MP and the republic gambit

Slazsh

Chieftain
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Dec 19, 2006
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Greetings one and all!

For all those builder types who are sick of getting beaten up in MP by various insane warlords, here is a little discussion on the what I have seen called the reuplic gambit. This only applies to Conquests and can be done in single player on lower difficulties but when it works in MP it is incredibly effective.

Some person or other had the strange idea of including in conquests a small detail that the first civ to research philosophy recieves a free tech. I'm sure I've read posts where this is used to grab polytheism or such other, but my argument goes: If you're getting a tech for free, why not the most expensive ancient tech? .... The grand Republic!

This is done simply by researching code of laws then philosophy, so republic is free.

Well duh, I hear you say. But from what I've seen, in MP it works a treat and hear's why.

Most players in MP go for horseback riding, iron working, construction or maybe monarchy for their early tech choices. Writing stand there like a sentinal: To the warmonger a useless, expensive tech when there a better things to be researching; To a builder going for gambit, a goldmine. Once it is researched DO NOT TRADE IT! It stands as protection for philosophy while you research code of laws. If someone has writing before you do (making contact and then lying that you have nothing is a good way to check) go straight for philosphy. You may not get republic for free but at least you'll hopefully get something (most players seem not to know or care about the free philosophy tech). Once code of laws is done and youve started on philosophy, trade writing away for whatever you can get. Make sure you have used the science advisor to have republic "locked in" to be researched after philosophy otherwise you may get any old tech for free (whatever is defaulted to next). Change governments straight away and rejoice!:lol:

Because you get republic so early (usually 5 or 6 cities with accel. production which is pretty standard) you get very small anarchy, usually 5 turns at most. So you're quickly in gear, researching in 4 turns for the rest of the ancient age and flying for feudalism, the great leveller if you dont have an amazing ancient UU.:king:

Also, when your golden age goes off that annoying despotic tile penalty wont cramp your style.

Some more little tips:
I usually go for bronze working before heading for republic because its just sensible to have spearmen defeding your cities.
I also try to play an agricultural civ for this strategy because once in republic, every city tile has the food bonus (river or not). Agricultural can also get you some more cities early (river start) which can speed your early research and have you in republic before the baddies arrive.
If you pick a commercial civ you start with alphabet so you can be to repblic even faster ...

HOWEVER ...

This can all go horribly wrong in several ways:
1. In republic you get very little unit support so unless you have some decent population, you will go broke trying to field an army (another reason to be agricultural, as you can grow bigger faster).
2. Republic also has no military police, so units standing on cities do nothing for happiness. I usually have to put the lux slider on 20% for a while to calm down the plebs. This may seem like a lot of money, but in republic once you're moving, money is no oblject.
3. An early attack by someone with some serious intent will wreck you and you will probably lose. :sad: But I find since this is usually the case anyway (how many times have you stopped Rome or Zululand in their tracks 30 turns into the game?) its a good gamble.

And finally ...
This strategy is a very defensive strategy. It gets offensive later on, when everything works out and you're streaking away with a massive tech lead but that's another story for another day... Its primary point is to get a builder player a productive empire very quickly, one that can stave off attack while skipping away with research. You should also carfully judge when to go for it and when not to. eg. When you're fairly alone with some breathing room and a couple of lux (very useful) as opposed to in close proximity to angry warring civs with ancient UUs.

Give it a go, it surprises me how often it works.:)
 
That's called the republic slingshot and has been since at least 9/28/04. Rarely works on difficult levels above Monarch.

http://www.civfanatics.com/civ3/strategy/free_tech.php

Republic Slingshot

This is a simple trick to do in Conquests. Just research in order: Alphabet, Writing, Code of Laws, Philosophy, Republic. If you manage to get Philosophy first, you get Republic as your free tech! Becoming a Republic before 1000BC gives you a huge boost in research and growth for the rest of the game.

Don't trade Alphabet or Writing, to keep the AI away from Philosophy as long as possible.
 
Cool, i though that it would have been buried somewhere in a thread. Agreed, it's almost impossible to get it going on emperor or above, but what I'm more interested in is its use in MP (rather than single player) where it works incredibly often.
 
Sid game where I used a version of this tactic (I just grabbed philosophy then Literature and took the Great Library instead). Start as a civ with Alphabet and set your science slider to the minimum to be getting a discovery once every 50 turns (10% or 20% pending on your starting location). After 50 turns, you'll have built up a few hundred gold... Flick the science slider up to 100% and research through the rest of the tech required. Above emporer... You're probably better off to skip going for republic and take mapmaking or literature as your freebie (then mass build libraries so code of law and repub come faster)
 
you can fairly easily get the slingshot on emperor if you start with alphabet...

but that's not the point.

In a multi-player game it is a true gambit. if you try for it and fail, it's because someone either beat you to it, or decided to go for philo first, and even if you do get it, you might get run over anyway...
 
I started a game last night going for a Iroquios Dom victory, after about an hour I though, this would be a great map for a 100k try. 3 luxs within 2 rings, a ton of BGs, 1st city along a river with FP and Oasis deserts (mined production 2/2). A couple random Cows, Wheats, Iron, Horsies and a decent amount of forests for fast builds of Temples/Libs/Marketplaces. I went back and restared from the 4000BC autosave on Emporer and got the Republic Slingshot in the same turn the AI discovered Philo. I revolted, researched Lit, and was able to trade for all AA techs except for Currency. I was the first into the middle ages and my biggest and most cultured opposition is to the North. Have a nice existance Sumeria.
 
you can fairly easily get the slingshot on emperor if you start with alphabet...

but that's not the point.

Right on Teller. I hoped this thread would generate some discussion about this strategy in regards to the MP environment.

For instance:
How much of a disaster is it if you miss philosophy?
What are the best civs to give you a good shot (and what are good if it doesn't come off)?
Is it better to throw out several very lightly defended cities to try and research quickly or better to just grow your capital?

These questions are all posed assuming your in the play hard or die quickly world of MP.
 
Sorry Slazsh, I managed to miss the entire intent of your post :)

How much of a disaster is it if you miss philosophy?

The same tech build you are using here will be identical to someone using a Great Library rush (writing, philosophy, literature)... And they'll hit it faster than your writing, code of law, philosophy, republic tech will. Pending your players of course, but I would say theres a decent chance of someone beating you to the draw here.

And losing the first to Philosophy is a pretty heavy hit early on... You'll be sitting with writing/code of law and research philosophy when someone else beats you to it. Code of law is a rather useless tech early on as well, but the trade value on it should be decently high so you should be able to recoup some of your tech losses by mass trading around code of laws for bronze/iron working or one of the other tech threads. Funny enough, your choice of research here will likely bump up the tech level of the entire game (assuming you mass trade) and you may force the game into a situation where Fuedal units are available much earlier than they would normally (which is great if your opponents have ancient era unique units).

What are the best civs to give you a good shot (and what are good if it doesn't come off)?

Civ with the alphabet is the first thing you'll need. Industrious also provides a great early bonus for tech rushers (you're faster to make the roads to build the trade). Since you're rushing away the early ages, I'd try to pick a civ with a later unique unit as well... That and you'll want to line up your golden age for a later game republic era. Ottoman (I think they get alphabet?) may be one of the better civs for this. Carthaginians might not be the worst pick either (Numidean's are pike equivelents and are still useful in fuedal times) and the seafaring trait will give you extra trade off the start.

Is it better to throw out several very lightly defended cities to try and research quickly or better to just grow your capital?

Pends your starting terrain of course... But I like to use a city ring buffer for these tech rushes. Build your 4 cities in the first fat-x ring and leave them lightly defended and ensure you have a road network from your capital to them while keeping the bulk of your units near your capital. These 4 cities, don't bother with improvements (save for a barracks maybe) and use them to produce your units while your capital (secured by the ring of towns around it) is free to build the improvements needed. You're still a despot at this time, building 4 warriors in each of these towns just to make your military look stronger isn't a bad idea... And 4 warriors isn't the easiest thing to remove early game.

Any invader will hit one of your ring towns first, giving you as much time as possible to react. Those towns are disposable anyway (no real improvements built) and aren't a major hit if you lose them. Use the road network to move your units to the side being hit.

If you do make it to the republic though... Thats a major gain. I will assume started with the alphabet and do 50 turns to writing. That will grow you a decently large treasury early, and a republic can really put that early gold to great use (assuming you weren't hit, buying a cultural structure like a temple in each of the 4 ring towns is not a bad idea... Nor is mass upgrading warriors to swordsmen).
 
In MP games the only way I've seen it done is when two players partner up and research CoL and philo together. Generally, this means one of the players is giving alpha and writing to get there while the other is giving their techs.
 
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