[BTS] I am struggling with Tech Brokering (Would like advice)

Johntiler

Chieftain
Joined
Jun 27, 2009
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16
I've always played with (Checked) No Tech Brokering. It's off (Unchecked) by default.

The reason is when I did play with the defaults, I always found that I lagged behind in tech by about 6-10 (or more) techs. What is the tactic to make this work for you?

The AI only accepts tech trades where I give away a more expensive tech, and I usually refuse... maybe I should accept it? How do I deal with this? But I am interested in how you, the community deal with it.

Thanks!
 
I forgot to mention, it also "seems" that the AI will trade with each other close to tech parity, up to the point where I am left behind all of them by 6+ techs.

Soon after I find that, some turns later, all the AI have all the techs I have and I can no longer tech trade (as they already have everything I have).
 
I consider tech trading part of the overall strategy of the game. There is some complexity and nuance to the mechanic.

First, AIs do not trade with the human at face value. That is, you will generally always gave to give a bit more in the trade. This is exacerbated a bit by monopoly tech and works the other way too. In other words, if the AI is in sole possession of Tech X, in the game or among known leaders, Tech X will have even more value. To some degree this works for you as well if only you own Tech X and no one else does, with the caveat that the human's cost for tech trade is higher anyway.

(Note: Some of this may be impacted by difficulty level as well, but I'm not sure of the exact factor there since I've long play mostly IMM/Deity. But I do know techs are cheaper for human player the lower the level and to some degree this affects trade values)

Here's a few example in a typical game:

You have Aesthetics. An AI has Alpha. Aesths and Alpha have equal base value. Generally, an AI will not except this trade straight up, especially if that leader is the only one with Alpha. You are going to have to odd something to the pot or put some beakers into Alpha yourself.

On the other hand, something like Maths you can always trade for Iron Working (IW), which in most cases you should never tech yourself.


Keep in mind too that you might be trying to trade Tech X for Tech Y and that leader might be in the process of teching Tech X . So another important part of keeping up with tech trades is understanding what AIs are teching. How do you do that you say? Well, first, focusing EP on one AI early game really helps. Usually focus on a strong tech like Mansa such that you will eventually see what he is teching. If you know what that AI is teching you know a) what not to tech or b) you might want to trade that tech if you have it yourself. But what about others. Well, once you have Alpha, you can compare tech trades. One turn a leader will give you IW for Maths, the next turn they will not. Currency makes tech trade evaluation even easier as you add gold to the equation.

Another key point on tech trading is understanding what I call "AI priority" techs. In other words, research techs that AI are less likely to prioritize so you setup tech trades. AIs tend to prioritize most all "military" techs (IW, Construction, Metal Casting, Feud, Machinery). I don't necessarily consider "Alpha" a priority tech but usually at least one AI is going to get it soon enough on higher levels. (If I happen to play a lower level game ..say below Emperor..I'm inclined to get Alpha myself). Monarchy and Calendar appear to priority techs too as well. (Note: I really don't put ancient era techs in this category, as most techs here are worker techs, religious tech + writing. Worker techs are a necessity, religious techs you usually avoid early, and writing is a must)

On higher levels, Aesthetics is often a good ploy to setup that first trade rush for things like Alpha, Maths, IW. At this point your economy should be established enough that if you need to backfill any ancient era techs like religious tech you would just tech them yourself. I might trade for Sailing or Monotheism if needed though. Archery I usually avoid entirely in trade and go whole games without ever owning it - unless I do a Horse Archer rush. Point here is you don't want to trade for all these dinky techs as it goes toward trade caps.

AIs are going to trade with each other, but tech trading mostly favors the human if they know how to use it properly. In most games I'm often giving away techs for gold or gifting outright for diplo.
 
Thanks for your insight, you're quite the seasoned player and I've read your previous posts on this topic. I'm quite a noob compared to you (Monarch, sometimes Emp player), so please understand I may not have as good an understanding of high level play as you.

I have some follow up questions:

On the other hand, something like Maths you can always trade for Iron Working (IW), which in most cases you should never tech yourself.

Why would you never research IW yourself? I do it all the time, as it reveals Iron for city placement. If you 'lose' on each tech trade, where's the logic in that? I like to keep maths to myself so I can build the Hanging Gardens, by trading it away wouldn't that open up the possibility for the AI to get the Wonder before me?

religious techs you usually avoid early, and writing is a must

Isn't founding a religion good? You can get the +1gpt Shrine Wonders as well as the Organized Religion stuff. Besides one would have to research it sooner or later to get the +10% Research Monasteries / Organized Religion, so why not get it a little earlier to get maximum benefit? Also could'nt one try "denying" religions to some Civs as they won't benefit from Theo or Organized.

What is so good about Writing? I often get Bronze Working (to reveal copper and get better mil units), even Iron Working before Writing.

At this point your economy should be established enough that if you need to backfill any ancient era techs like religious tech you would just tech them yourself
Point here is you don't want to trade for all these dinky techs as it goes toward trade caps

Why wouldn't you trade to do a backfill instead? I read about the trade caps, still there is a decay where it gets forgotten (1 in 20).

Archery I usually avoid entirely in trade and go whole games without ever owning it - unless I do a Horse Archer rush

Really?! I find Archery just too good to pass up. It's the best defensive tech for 'ages'. An archer on a hill can really hold it's ground for centuries. How do you get by without 'defense'? Wouldn't the AI just declare war and roll your city?

In most games I'm often giving away techs for gold or gifting outright for diplo.

Do you trade before being asked / demanded? Is there a difference?


Big thanks!
 
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Hello Johntiler,

Founding an early religion is nearly always a bad thing, because your research should be focused more towards allowing your workers to work and your cities to grow. If a player nearby founds one of these early religions, it's a good indication that you should attack them and take their shrine after they have spread the religion around for you. :D

I, too, however, am struggling to understand why one wouldn't research Archery, especially if Bronze Working doesn't reveal any favourable copper deposits. There is simply no way to defend yourself otherwise. Longbowmen make fantastic defence and deterrent for counterattacks on newly conquered cities and also, depending on terrain and promotions, excellent stack defence, keeping your city attackers safe from harm.

I look forward to hearing the other side of the argument. :D

Kinds regards,
Ita Bear
 
The trade caps are lower on higher levels, so Imm/Deity players will hit WFYABTA much earlier than Monarch players, so will want their trades to be for bigger techs. You shouldn't look at trading a more valuable tech for a less valuable one as a single transaction--if timed correctly, you can trade your tech to multiple AIs and get several times its value back even if each individual trade is favorable to each individual AI. (Note that the AI values techs with the AI bonuses/human malus calculated in.)

IW is bad to self-tech not because its a bad tech, but because the AIs will get it relatively early and therefor you can trade for it and not waste your :science:s researching it.
 
I think the correct way of looking at trades is more like looking at what everyone in the game gains. When you trade techs with an AI, maybe you gain 500:science:, your trading partner gains 700:science: and everyone else gains 0:science:. If you give the same tech to everyone, they all gain 500:science: but maybe you gain some +1500:science:, 300:gold: and some diplo points.
 
Thanks for your insight, you're quite the seasoned player and I've read your previous posts on this topic. I'm quite a noob compared to you (Monarch, sometimes Emp player), so please understand I may not have as good an understanding of high level play as you.

Your are welcome. I certainly understand. I've played this game coming on about 13 years now, but I also remember what it was like playing this game before I found this forum and really took steps to learn how to play it. Some good responses so far but I will add my own thoughts as well below. But first I would preface my comments by saying that, if willing, you can learn some things that will totally change your thought process and perspective on the game. These topics are usually discussed over in S&T, which is really where I recommend you spend most of your time in this regard.

Why would you never research IW yourself? I do it all the time, as it reveals Iron for city placement. If you 'lose' on each tech trade, where's the logic in that? I like to keep maths to myself so I can build the Hanging Gardens, by trading it away wouldn't that open up the possibility for the AI to get the Wonder before me?

IW is a very expensive early tech. Also, if you recall my bit on AI priority techs, IW is most definitely a tech the AIs will grab early. A very important concept in this game is the idea of snowballing. Strong early play and better decision making in this timeframe essentially snowballs into more success later. Teching IW is spending a tremendous amount of turns teching something that a) you can easily trade for later b) very likely will get no trade value from yourself. For perspective, it's essentially like creating a huge black hole of turns where you are falling behind and the AIs are happily moving on. The iron resource is usually important but not that important that you need it for city placement early. You will discover it soon enough without wasting turns researching it yourself.

Hanging Gardens is a nice wonder, but its benefit is found when one has a larger empire. Also, I'm not even considering that wonder unless I have stone or I'm IND. Holding Maths with the idea of securing HG is a losing proposition. On higher levels AIs are going to get Maths soon enough anyway, so if you happen to tech Maths yourself you are losing any possible trade value from it by holding on to it. Like most desired wonders, if you really want that wonder, you take steps to build it quickly by setting up whip OF and prepared chops.

"If you 'lose' on each tech trade, where is the logic in that?" Not sure I fully understand this question, but will assume it is about the general fact that trades value does not favor the human. This is true, but you are the human making human decisions. Trades may not be equitable, but you can get a lot of value from a tech by trading it around for stuff. Like Aesths for Alpha, Maths, IW...or first Aesths for Alpha and then Alpha for Maths and IW or something like that (assuming Tech Brokering)


Isn't founding a religion good? You can get the +1gpt Shrine Wonders as well as the Organized Religion stuff. Besides one would have to research it sooner or later to get the +10% Research Monasteries / Organized Religion, so why not get it a little earlier to get maximum benefit? Also could'nt one try "denying" religions to some Civs as they won't benefit from Theo or Organized.

All this stuff you mentioned is considered sub-optimal gameplay. Let the AIs found early religions and spread them to you. Those are hammers and beakers you are not wasting. If you want a shrine go capture someone else's. Founding religions in order to deny AIs civics is just not logical at all and a losing proposition.

You will eventually acquire things like Monotheism yourself for things like OR, but the point here is not wasting precious hammers and beakers in the early turns on things that are really not helping you at all. (Mono is something I'd be willing to trade for)

What is so good about Writing? I often get Bronze Working (to reveal copper and get better mil units), even Iron Working before Writing.

I was just listing some ancient era techs to clarify a point there in no order of preference. BW is most definitely one of my very first techs, maybe the first if I start with the food tech I need. I've already discussed IW, but the idea of IW before Writing is just silliness...ha.

Writing is an extremely important tech and a gateway tech. You want a library in you cap as soon as you can and start running those first coupla scientists.

Why wouldn't you trade to do a backfill instead? I read about the trade caps, still there is a decay where it gets forgotten (1 in 20).
The higher the level the more pressing tech trading is here. You just don't have time to be dealing with AIs that won't trade techs because you've hit the trade caps. It essentially means you will potentially, rather likely, miss out on good trade opportunities for key tech. Don't waste trades on backfilling dinky techs that at this point you can tech in one turn yourself when you think you need them.


Really?! I find Archery just too good to pass up. It's the best defensive tech for 'ages'. An archer on a hill can really hold it's ground for centuries. How do you get by without 'defense'? Wouldn't the AI just declare war and roll your city?

I will caveat the rest of my points, that there are certainly times one might have to tech archery, especially on high levels. If you don't find copper or horses, and it's looking like spawnbusting will be insufficient to hold off barbs due to the land layout, the Archery may be needed. But I avoid Archery like the plague. Archery is a "dead end" tech that has no value at all other than the archer itself, which most often I don't need, or in the case of an HA rush since it is required for the unit.

"Defense" is passive, and passivity is not a great concept for this game. My best defense is offense and archers are not an offensive unit.

Do you trade before being asked / demanded? Is there a difference?

Absolutely! I'm very proactive about tech trading. It's an essential part of the game. Once Alpha is in play I'm analyzing tech trades EVERY turn....assessing trade values and grabbing key techs or gifting stuff at the right point for diplo. With Currency in, I'm frequently looking for opportunity to acquire gold from tech.

Refusing a request or a demand will give a diplo malus, but the main different is that refusing a demand will often have repercussions that the AI will plot on you. Unless the request or demand is ridiculous I will often just accept them for the diplo. Accepting a request or demand will give a 10 turn peace treaty as well.

Some AI are more demand-y than others. Knowing who's who and you can actually setup a resource demand by keeping an extra copy available. For example, Sitting Bull has a high demand factor. Keep an extra copy of a resource available and he will very likely demand it if not already Pleased with you. Easy way to some extra diplo.
 
Thanks for all the awesome feedback. Very good points all. Yes I lurk on the S&T.

One more question, in my most recent game I found myself on my own island (Snaky Continents, Archipelago), how should I deal with this were even after 115 turns I still have not found anyone. I didn't go for any Religion (so do not have one), beelined Calendar to work the numerous plantations I have. I was going to bulb philo via Drama, just cause people say to do it... (it would give me Tao religion)

Will I just get conquered just like the Aztecs? Living my own world (in peace) until advanced offshore ivaders come?
 
Will I just get conquered just like the Aztecs? Living my own world (in peace) until advanced offshore ivaders come?

ISO is a special condition that requires some unique gameplay/decision-making. Outside of optimal early gameplay, a rush to Optics>Astro is usually the best play. This involves some bulbing strategies. Mids is helpful if you have stone, but otherwise you will look for spots where you can cottage heavily, since you will have to tech quite a few things you'd normally trade for. Conversely, you may avoid certain techs you normal would emphasize - for instance, you likely would avoid CS since it derps the Astro bulb path.. CoL itself might be a way into a religion. Certainly a Philo bulb, but keep in mind that you likely want to save all GSs for an Astro builb plan.

Another option is just just go the Lib>Astro path. But get Optics as soon as possible to get caravels out to meet AIs to trade techs asap. This approach allows for more normal teching and bulbing strategies with the exception of early Optics, which can be bulbed if you avoid Meditation and before CS.

My goal is a circa 1AD Astro, but honestly I usually get Astro more like early ADs. But I've seen folks that can get Astro around 1AD in iso, which I've never been able to figure out how to do consistently. Lain did an LP not long ago with an early iso-Astro with like 3 or 4 cities on a very small landmass. It's like magic.

Here's the YT vid of the first session of the Lain's De Gualle LP:


Lain gets a 1AD Astro with 3 cities on one of the worst little iso starts I"ve seen. The landmass is tiny.
 
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Interesting he builds a city ON the marble... in my situation I would have put a city so the Mine can be quarried for more hammers vs +1 hammer on the city, +25% City Def. What's the logic there?
 
Interesting he builds a city ON the marble... in my situation I would have put a city so the Mine can be quarried for more hammers vs +1 hammer on the city, +25% City Def. What's the logic there?

Several reasons:

1) PH Marble is a +2H bonus to the city. I would look to settle on PH Marble or Stone any chance I can get if not otherwise screwing food. It's somewhat rare and glorious when you can combine this with good food, especially in your starting cap.

2) No wasted worker turns building a quarry

3) Marble is instantly available at Masonry...could potentially be important for key wonders.

4) PH mines or quarries are food deficit and highly overrated as a workable tiles, especially early. Most of your production comes from food. Food deficit tiles are not optimal

One key thing here is ridding yourself of the idea that mines/hills are valuable. FOOD is king in this game and once you learn and absorb that concept you will excel at the game. Yeah, mines will be built eventually as the game progresses but their value is quite marginal early game.

edit: Defense? There is that word again :D. I don't make settling decisions based on the idea of "defense". (Well, except maybe in the occasional Raging Barbs game or AW game)

Snowballs..more stuff more soonerer :)
 
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How is the food king? Is it because with a Granary + Whip, you can generate about 2 hammers per food?
 
As you said Food = hammers. But it also equals gold, specialists, drafting and virtually everything else as a larger and/or fast growing city always outcompetes the alternative.
This said, I too would NEWER EVER settle on a resource. Seriously, you have 2 food resources already. Move 1 tile to the left, lose some floodplains and live with it. You'll get more out of it in the long run. Plus like he'd have gotten a city that can build ships which I don't think this one can. (have only seen the image and not played the video)
 
As you said Food = hammers. But it also equals gold, specialists, drafting and virtually everything else as a larger and/or fast growing city always outcompetes the alternative.
Good, all the pieces of the puzzle are there, just the final one needs to be inserted, the correct conclusion...
This said, I too would NEWER EVER settle on a resource.
:pat:
 
Even if you write it in big letters, never settling on resis isn't getting any better as advice.
I didn't offer it as advice. I said that I personally newer do it. In fact, I despise it. When I see an AI city that's fully developed and ripe for conquering but is on top of a resources I am livid.
 
Here's the YT vid of the first session of the Lain's De Gualle LP:


Lain gets a 1AD Astro with 3 cities on one of the worst little iso starts I"ve seen. The landmass is tiny.

A bit OT but Lain does a couple other things in that viddy which are puzzling:
1) He seems to put a turn or two into Barracks before switching to Pyramids in Paris. Why not simply start Mids right away?
2) He starts Temple of Artemis in Orleans, then switches it to Paris (or Lyon [or both?]). He does similar tricks with Parthenon, Great Library and Statue of Zeus. Are Hammers transferable from one city to another?
Thanks for your kind attention.
 
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@Jivilov

1) to have the stone connected first. Having put 1T into the barracks allows it to be whipped later and possibly putting overflow :hammers: towards Mids.

2) these wonders are not meant to be completed (by the player), he is putting :hammers: into them for failgold. With marble and IND he has +150% towards those wonders, thus putting 2 :hammers: into a wonder is actually 5:hammers:, which turns into 5:gold: when someone finishes the wonder.
 
1. Not sure if it's the case here, can't review the video, but I would guess is that he put enough production into a barracks to 2-pop whip it with massive overflow, so that when the Pyramids (or another early wonder) is nearing completion he can switch over to the barracks again, immediately whip it, and next turn he'll get some amount of overflow to put into the Pyramids to complete it a few turns quicker. Directly whipping wonders is penalized, you don't get as many hammers per pop, but whipping a regular building and generating overflow is not.
2. Hammers are not transferable from one city to another. What he's doing (and what that NC map was designed to demonstrate, in fact) is generating what's known as failgold. In short: When you invest hammers into a wonder, but the wonder is completed in a different city before it's finished, you will get an amount of :gold: equal to the number of :hammers: invested in the wonder because it can no longer be build. This works for world wonders and even national wonders, say you build Moai Statues in one city, but than finish it in another, the amount of hammers the first city put into it will be paid out in gold. The only wonder it doesn't work for is the Palace, since you can build that an infinite number of times.

The reason this trick is so powerful is because there's ways to get hefty bonuses to your production output when building a wonder. For instance De Gaulle is Industrious, so you get +50% to a city's :hammers: output when it's building a wonder. Having access to a specific wonder resource, like Stone for the Pyramids or Marble for the Temple of Artemis for example, gives another +100% :hammers: bonus. So, by failbuilding wonders, Lain is effectively turning 2:hammers: into 5:gold: - industrial era levels of production multipliers generating raw gold before he even has Currency, let stand Assembly Line!

Early on it's usually better to do this than to actually complete wonders yourself. Temple of Artemis, for example, just is not worth the hammer investment to build, especially in the conditions that map has. But failbuilding it, in order to get oodles of gold to fuel research, is very worthwhile indeed.
 
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