5CC Space Race interest thread

I think A is a good option, (with russians) I agree on the S1 move, but would first move scout before final decision on city placement (and possibly worker)

would moving worker west and scout onto one of hills and then make a final decion on city placement be good?

EDIT : I am really not sure the worker move is a good idea or not, any opinions

EDIT2 : would a second scout be the best first build option on monarch, I would go scout, warrior (mp duties), granary (with chop), but I might be wrong

EDIT3 : What is the preferable starting tech, do we have any idea of who the AI are, I would start with alphabet?
 
Moving the scout and worker before settling/moving the settler is definitely a good tactic :)

I think the worker should move first to the best square within our future city's immediate radius of 8 tiles, so that the following turn we can immediately start improving that square instead of using another turn to move the worker to the tile we want improved.

With that in mind, if the settler goes S1 then I think the optimal squares for our worker to improve first would be the starting square or SE1 from the starting square (both river BGs).

Another idea would be for it to go to the forest and start chopping next turn if we decide to go straight for a granary before a warrior, but I'm not so sure about that..
 
I think if the water is in fact coast, we should skip the granary for the capital and build it in the second city instead.

Cap- warrior-settler-colossus-rax
Second city- warrior-granary-settler

And if we're going peaceful, I agree with bee lining republic with maybe literature and libs next?
 
A second scout instead of a warrior? We can bust more fog faster, and find other civs to trade with sooner (providing of course that our brave scouts manage to evade barbarians long enough :lol:)

Regarding granary, it'd be a boost in our capital if we're building the Colossus, since we'll grow faster and consequently gain more shields faster, completing it faster. This is Monarch, so I think we can still wait a bit before starting the Colossus.

About tech, I think it may be worth considering that we'll need the borders of our other towns to grow in order to use the best tiles, and to get our culture building up as quickly as possible (to speed up border expansion to cover more areas), and that it may take a while before we're able to trade for Ceremonial Burial. But I'm confident that we can get it via trade.

We'll also need to know for sure that we have iron and horses within our borders or close enough to colonise. Another factor is that iron especially would give production boost in terms of shields, so it would be desirable to have iron(s) within our city radius(es) if possible. If some of our AI opponents know Alphabet already, maybe we can trade for it and then begin on Writing? In the mean time Iron Working may be worth considering too.

But regardless of our first research choice, I'm in full support of going for the Republic slingshot eventually.

EDIT: A thought on going peaceful. Even if we're shooting for space, I think some warfare would be nice to get techs, keep AIs away from our (future colonies) and to get slaves (to reduce unit maintenance).
 
I have had second thoughts on the initial scout movement, the city site will almost certainly be south unless there is a very good reason otherwise, so it may be worth the scout having a peek west prior to the settler move (instead of climbing a hill) allowing the worker to start mining immediately (unless the scout finds him somewhere better to go)

Any thoughts
 
This one looks like fun, and I've been looking to get back into Civ3 a bit.

Have you room for one more?
 
Hey there, DW. You are definitely welcome in my book, Whistling in the Dark was pretty cool. I like building a second scout, since we can hit goody huts like crazy and scout the area so we can plan our 5 cities. BTW, is this strict 5CC, where we build 5 cities and never capture any?
 
Dwetzel, you are welcome on board and yeah I was planning on it being a strict 5CC. I guess it's okay to capture an AI city as long as we have less than 5. As long as we never hold more than 5 cities at a time, it's OK.
 
Sashie what do you want iron and horses for? Even at this level you can trade for iron by the time you get to Steam Power on a pangea map usually. I simply don't agree with Charis's guide on that point. I don't see a need for them. Also, how will warfare really help you get techs at this level? It's more-or-less a matter of shooting down the middle in the ancient age, then following the top part of the tech tree in the middle ages and you can usually waste the AI at this level in tech. Unit maintainence can get taken care of by selling techs for gpt. And if you need resources, and don't have it, then sign an RoP and road up the AIs territory.

I can see warring as profitable in an empire-wide spaceship game for all sorts of reasons. But in an 5CC *space* game your cities ideally will work all 20 tiles in their radius after Sanitation. So, more-or-less you want in all your cities to have a market, a temple, a library, a cathedral, a coloseeum, a cathedral, and barracks in at least 3 or 4 cities. And on top of that nice-fitting 5cc wonders like the Sistine Chapel and industrial buildings where you'll want a factory, a hospital, and either 5 power plants or Hoover's, and then a research lab and maybe even a mass transit system to keep pollution down. Just the market, temple, library, cathedral, colosseum, and barracks will cost Russia 100+60+40+160+120+40=520 shields. Throw in nice-fitting wonders also. So, how do you see time for 5 cities to produce a steady stream of units on top of that to go to, maintain, and succesfully wage a war?

I still think you guys should consider start C, since the capital can serve as a worker pump to grow all 5 cities via worker add ins.
 
So, how do you see time for 5 cities to produce a steady stream of units on top of that to go to, maintain, and succesfully wage a war?

Five words (three of which are very luck dependent): Statue of Zeus, Knights Templar. (As a bonus, cheap wonders which work for tourist income.)

In the event that maintenance costs get out of hand, you can either go beat on someone, or disband units to get the aforementioned city improvements (somewhat inefficiently, but still effectively enough).
 
Most of that makes sense except for the "RoP and road up the AIs territory." That's assuming the AI has more than one source of iron or whatever. And the RoP would cost a ridiculous amount since our area with 5 cities is going to be small. And there would have to be connections between the capitals. Since we can't force them to build harbors, that could mean really long roads going through other civs.

And in a OCC 20k game on regent/monarch, I was able to snag the SoZ and wipe out my nearest AI. This gave me enough time to put up a huge wall of excess Ancient Cavalry to isolate the rest of the AI from my peninsula. And by my luck I had 2 luxuries, iron, horses and gunpowder that I was able to use before they eventually sent settlers by boats.
 
DWetzel said:
Five words (three of which are very luck dependent): Statue of Zeus, Knights Templar. (As a bonus, cheap wonders which work for tourist income.)

That's a good point. The Statue of Zeus gives you some military AND it serves as a tourist attraction. However, Knights Templar though does not serve as a tourist attraction, and it's probably faster research wise to get to Education and Astronomy earlier than to research the optional Chivalry. I actually don't know how many times I've gotten saved by having the Statue of Zeus in an OCC or 20k game, but it's definitely a lot. I totally agree there.

sk8boardbob2 said:
Most of that makes sense except for the "RoP and road up the AIs territory." That's assuming the AI has more than one source of iron or whatever. And the RoP would cost a ridiculous amount since our area with 5 cities is going to be small. And there would have to be connections between the capitals. Since we can't force them to build harbors, that could mean really long roads going through other civs.

I know I've done it on Monarch OCC games. RoPs also help improve AI attitude, which decreases chances of a sneak DoW. Though, they do get costly. But, what's the cost? 160 gold for 20 turns seems high, but let's assume that. So, that's 8 gpt you pay for an RoP. That's 4 units in a Republic... probably not enough extra to fight and sustain a war, though perhaps that's close. Then you have to factor in potential war weariness and/or the AI attitude decrease if you raze anyone's city (even if it's an autoraze). So, the benefits of a single RoP for 20 turns, outweighs the cost of extra units, at least on average. You'll also want connections between capitals, unless you plan on having colonies for all the luxuries, which would make for A LOT of wars and very little time to build infrastructure and wonders.

With respect to an OCC 20k that works out different, since the 20k city (almost always) has Shakespeare's Theater, which of course doesn't come as possible for all 5 cities.
 
Pity, you're right about KT not being a tourist wonder.

It's still darn handy to have though--and it's not as though you have to research Chivalry to be able to build it. Let the AI get that and trade them something else for it. Should be easy enough to get KT and then Sistine (or have a Palace prebuild going, or something).

Really, given the choice of only one or the other of KT or Sistine, I might actually prefer KT, as weird as that sounds. One trick in this, assuming you aren't going for the totally peaceful route, is defending resource colonies (yes, we'll want colonies, if only for luxuries). And there's nothing that says "stay off my luxury" like a fortified Crusader in his own little fortress.
 
Welcome, DWetzel.

I actually forgot about goody huts, having played without barbs at all most of the time. Good point, Overseer :D I also like a strict 5CC, it would be much simpler.

DWetzel said:
Five words (three of which are very luck dependent): Statue of Zeus, Knights Templar. (As a bonus, cheap wonders which work for tourist income.)

In the event that maintenance costs get out of hand, you can either go beat on someone, or disband units to get the aforementioned city improvements (somewhat inefficiently, but still effectively enough).

If we have access to ivory, Statue of Zeus would be great to have. But I have doubts about Knights Templar, and while it would be nice also, I don't think it should take priority over Sistine, for instance. But this can be discussed further when the game reaches that point (hint, hint)

I think we should be able to manage maintenance costs, but in the event that it does get out of hand, I feel that whacking someone would be better than simply disbanding them.

sk8boardbob2 said:
That's assuming the AI has more than one source of iron or whatever. And the RoP would cost a ridiculous amount since our area with 5 cities is going to be small. And there would have to be connections between the capitals.

Yeah, so it'd be really nice to have our own source and make things simpler. That was among the reasons that I suggested IW as a possible candidate tech to research first. :yup:

For Spoonwood:

Spoiler :
Good thing DWetzel's quote of your post drew my attention, and made me read all of yours.

Why are you being so aggressive with this? I can step aside and let you join instead if you want to and the team approves. I hope I didn't mortally insult you or anything with my opinions previously.

Sashie what do you want iron and horses for? Even at this level you can trade for iron by the time you get to Steam Power on a pangea map usually.

[*] Why not? Trading is good and everything, but if the team have our own, would that not be better? You're presuming that (a) we can trade for it at crucial times (b) AIs would have extra that they want to trade to us (c) We'll have something to offer in return (d) We want to give AIs something in return that we may not want to let them have.

[*] It's naive to think that we will not need/want to war before Steam Power. You don't expect what little military power we'll have to be made up entirely of Archers/Longbows until then, surely? The team can't have quantity due to 5CC, so quality is the only thing we have left. If it comes to it, I'd rather send swords/horses/knights rather than archers to fight.

[*] We'll have the option to trade it for lux/techs/gold/other agreements as needed.

[*] Production boost. It may be small, but it may make the difference between 9spt and 10spt, for example.

I simply don't agree with Charis's guide on that point. I don't see a need for them.

This is not about Charis or Charis's guide. This is about having options. I do not like to burn bridges. We can't wait until an AI ambush to start getting iron/horses and build units.

Also, how will warfare really help you get techs at this level? It's more-or-less a matter of shooting down the middle in the ancient age, then following the top part of the tech tree in the middle ages and you can usually waste the AI at this level in tech.

There, your second sentence answered your first. Are you suggesting that we research everything on the tech screen ourselves? I know you'll say "trade!". But we
may or may not have enough resources to trade for it. In which case, the ability to go along the pointy-stick route, especially for techs that we may not want to spend resources researching, would help tremendously.

This is 5CC buddy. We can leave the AIs trailing, sure, but not by that much. And certainly not in the Ancient Age.

Unit maintainence can get taken care of by selling techs for gpt. And if you need resources, and don't have it, then sign an RoP and road up the AIs territory.

Again, this is Monarch. AIs won't have much gpt to spare. Not to mention that we may or may not want to let the AIs get certain techs too fast, especially wonder techs. And that we may or may not have enough resources in terms of tech/gold to trade for something which the AIs may or may not have. Your trade-for-everything approach is too simplistic. The team would have to consider multiple possibilities.


Special mention on roading the AI's territory. Are we going to send a worker or two all the way across the world to road something and then back? Unnecessary hardship. We won't have many workers to spare.

I can see warring as profitable in an empire-wide spaceship game for all sorts of reasons. But in an 5CC *space* game your cities ideally will work all 20 tiles in their radius after Sanitation.

You're talking as if we're jumping straight to Sanitation after Writing. Let me rephrase that: in a 5CC with *any* VC, all cities *will* work all 20 tiles after hospitals are available.

So, more-or-less you want in all your cities to have a market, a temple, a library, a cathedral, a coloseeum, a cathedral, and barracks in at least 3 or 4 cities.

Not more or less. We will want temples. Marketplaces are a must. Barracks, libraries and harbour(s) are needed. Cathedrals and colosseum are necessary. In all 5, not 3 or 4.

And on top of that nice-fitting 5cc wonders like the Sistine Chapel and industrial buildings where you'll want a factory, a hospital, and either 5 power plants or Hoover's, and then a research lab and maybe even a mass transit system to keep pollution down. Just the market, temple, library, cathedral, colosseum, and barracks will cost Russia 100+60+40+160+120+40=520 shields. Throw in nice-fitting wonders also. So, how do you see time for 5 cities to produce a steady stream of units on top of that to go to, maintain, and succesfully wage a war?


You seem to think that war means fighting for 20, 30 turns on end, matching the AI unit for unit in a war of attrition. I beg to differ. Most probably with about a dozen units, even less, which is enough for a quick strike, then we hold for peace and goodies. That's also war. AI settler trying to poach our colony? Capture it, and then sign peace for free/goodies. That's also war. Resource-poaching towns will need to be razed. Ambitious AIs seeking to bully us will need to be fought (although this is more of a case-to-case basis). And while we're at it, captive slaves will lessen the dependance on native workers (who cost precious gold to maintain).

Especially in the Ancient Age, we may need at one point to beat a tech or two out of AIs, especially if we focus on one path.

I am aware that we will want all the improvements you mentioned in all our cities. Make no mistake, I do. But your suggestion that I wanted to go all-out on war, and neglect this aspect of the game is too simplistic. Regardless of what VC, a 5CC game will most definitely see all cities building all those improvements. Even at Emperor/Demigod, I've had a ample time for unit production between improvements and waiting for new ones to be available. This is Monarch. We're not talking about size-2 or -3 towns where a Marketplace takes 40 turns to build here, but size-12 cities capable of 10, 15 spt. There's a lot of turns between Bronze Working and Steam Power.

That's a good point. The Statue of Zeus gives you some military AND it serves as a tourist attraction. However, Knights Templar though does not serve as a tourist attraction, and it's probably faster research wise to get to Education and Astronomy earlier than to research the optional Chivalry. I actually don't know how many times I've gotten saved by having the Statue of Zeus in an OCC or 20k game, but it's definitely a lot. I totally agree there.

DWetzel certainly made a good point. But SoZ depends on our luck. To make plans based on chance is never good. If we can have it, great, but if we don't, we need to be able to continue smoothly without it.

I know I've done it on Monarch OCC games. RoPs also help improve AI attitude, which decreases chances of a sneak DoW. Though, they do get costly. But, what's the
cost? 160 gold for 20 turns seems high, but let's assume that. So, that's 8 gpt you pay for an RoP. That's 4 units in a Republic... probably not enough extra to fight and sustain a war, though perhaps that's close. Then you have to factor in potential war weariness and/or the AI attitude decrease if you raze anyone's city (even if it's an autoraze). So, the benefits of a single RoP for 20 turns, outweighs the cost of extra units, at least on average. You'll also want connections between capitals, unless you plan on having colonies for all the luxuries, which would make for A LOT of wars and very little time to build infrastructure and wonders.

OCC is different. We have 5 cities. We can cover more area. OCC do not have that option.

While ROP increases AI attitude, I don't see us signing it with everyone. Certainly not with certain civs if they keep sending settlers to poach our colonies or for us to capture, for example. In 5CC, guerilla warfare is the way to go. We don't have to sustain a war. Just inflict enough pain on the target AI to achieve our objectives and make them pay for peace. And on that note, war weariness would not be a factor. We're not going on a Hundred Years' War type of fighting.

We may not have colonies for all luxuries. But a few would not go amiss, if the resources (especially lux) are close. We're going for Space, not Diplomatic. I fully expect us to snag the UN, so AI attitude is not as crucial.

With respect to an OCC 20k that works out different, since the 20k city (almost always) has Shakespeare's Theater, which of course doesn't come as possible for all 5 cities.

OCC is different. OCC 20K is even more different. We won't want to build every single wonder, just the ones that benefit us. There will be time for units. We'll have 5 cities with high population, low corruption and consequently high shield output.
 
DWetzel said:
Really, given the choice of only one or the other of KT or Sistine, I might actually prefer KT, as weird as that sounds. One trick in this, assuming you aren't going for the totally peaceful route, is defending resource colonies (yes, we'll want colonies, if only for luxuries). And there's nothing that says "stay off my luxury" like a fortified Crusader in his own little fortress.

Pretty sure I've seen an AI plop down a city right next a colony with a unit on it before.

Sashie VII said:
Why are you being so aggressive with this?

It appears to help draw out ideas better. And see below

Sashie VII said:
Why not? Trading is good and everything, but if the team have our own, would that not be better?

Not necessarily. If you take territory with worse food/production tiles for horses or iron, then you probably slow down your research.

Sashie VII said:
It's naive to think that we will not need/want to war before Steam Power.

I actually find your statement quite naive here. In a space race game the usual sort of warmonger argument goes that going to war gives you more citizens which produce a little more science in semi-corrupt areas, especially with courthouses and/or police stations, and also scientist farms in too corrupt areas. But how will war help make things better in a space game when you can't capture more cities or plant more cities? Make no mistake I've warred myself in at least one space game, as you can see here if you like. But as I recall I actually warred AFTER Steam Power and I spent most of the middle ages putting in markets, pre-building universities, Cope's and Newton's, and training an army in the high middle ages. As I recall my demi-god 5cc game I attacked a single time with an immortal to trigger my GA, and I didn't fight another battle the whole entire game.

Sashie VII said:
You don't expect what little military power we'll have to be made up entirely of Archers/Longbows until then, surely?

If I had 5 cities with more potential food and production, I'd much rather take having archers, spears, and trebuchets than a weaker set of 5 city spots with cannons, cavalry, and muskets. How does having those units help research in a 5cc?

Sashie VII said:
We can't wait until an AI ambush to start getting iron/horses and build units.

What ambush? Keep the AIs attitude in check. Sell techs for gpt to keep them happy. Establish embassies to boost attitude also, and maybe even sign an RoP or two. If you don't have an RoP also, the AIs will have to move a unit or two inside your territory before they attack, so you can switch builds. If worried about a war, sign military alliances against them. The AIs have a habit of heading for the weakest units around and they don't upgrade. So if you have a MA with Germany against France and France has a knight in your territory with a Germany archer at 1/4 somewhere else, the AI will often ignore your city and go for the archer. Or try emptying out a city in the middle of your empire. As I recall DWetzel and I once had a war where the AI would pass our well-defened border cities and go for an inner city where we didn't have any defense.

Sashie VII said:
There, your second sentence answered your first. Are you suggesting that we research everything on the tech screen ourselves? I know you'll say "trade!". But we
may or may not have enough resources to trade for it. In which case, the ability to go along the pointy-stick route, especially for techs that we may not want to spend resources researching, would help tremendously.

Sell techs for gpt and buy techs for gpt if needed. Consider WAITING for a tech for a few turns, like say Feudalism if only one AI learns it. Take waiting all the out to Astronomy and Banking even if you can't trade away. Consider even trading your *only* source of iron/saltpeter/horses if you won't need it within 20 turns. If an AI learns a tech it becomes cheaper. So if you have no techs to trade and have no other research options to trade for it (like say you've gone to Banking and Astronomy and you don't have Gunpowder and you can't use Banking/Astronomy, because you used them to get to Invention), either consider just researching it a little bit behind in tech *or* turn the research slider to 0%, buy a tech for as little gpt as possible, then crank up research as much as you can and go for the next tech.

Even if you say had to pay 54 gpt to Gunpowder, you might beat the AI to Chemistry at 2 or 3 ticks lower on the slider, because they might decide to research Printing Press, Democracy, or Economics, or more likely Navigation. Then sell Chemistry back for as much gpt as you can get to that AI. If it took you 14 turns to learn Chemistry, you often enough can still get about 54 gpt back from the AI for 20 turns, as the AI reads more gpt until the deal expires and computes according to that, with seemingly no knowledge of how long the deal lasts. Post-ancient age that tends to work.

Failing all that (which I don't see happening at Monarch in a team game), just buy techs and limp along the middle ages until the industrial ages. Worst case scenario you would have all scientific opponents and they would draw and trade with themselves for all first 3 industrial techs, while you trailed them by a few turns. I've never had that happen. But, even if that would happen you might snag Electricity first. As a more "usual" sort of catch up, the AIs don't value Medicine and fall all too quickly for Communism and Fascism instead of even Steam Power or Industrialization... they simply die in the industral ages. In short, DON'T SWEAT IT IF YOU FALL BEHIND IN THE MIDDLE AGES. Especially as Russia. See the first page of my previously referenced HoF thread. In my Deity standard SS game with Sumeria, I had some problems in the high middle ages after the GL expired (which I tried to expire ASAP actually), but I drew Nationalism as my free tech, which I sold for nice gpt and traded for other techs also. I remember once playing a Sid game as Korea 20k shoot, which I turned to diplomatic, where I trailed in the high middle ages, but caught up partially with my free tech and partially by trading and soon lead the rest of the industrial ages.

As a more problematic and realistic sort of situation, I'll quote my notes on an empire-wide Zulu Deity space game (3 levels above Monarch, so I expect I had more of a challenge research-wise than a Monarch 5CC) I played a while back:

"The ancient ages seemed to go along swimmingly. I started on the Forbidden Palace later than I should have and that didn't help anything, but I went Alphabet-Writing-Philosophy-CoL as freebie, The Republic which I paritally bought from China I believe, then Currency and managed to get into the middle ages either slightly ahead or with the lead AI. Not sure if I traded for all of Literature, researched part of it, or all of it. I forgot to revolt to The Republic until 5-8 turns after I had learned it, but I managed things o.k. So, it all looked good.

Until the middle ages that is. I had quite a bit of jungle to clear. So, I trained a ton of workers. I didn't really have much time for military early on. My 10 AD save says I have 51 workers and 8 warriors, for 59 total units with 31 units allowed. I hand counted 41 jungle squares still left to get cleared (anyone want a picture?) and 2 marsh squares still to get cleared, and I know I had cleared some out before that. I didn't have all too many coastal cities either. Add that all up, and you'll know that infrastructure came in quite slowly. How slowly?

Well, things in the middle ages overall got so rough really that I had to buy almost all of the techs with gpt *and* with my only source of iron/saltpeter. Or use a luxury source and hope to pick it up elsewhere. Then, I'd have to keep the science slider at 0 and do good ole lone scientist research [then turn research back up as soon as I could]. I went Monotheism-Theology-Education... I think I bought Chemistry, although maybe I researched part of it.

After Education I reserached Banking (I didn't have Astronomy yet), which I believe I started in 90 BC and finished in 290 AD. I believe the Aztecs learned it the same turn I did, but no one else did. I knew Mao had started on Newton's. Sounds bad, right? Well, I managed to pick up Metallurgy, Astronomy, Physics, Theory of Gravity, and Magnetism on that turn via buying tech with gpt and selling Banking, catapulting myself and Mao into the industrial age (check the save if you like for what it looked like after the deals). I used some tax collectors to make the final deal with Mao. I somehow still had 580 gold left in the treasury, but after I swapped my citizens back to working tiles, I still had negative gpt for a bit. So, in 290 AD I started on Steam Power. 24 turns later in 530 AD I learned Steam Power ahead of the sluggish AI, started a little railing (I had jungle, so I had two sources of coal, until one depleted after I didn't need it anymore), and sold Steam Power for gpt so that I had +154 gpt at 100% science with Industrialization due in 9 turns."

That game I played against 4 opponents, so each of them had LARGE empire. I doubt Steam Power will take you guys 24 turns, and I doubt the AIs can get there that fast, even if they already have Nationalism in almost all games, except for some Sid games. So, I see no need to worry about trailing a little bit in a Monarch 5CC space game, save for the modern age of course.

Sashive VII said:
This is 5CC buddy. We can leave the AIs trailing, sure, but not by that much. And certainly not in the Ancient Age.

In my 5CC demi-god game with Persia I actually did trail quite a bit in the ancient ages. I remember building the Great Library and feeling that I really needed it. The modern age comes as the only real problem, as the AIs may have grown enough by then and finally started to benefit fromt their wide-city spacing.

Sashie VII said:
Again, this is Monarch. AIs won't have much gpt to spare.

Yes and no. It's Monarch, but once they have Banking for a while, on a standard map, they will (tiny makes for a different story). The overall tech pace will go slower than an empire-wide game, so the AI has more time to grow and get markets/banks up, as well as road their territory.

Sashie VII said:
Your trade-for-everything approach is too simplistic.

And what's your evidence of this? Also, how does what I described above really come as all that simplistic?

Sashive VII said:
Special mention on roading the AI's territory. Are we going to send a worker or two all the way across the world to road something and then back? Unnecessary hardship. We won't have many workers to spare.

That all depends on movement possibilities. With rails in AI territory, and without units blocking your path, with an RoP it takes no time at all. You can always train more workers, and tax a little more if needed.

Sashie VII said:
Let me rephrase that: in a 5CC with *any* VC, all cities *will* work all 20 tiles after hospitals are available.

I don't see that happening in a conquest 5CC.

Sashie VII said:
Resource-poaching towns will need to be razed. Ambitious AIs seeking to bully us will need to be fought (although this is more of a case-to-case basis). And while we're at it, captive slaves will lessen the dependance on native workers (who cost precious gold to maintain).

Razing leads to ALL AIs liking you less thus increasing the probability of unwanted attacks. Slaves take longer to finish jobs. The faster worker speed usually pays off in terms of upkeep. You can also buy slaves.

Sashive VII said:
Especially in the Ancient Age, we may need at one point to beat a tech or two out of AIs, especially if we focus on one path.

???? I simply find it hard to imagine a situation where one would pull off the Republic slingshot and then needing to beat a tech out of the AI in the ancient age. Or even getting to Philosophy first and needing to do such. Alphabet-Writing-Code of Laws-Philosophy-Republic-Literature-Currency and trade for the rest (maybe Maths-Currency-Construction). Building the Great Library also EXTREMELY RARELY poses any sort of problem on Monarch whatsoever. I did use it in my Demi-God 5cc space game, and I felt sure that I needed it at the time, and I know other players have used it in limited city games to good effect. Oh, I didn't use any colonies there, as I recall. I posted two saves here


Sashie VII said:
OCC is different. OCC 20K is even more different. We won't want to build every single wonder, just the ones that benefit us.

As I recall, *every* single ancient age wonder can benefit you as it can become a tourist attraction. So can Sistine's, Bach's, Newton's, Cope's, and I think Shakespeare's Theater and maybe even Magellan's or Smith's? An extra turn off a tech for 15 to 30 some techs seems like a better overall investment than getting Polytheism six turns earlier by extortion or signing a military alliance with "gpt" for the tech, which promptly expires when you exterminate the opponent tribe on the same turn... which I can't even imagine as necessary if you get to Philosophy first. A city with Shake's doesn't necessarily need a cathedral and colosseum if you have enough luxuries, as I recall.
 
Spoonwood, it's always about you, and your games, and how you play eh? While I still stand by my arguments, I think it would do no good to anyone for this to continue. I spent a good 10 minutes at work composing my response before it struck me that I'm wasting my time. I should not have viewed your posts in the first place, and now I remember why I hid them. I'm sorry if you have problems in RL that leads to the way you are here.

Please count me out of this game. Sorry for pulling out before we've even started. Best wishes and good luck to you all.

I'll just stick to my story games from now on. Cheers.
 
I try to present games as evidence instead of overly theoretical arguments, and I get accused of egotism. Go figure.
 
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