RBtS1b - The Thief Economy

Nice to see the RNG straightened itself out a bit!

Had a quick look at the save and things are picking up. Hatty with LBs will be problem in Elephantine, but we should be able to take them out on flatland.

Techwise, we want Maths and Sailing. Metalcasting could be an interesting tech to get from Darius, and we're still well to the good with him EP point wise.

Kodii is up, but let's take some time to examine the options before the next set is played.

EDIT: I don't see any problem with selling off stolen tech.
 
I agree with ungy on adopting Vassalage, the upkeep discount and extra XP will pay off. We're positively swimming in happy thanks to HR.

Both Darius and Hatty have Metalcasting (D seems a generous master), but neither have Copper, so we could beat them to Colossus. Not sure that we want to, seeing as we're FIN, so the relative benefit is less, but worth debating.

I'd like us to get the Maths and Construction; HR is nice until you have move units out into the field, but ballcourts rock. Given that Darius is now onto Machinery, I guess he hasn't yet researched Construction, or did someone else see him do so?

Shaka is Annoyed with Darius from Worst Enemy trading with Hatty. He'll definitely be bribed into war if we can afford his price.

I believe the youth of today would be advising these two to 'get a room':




No wonder we look so pissed off...talk about gooseberry :rolleyes:

Seriously, this is quite painful for us, especially as the AI will now play for a culture win, and where better to do so than under the wing of big D? Note that he's gifting her Ivory, too :eek: . The only way to split them apart that I can think of would be to try to spread Hindu to all Hatty's cities in the hope that she converts, but this needs another tech (Medi/Mono). If Shaka can beat Darius down, we may also see her break free. Have you guys got any ideas?
 
I don't think we need to break Hattie free. If it happens--great and that makes things easy for us. We can take them both--just attack Hat and defend D for a start.

The AI will stagnate militarily for quite a while. Once we get construction, we have to build jumbos flat out as we may lose the ivory. Col is important and we should get a CH up ASAP to get another GP running. With jumbos, LB, cats we can with enough units plow through the AI until rifles show up which is a long time away. Especially with bringing in the Zulu.

Strategically we face a dilemma. We definately need to take Hat out and it would make sense to keep expanding and do the same for Darius (might take a while). However, given our constraint it is possible that the other continent will not tech fast enough to let us win in time. I still vote for playing to take out Darius. I don't think we have enough land. We're basking in the easy steal era now with the OP pie bomb. Later on those techs are expensive, and we won't have the normal tech multipliers and we will face at minimum +100% to costs. That means we need a huge empire superiority to fund.

We shouldn't neglect getting archery--the units we need to build are LB, jumbo, cat. Not sure if anyone has construction but we can start building LB.
 
Sorry, but I won't be able to play until tomorrow. I took an emergency shift. Fortunately, it looks as if we still need to consider some options, so I probably wouldn't have played tonight anyways.
 
No problem, Kodii. I'd very much like to get some strategic input from you and pindicator before continuing. sunrise is a bit out of the loop without his civ PC, but I'd hope that we can post up enough options for him to give some feedback, too.
 
Techs

- Metalcasting (forges and Colossus). For me, a 'maybe'.

- Maths. A must have (Construction).

- Code of Laws. For a Spy in Mutal, and later CHs. For me, Maths is more important to have sooner (let's not forget the chop bonus).

- Archery. For Longbows: as Darius is researching Machinery, we'll need some before we go to war (as Hatty will probably beg it).

- Construction. Potentially, no AI has it. Maybe Shaka will head there as I've seen aggressive AIs do this in BtS. For me, a must have.

- Longer term I think we want to head down the Guilds-Banking route. What say you?

Specialists/Great People

As I see it, its Spies versus Merchants in this phase of the game. If we go for another Great Spy, I think the diminishing returns of the Pie Bomb will make the choice one of settling or building Scotland Yard. Settling is +12 Pie points, and Scotland Yard +100%, so I think the latter in Mutal will pay out more given we're using the espionage slider.

Merchants are intended to fund our EP spending, but there's a chance that we could get stuck with one depend on how the wars go (e.g. too risky to send through Darius to Shaka, closed borders overseas).

Other specialists could be interesting to save for the late game (and I'm thinking NE low-odds Artists here) for a Golden Age to speed space parts, or some conquest border pops if we get more than one. Founding a Corporation is also a possibility, too.

What do you guys think?

Victory

Time Victory is disabled.
 
I really think you guys underestimate the value of currency. To get to monarchy we had to steal 3 techs. Currency is one which will almost double our net commerce after expenses.
Currency's extra trade route is ok, but the real power of Currency is ...

This is not really a spoiler, but might be a bit intrusive since I opened your last save game changed a few builds and then took a screenshot of the changes. If ANY RBtS1b member wants this entire post deleted just let me know.
Spoiler :
Instead of -16 at 60% espionage you are break even at 60% with just these 2 cities building wealth instead of Markets (which won't be of much use in these commerce poor cities).

 
Currency's extra trade route is ok, but the real power of Currency is ...
Actually I stand by the market builds. We are playing a long game and they also give happy (+1 ATM). As the result of the pie bomb, we are not critically short espionage. None of our cities are that commerce poor.
 
Long term:

We have to keep an eye on the AP. If Darius is leader we are sunk. Christianity FIDL is a good thing--maybe they build AP as well.

I agree with Pauli's tech assessment.

GP--I think we skip all but spies for now.

I think we start building an army for the next war--LB, jumbo, cat, and sword/mace when available.
 
Lurker Comment: Reply to Ungy (then I will stop spamming your thread) :p

Spoiler :

Actually I stand by the market builds. We are playing a long game and they also give happy (+1 ATM). As the result of the pie bomb, we are not critically short espionage. None of our cities are that commerce poor.
This may be a matter of style, but both of those cities (with current tile configurations) have a max commerce of 2 towns (plus sea tiles). Assuming an average of ~ 7 commerce per town that is only 14 commerce per city which with a market is a measly 3.5 commerce.

Mayapan makes 7.2 commerce now, building wealth it makes 16.2, a difference of 9 commerce. If you build wealth here for 100 turns that is 900 commerce. if you build a market (and it finished this turn for simplicity's sake) that 7.2 commerce * 1.25= 9. Now assume this turn that those cottages/hamlets became towns this turn. The base commerce would still only be 8.8 (with the Market) it is * 1.25= 11. You would need to add a Bank, Market, and Grocer right now in that city to make it as profitable as building wealth is. When Mayapan adds pop. if you worked the plains mines you would really be raking in the dough building wealth. Right now the only building worth putting in those 2 cities is a courthouse

As for Happiness, maybe in the future, but right now those cities are only size 5. Both cities will have a happy cap of 9 (in 14 (Mayapan) and 23 turns (Chichen Itza) turns when the last whip wears off). That is four pop. away.
 
One important tech I forgot was Sailing. Now that our happy problems have eased, we could use Lighthouses in a few cities.

@Atlas - what about a market, then wealth? How does that meassure up? (And aninteresting tidbit like this is hardly spam.)
 
One important tech I forgot was Sailing. Now that our happy problems have eased, we could use Lighthouses in a few cities.

@Atlas - what about a market, then wealth? How does that meassure up? (And aninteresting tidbit like this is hardly spam.)
Agree about sailing--we will need likely a trireme or 2 when war comes.

I'm just not a big fan of building commerce except in unusual circumstances. Generally hammers just much more valuable than $ so better to build something useful even if not necessarily ideal. Plus soon we will be able to build good units--maybe steal archery next so we can build LB.
 
Lurker Comment: Reply to Ungy (then I will stop spamming your thread) :p
please continue--we are all trying to learn here.

My thoughts are the following: agree with you that market is not urgent or a great building now. However, commerce is not urgent either given the pie bomb. An argument could be made for building more spies instead--I can't really refute that--I just thought we were OK for the time being.

We are in a bit of a production lull right now--we don't have the tech to produce the units we want or the courthouse. But very soon we will need every hammer for units, every happy due to WW, and the city will be bigger, increasing the value of the market. Since we need to run a large empire (and hence a high $ %), relative value of markets, banks, is greater.
 
Steal Sailing then Archery?

We should stick to them pies rather than merchants at this point. As for a victory condition, it beats me at this point.

As for the use of pies, I am still a bit shaky. There is a discount when we sit and wait for a while, correct? Then once the maximum discount is reached, we steal away?
 
Only Space is enabled.

From Hatty, we want Maths, Archery and Sailing. Maths will let us seeing if anyone has Construction.

From Darius, Metalcasting (unless he has Construction).

From Wang, CoL, but you'll need to divert EPs to him after nabbing Maths from Hatty.
 
@Atlas - what about a market, then wealth? How does that measure up? (And an interesting tidbit like this is hardly spam.)
Here it is-

Spoiler :

To my mind in those two cities a market is most useful for running Merchant specialists. Merchant specialist provide commerce (+3) and can cash bomb if you get a Great merchant (though neither of these cities would be particularly good as a Great Person generator). The problem though is that it is just better to build wealth and work a mine (b/c you get one extra food or commerce depending on the mine type) instead of running the merchant. In the long run I would never build a market in Mayapan (just build units/missionaries or wealth there forever). Mayapan is just a good production city, but not much else. It will never get huge since it only has the fish (plains cows are terrible) and running specialists in Mayapan is pointless. As Mayapan grows assign citizens to work the high hammer tiles for more wealth/units etc. Chichen Itza is different, it has much less production and 2 good food resources, unlike Mayapan as Chichen Itza grows you can assign Merchant specialists (or other specialists if you like) b/c none of the remaining tiles are particularly attractive. However Mayapan in currently only size 5. I think the strongest move is to simply grow Mayapan to its size limit while building wealth, then switch over to a market->whip the market on the 2nd turn of the build and put the overflow into another specialist allowing building (for your variant the best specialists to assign are firstly Spies, then Merchants, then Priests, then Artists/Engineers, lastly Scientists) so I would overflow to a Grocer or temple. Once that builds finished I would go back to building wealth in Mayapan until pop. exceeds happy/health limit or until there is no more surplus food for assigning specialists. Then go back to building wealth.

In demonstrating the benefits of building wealth I just picked two cities that were not terribly important to your empire to demonstrate the potential they had in aiding your research...err spying :) (and would fit in 1 screen shot). If you toyed around with it you can probably find other cities that may even be better for building wealth than these 2. Many will cringe at this, but I often find that when I put my cap on emphasize production while in Bureaucracy and build wealth in my cap that alone allows me to increase my whole civ's research by 20% :eek:!

Building wealth is one of the most underused strats, oddly it is also one of the strongest. I think people just find it "wasteful" not to produce something "tangible"
 
Do having both pre-reqs for CoL decrease the stealing cost? You certainly get a research bonus, it may be that it decreases the base stealing cost as well. Or it could be a pipe dream, but it's a thought for advocating currency.

Otherwise, I like Swiss' tech steal list except I would make room for Currency as well.
 
As for the use of pies, I am still a bit shaky. There is a discount when we sit and wait for a while, correct? Then once the maximum discount is reached, we steal away?
Max discount is after 5 turns. there is also a discount for trade routes, and a penalty for distance.
 
Max discount is after 5 turns. there is also a discount for trade routes, and a penalty for distance.

I'm still thinking there is a shared religion bonus, but maybe my memory is as good on that as it is on the Currency issue. ;)

we got that already:)

:lol: all this talk about the merits of Currency had fooled me into thinking we didn't have it after all.
 
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