you trade. Depending on which leader, after reaching a certain number he'll go into WFYABTA mode.
- As long as we are on the bottom half in score, we can always trade with others on the bottom half, regardless of their count.
- We can always trade with those who are friendly with us.
- The counter doesn't start until we meet someone, so someone we meet late will trade with us longer (so Chris' point about
not scouting is very valid).
- We will hit the cap
really fast for some leaders, especially here on Deity.
- The cap affects AI-AI trade as well, though I'm not sure if their cap is the same as ours, or if they have the equivalent of Settler level caps.
- The counter will decay, with a probability of 1 in 20 each turn that the counter drops by one. The roll is made separately for each leader.
The Deity modifier is 20%, meaning Alex et al will hit WFYABTA after 6, Asoka after 12, Elizabeth after 18 and Mansa after 24. That's not a lot.
This all means we really really need to be very picky about what techs we trade for. All in all there are 85 techs in the game, we'll likely want/need at least 70 of those. That's a lot of techs to research on our own. But since the counter doesn't start if we don't know someone particular, we could try to maximize our trade advantage early on with few contacts, then go on with a tabula rasa towards the next (batch of) AIs. We can even hope there's a second continent that can't reach us before Optics.
Looking at the early techs, I really think we shouldn't trade for anything with a modified cost of <=120, unless it would really really improve our situation. By modified I mean actual cost/modifier, so we value techs with many prereq bonuses (and known-to-others bonuses) lower, i.e. they are cheaper for us to research on our own.
AH is ~100 modified (1.4 modifier there), but I think we might want to trade for that anyway, to get access to the Sheep (and find horses?). On the other hand, Archery is only ~70, a really cheap tech in comparison. So I strongly suggest we do not trade for it, we could get research it ourselves in 2 turns after Alphabet if we really want it. Mysticism (71), Meditation (95), Polytheism (~120), Priesthood (~70) and Sailing (~120) are other techs we likely want to skip or research on our own.
So for early trades, we want BW (~140), possibly AH (~100), and Maths (~300) if possible. IW (~240) would also be nice to trade for if the chance appears. And it would be really really nice to make those trades before we meet anyone else. In fact, if the chance appears, we might as well trade for Sailing (~120) as well, if we can do it before meeting anyone else. But it's likely too much to hope for to get all these techs for research up to Alphabet alone.
On a side note, the fact that we can't trade to backfill means bulbing would be much less worth than otherwise, and settling GS is clearly better.
I also think we should keep close track of all trades we make and what leaders we knew at the time - count up their counters that is - to stay clear of ending up in a hole.