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RBD7 SG - Cuban Isolationists

Inherited Turn: Lots of goings on here.

OK, Charis is brilliant! (No, really!). The benefit of two luxuries is significant enough to matter. Not in the way he described, no, but all the same, it was a great move and is about to become permanent. One was blah, but two. Two can tango.

OK, what is Charis smoking? (No, really!) :smoke: I can understand forgetting about rails when intent on the brokering. That part didn't help us, but it was merely an oversight. What he's done to our forests... :eek:

"OK, Presidente. Put the chainsaw down -- SLOWLY -- and back away from it. That's it. Easy now. Good fellow there. Easy." He was then put in a straitjacket and hauled away. ;)

This has to be the weediest thing I've seen in weeks. Not in its overall negative effect (it's not that big a deal) but in the "one step forward two steps back" category. It's one thing to chop down forests, and quite another to eat the seed corn! I guess he forgot that those forests serve a purpose in providing shields every turn. Some of the ones he chopped down left half a dozen of our cities not only on lower shields, but STILL MANNING THE EMPTY FOREST TILES. I went through a buch of cities to reassign citizens to still-alive forests, or else to higher food tiles, as I could.

And there's no time to waste on correcting these problems, there's far more urgent duty ahead for our workers. Everyone not building rails was immediately halted and sent south, or to help those who were building rails. MUST... GET... TO... UR.

Economically, we look great. 5-digit treasury! I'd call this a momentous occasion, but... it's not quite. In the absence of colonies on which to be blowing this reserve, it might be a wee bit premature to declare the spendthrift issue closed. :) Still, this is good work.


Inherited Turn, 1400AD: Luxury Rate increased to 10%, all entertainers fired. Science rate increased to 90%.

1405AD: We have 32 workers. Four were left in the north to work on military rails. The other 28 are migrating south at top speed. Rails built along the east coast now stretch south past Babylon, and the group that had been at Ice Palace are one link short of Ninevah now. Diplomatic front: no news.

1410AD: Rail net reaches Ur! Four mine tiles within the city radius now have rails. Make the diplo rounds, everyone's either broke or at parity. Aztecs now have Communism, only civ who does.

1415AD: Rail net at Ur "completed". All 11 land tiles in use now have rails on them. Still a little work left to do to max shields, though. I'm going to mine a couple more tiles and leave options in place. Next up: Havana.

Ur is on placeholder for Suffrage, you see. One should not be dillying around building rails through the arctic when about eight turns might be shaved off the wonder ETA with proper support.

Make the diplo rounds. Ah, Alex has researched Industrialization. We have 3 turns to go, ~1900 beakers' worth.

Well now. Aztecs are only ones who have Communism, Greeks are only one with industry. If I sit back, they will trade, and cut us out of the loop. This is not acceptable. :nono:

2008 gold to Greece for Industrialization.

Industrialization and 4664 gold to Aztecs for Communism

Communism to Greece for 2037 gold, plus 4 gpt.

Communism to Zulus (diplo price) for 89gpt, plus 21 cash.

China, Egypt are broke.

Obsolete Tech to Russia @ diplo.

Havana switched to Factory (Ha! Due next turn with no waste. Second time in as many turns that the timing has broken down perfectly!)

Ur swapped to Wall Street (Havana will beat it to Suffrage, despite ~300 shield head start, with Factory and Coal Plant -- and full rails -- of that I am certain).


1420AD: Havana completes factory. With no rails online yet at any mines, Havana now cranking 41 shields, 1 wasted. Coal Plant due in 4 turns. All desired rail cleanup finished at Ur, the rest can wait. I start building rails to Havana's gold mines.

OMG! The Aztecs are sitting on that cash! Incredible.

OMG! I found two more cities with pathetic shield production because they were still set to work forests Charis chopped down! I reassign one to still-existing forests, the other to coastal waters.

1425AD: China has some credit available. I check and it tops out at 74 gpt. Well... how am I supposed to know what the miser price would be here? Aha. I find a way. I check their map price.

China will sell me their world map for no less than 990 cash. 990! So I put their map on the table and find that they are willing to buy Communism for the map plus 43 gpt. Now 1000 cash = 50gpt spread over 20 years. So I figure the market (miser) price here is 93 gpt. They would pay me 93 gpt for Communism, if they could afford that much.

Well today's their lucky day. I accept 74gpt, plus 102 cash (worth another 5 gpt), to let them have this one at the diplo price.

1430AD: Wall Street completed in Ur. Factory due in 8.

Egypt has captured Kyoto. We now have a new, singular, dot of map info, I presume at the new Japanese capital.

Rome's map is worth 976 cash. Germany's is worth 943. So there you go, Charis. You can use the map and figure when they offer it, they are offering ~50ish gpt. Take the map off the table, increase gpt by 50, and if they can pay, you've got a deal on your hands. If they can't pay, take our marbles and go home -- unless it's small fry and sideline deals. Heck we could afford to give a few techs away to Japan and Iros. Heh. :)

1435AD: Workers are busy busy with rails in the hills of Havana.

OMG! I'm still finding remnants of the Lumberjacking Scandal! :smoke: Ninevah's been working empty tundra tiles this whole time! I move them to fishing the coastal waters.

Three techs to Russia @ diplo prices (but not bad cash, Russia has clearly pulled away from Japan/Iro and is on her way to the Industrial Age! One of the techs I gave her is Democracy, she revolts immediately).

I give Education to Japan, who is still dead broke. I sell it to Iro for 3gpt @ diplo.

1440AD: Havana completes Coal Plant. Rail network at Havana completed. Havana cranking 77 shields per turn, 1 wasted. Havana starts Univeral Suffrage, due in 11 turns -- 2 turns faster than Ur would have been, even with all that head start. Havana's eleven... That's five turns spent preparing, so figure 16 turns. For the AI's to build 640 shields in 15 turns, they would need 44 shields per turn in the applicable city. Possible, but as shield-laden as Havana was, it did not have that many even WITH a factory, prior to the rails coming online. I think we've got this one in the bag, but after losing this race in Rumble, I'll withhold any Namath Guarantees.

China has researched Industrialization on their own.

Magnetism to Rome @ diplo. Rome reaches Industrial Age.

1445AD: Cubans research Medicine. Oh drat, Aztecs have Espionage now -- and no cash! They bought it off someone, has to be Greece. Yep, Greece now has Espionage, and 4k cash. Well, we lost out on one trade, but will make the other two now, and bring the cash wad back to our account.

Medicine to Greece @ 2nd-civ for 3905 cash.

Medicine @ 3rd-civ and 81 cash to Aztecs for Espionage @ 3rd-civ.

Espionage @ 4th-civ to China for 74 gpt and 123 cash (diplo).

Industrialization to Egypt for 16gpt @ diplo, topping off their tank (they were close to researching it on their own).

We start researching Sanitation, due in 6 turns.

1450AD: Rail net for food increases completed at Akkad, for shield maxing at Babylon, and for best-tile increasing at Ellipi, Ashur, and Ninevah. Our military rail net is not in too bad of shape, either. All cities not connected are one link away, and the northern line is one link away from the main line. Charis, you could probably link up all remaining cities in two turns... but there is no particular hurry. I'd recommend building on the basis of what provides the best increase to production/growth.

I've been running a bunch of cities on high food. Our civ is now addicted to BOTH of those luxuries, AND 10%. But this is a good thing, as we're about to hit hospitals. When the luxury deals come up for renewal, we must have them! Rather than end up having to renegotiate every 20 turns, I think it might even be worth our while to find out how much gpt they want, then offer them 25% more than that -- and nothing else in the deal. No techs, no cash, just pure gpt, so when the AI's check for renewal in yet another 20 turns, they find out we're still overpaying them slightly, and they sit there happily and don't bother us. What do you think? It will be your call. At this point, I'd pay for a third, too, if anybody offered one, but we can still only trade with 3 civs.


Still 1450AD: Espionage to Zulus for 65gpt, 16 cash.

Nationalism to Rome for 55gpt, 5 cash. HE CALLED ME A CHEAP BASTARD. Said "your reputation as a tough negotiator". Bah. I bend over backward to cut these chumps a good deal and they call me names. I guess I really am a cheap bastard. :lol:

Japan gets Astronomy for free. (There? See? -- Oh darn, he said "What an unexpected surprise!" Guess all these really high blown multi-thousand-gold deals that I've been pinching have put us over into the miser category, reputation-wise. Well, I don't plan to shave 1000 gold off a deal for a diplo price, so they can bite me. OK?)

I sold Russia another tech, WAY cheap, like half the miser price. (See? I am generous! Oh quit snickering).

Iroquois got Navigation for 7 gpt and 7 cash.

We have ~14.5k in the bank, and with science at 90% and lux at 10%, we are still pulling close to 500 gpt surplus.


Remember the scrape with Hocus? That was NOT because his brokering was a bad deal. Economically, it was quite strong, he worked them over pretty well. It all depends on your victory goals, though. He wanted to head for space race, and squeeze every dime economically. I didn't think we could pull that off, as our lands were pretty badly scattered. I wanted as much military advantage as we could get for ourselves. Remember when someone brokered to Zulu's for massive gpt, and they shorted us by declaring war a couple turns later? We don't have that problem here. In this world, the AI's are going at one another, they don't need to add us to their enemy list. In RBD1, the world was at war in the middle ages, but then France died and it all calmed down, and as it turned out, I WAS right about not being able to be left in peace.

This situation, we have nothing to gain from a military edge. We won't be attacking them no matter what, so what do we care if they have rifles instead of pikes, or infantry instead of rifles, or the extra production of earlier rails/factories to build more units? We can fend off an invasion with the forces we have, now that we have rails. No coal on our land could have been really dicey, but we got past that. Even if the coal dried up now, we'd be OK.

As such, the very kind of maximum-economic-brinksmanship that I didn't think would serve us in RBD1 is exactly the kind of game we have been wanting to play here since the scenerio was on the drawing board. Everything, frankly, is going BETTER than we planned (18 techs from the GL!)

Your absent-minded lumberjacking was quite entertaining. Now I have something to nag about that's minor and inconsequential, but still weedy. I'm pleased as punch! Those fine Cuban cigars, I see. Yep yep. Charis lightin up the weed sticks again. :lol:


On the good side of things, it has occurred to me that Hoover Dam says "within radius of the city". Havana may YET be able to build it, as the river is within its radius, and if so, then moving off the river (to get several extra hills in range) was probably the best move you could have made. BUT... you got lucky with it, my friend. You didn't know the situation with those hills, and given what you knew at the time, I'd definitely have stayed on the river. But this is me acknowledging that the move you made does now appear to have been the best one possible.


Final Notes. Battlefield Medicine: with us NEVER going to be fighting on enemy soil, save that one as a 500 shield placeholder for use in Havana. Ur being our other best city for production, I think it should get a coal plant. The rest... I dunno. If pollution happens at Havana, it must be cleaned up right away, and would take 16 workers to do so on a hill. So... keep the workers in stacks of four, and finish jobs on the same turn, rather than letting some scatter around, as you never know when a pollution outbreak may come, and best to have almost all the workers available for duty each turn.

Good luck on your turn. Stick with max science, use the map if you have to to figure out the Actual Retail Price, and try not to sell anything at less than 25% below the miser price, if you can, unless you are purposely doing it to get extra diplo credit.


- Sirian
 
> OK, Charis is brilliant! (No, really!).

Ok, the room did fill with a little smoke on the forests. On the one city
I checked, late in the turn, there was nothing but white left, and no where
better to switch the workers. I'll accept the burden of this shame if it
gives you something to chuckle over as you find other aspects of the game
improving! :hammer:

> This has to be the weediest thing I've seen in weeks.
You don't follow other succession games much if that's the weediest, hehe.

> Ur is on placeholder for Suffrage

This has to be a denial thing, it didn't really occur that would be of any
value! ToE, in same time-frame/era would have been my guess.

> Make the diplo rounds. Ah, Alex has researched Industrialization. We have 3
> turns to go, ~1900 beakers' worth.

Eek! I still have some thinking readjustment to do here. Over 2000 gold to
save us 3 turns?????? Ok, let me see. This can't possibly be about the need
to get it three turns earlier. It's to avoid Alex getting more than 2K gold from
selling it at 2nd and 3rd civ prices, so we actually REDUCE his bankroll by
filling his wallet by 2K? Have they fixed the sell-on-your-turn bug?? I would
have thought that the act of opening up the diplo window to Alex would have
caused him to sell this to everyone, that just because it's your turn you can NOT
'beat them' in selling it to everyone. Has this changed, or was that never the
case? I'm missing something in the logic: Since he can sell anytime, even on
my turn, if he hasn't sold by now, there's no reason to assume he will any time
in the next 3 turns. At that point we sell our own freshly minted knowledge, get
the same price, and Greece gets 2K less. -confused-

This was precisely my fear in going 40% science, 20 turns to complete, the very
last thing I was hoping to see, go half-hearted then just a moment before
completion, pay FULL going price for the tech. Do you pay less if you're
near finished with it? (ie if market price is 4000 gold, and you're 50% research
does the AI value the sale at 2000? As a player, I could care less how many turns
he has less, if he can't pay, he don't get). Barring other evidence, it seems
'half rate' science is seldom the best choice, go zero or max if you can afford it.

Then again, maybe I'm thinking middle age prices. 2K sounds like a fortune, but
it's a 'less than 1 full tech' price.

> Aha. I find a way. I check their map price.

Excellent tip!!! :goodjob: This one is a keeper in the mental files!
For some reason I didn't see a communicative property at work in the offers.
ie if spices=x and map=y, I just didn't think that spices+map would turn out
to be x+y. So they do put a hard value on things like maps... got it.
And order of 1000 gold for a map???? No wonder I first kept thinking
map+5gpt, is that all??! Cheap jerks.

> Egypt has captured Kyoto. We now have a new, singular, dot of map info, I presume

at the new Japanese capital.

lol! If one country goes agressively after another and sends the capitol
bouncing all over creation, we might get to see quite a bit.

> Cubans research Medicine. Oh drat, Aztecs have Espionage

Sheesh, new feature request: a 'newspaper' that tells about new luxs avail for
trade and new techs discovered. It's crazy in a game with many civs to hawk
over the diplo screen that much, in fear of missing a turn 8-\

> I've been running a bunch of cities on high food. Our civ is now addicted to
> BOTH of those luxuries, AND 10%. But this is a good thing, as we're about to hit
> hospitals. When the luxury deals come up for renewal, we must have them!

Good idea since we're offering more generous than diplo anyway.

> Nationalism to Rome for 55gpt, 5 cash. HE CALLED ME A CHEAP BASTARD. Said "your
> reputation as a tough negotiator". Bah. I bend over backward to cut these chumps

Rome??? You want some Caesar... COME GET SOME!!! :hammer:

> Remember the scrape... re: brokering... It all depends on your victory goals
Nod... makes a ton of sense here now that I see it in action

> On the good side of things, it has occurred to me that Hoover Dam says "within
> radius of the city". Havana may YET be able to build it, as the river is within
> BUT... you got lucky with it...
> But this is me acknowledging that the move you made does now appear to have
> been the best one possible.

lol! That would be too funny. Actually, I'm of the opinion that the end (outcome)
doesn't justify (validate) the means (decision). It was, regardless of outcome,
suboptimal in a non-deterministic sense.

As for pollution, ya, I always clean it up with a huge worker stack the very
turn it occurs.

OK, phew... here goes!

1450 AD (0) - I like factory in the Cove rather than bank. The former will
come in at double rate with the former built. It'll take so long you have
time to veto anyway ;p Same for Holguin and Cardenas, Roberto, Rosa, Chupa,
Charisso, Martino, Guantanamo, Cyreno, er... basically, everywhere.
(A little voice saying "I urge you to look long terms" is what spurs this on)
Every single city now has (Havana) or is on factory. :P

I'll get all cities rail connect asap, then make sure to hit 'key squares'.

1455 AD (1) - Zulu announced as building suffrage. Good luck pal. Looks around...
China's world map is around 1100, their territory for just 180. For medicine
they offer basically 18.5 gpt and can afford 24.5 gpt before 'never'. Using the
world map valuation (worth so much I have to ADD money to the table just to
calculate), they think 'miser' rate is 27. Is "diplo" 33% off miser? That
just seems too kind, let's try 25% off miser, which is 21 gpt. (or 10% above
his offer would be 20 gpt.) From earlier, I think up to 20% off miser was seen
as hard bargain. Anyway... 21 gpt it is.
Russians still need free artistry, offer 9, miser at 14 gpt, we take 11.
Egypt offers their world map for medicine, ~50 gpt. Gosh, much more than
China. Ah, wow are they broke! They can't afford a single gpt. Maybe later Cleo..
Zulus offer 64 egpt (equivalent gpt counting 50 for world map), but can
only scrounge cash for 14. Maybe later.

1460 AD (2) - Zulus want to let the RoP lapse unless we can kick in about 15 gold.
Cough, I dunno Shaka, that's 0.1% of our assets, well, ok, have 25. Cleo is
similar and accepts our "gracious" offer. Before turn is up, all cities fully
connected. Now the 'good stuff'

1465 AD (3) - Iroquois and Aztecs sign an MPP. Then a mil alliance vs Egypt,
followed, of course, by Iro war vs Egypt. Egypt starts Suffrage. (Good plan
for them given all their war, but they won't make it) We lost our supply
of spice and silk (I thought that was one more turn away -- in any case,
why didn't they even bother asking us??) I hop on that right away, seeing as
we seem to have become slightly addicted. Zulu spices 17gpt@miser, so I
give them 22gpt. Identical rates to Rome. Hey Caesar, I see you're missing
knowledge of Communism, let Cuba teach you! Hmmm, here is where the 'map' math
seems to break down. He offers 25 gpt and territory map. Unclick map and he
says "never!" He'll give 24 though. Shall we give for 18? Doesn't seem enough,
research it yourself bub.

Charis' new Arbor-day advisor is worried that no new forests have been
planted. So he plants the VERY LAST 3 never-planted tundra squares outside
Lola. Now his 'normal' chain saw guy can feel free to rip down any square
and no more worrying about markers. Besides, Lola can actually use the
bonus shields. In an act that can only be described as comical relief,
the anti-green party cuts down one of the forest that very same turn! :hammer:

1470 AD (4) - Ur finishes a factory, can knock out a Coal Plant in 4 and so
starts one. CIA is a new option, btw (9 turns, vs 18 for palace).

The first of the new 'non-marker' tundra mines goes on the cattle between
Ice Palace and Guantanamo. Before and after are both 2-2-2 squares, so the
priority on this is low low, just when a city feels like it could use the
bonus 10 shields. Much better is mining deforested tundra on the railroads.

1475 AD (5) - Russia and Aztecs sign a mil alliance vs Egypt, then Russia
declares war. Sanitation comes in, next up, Electricity. With comm and
espio already in the bag, we're set up nice for ToE to get Atomic and
Replacement Parts! Not bending the civ around it, just pointing out it's
there for the taking, and moves us closer to Hoover. At 90% sci that's a
8 turn research. Another 8 for sci method is 16. 600 shields for ToE,
will take Havana only 8 turns to build (can placehold on CIA for only 5)
BTW, the Coal Plant description seems wrong. Our 'base' shields in Havana
is 39, but we produce 78, or +100%. With factory as +50%, the coal plant
must be giving +50% of base, not +50% of factory as described.
So Ur's shield rate, base 33, 50 with factory, will go up to 66 with plant.
After corruption that's 10 turns to build ToE, which palace placeholder can
sustain. Therefore we aim to go to placeholder in 6 turns. See? Simple!! This
is not complex "Price is right" stuff! :)

Ok, who can afford Sanitation? What?? Alex already has it?? He didn't
last turn, I checked! Hmm... I don't think anyone else can afford 'market
price'. China offers Territory+80+30gpt (53gpt equiv). World Map math suggests
it thinks miser price is 54 egpt so their offer is good. Real money offer is
33 gpt, with one more being 'never'. They're too poor, we'll try later.
The others can't approach a fair price on anything either, so there's no
bartering this round, perhaps not for a while unless we get to feeling
generous.

1480 AD (6) - First Ironclad seen, outside Akkad. Hmm... the Aztecs offer
the Corporation, for Sanitation and 4K gold. Uh... that's nuts dude.
If we bought it hoping to barter, that would not make sense -- we could
sell to Greece but we're still holding Sanitation until folks can pay.
Having a second expensive tech won't help right now. Let's break this down.
Sanitation fair cost we saw was about 52 gpt. Ah, he CAN offer that straight
up. Miser fee would be 54 egpt. Hmmm... perhaps let the rich guys pay miser
and cut the poorer guys the slack. Give us the full 54 bud! Done.
(Corporation alone is 5100 gold, or 260 egpt. Uh, no thanks, no one can afford
that if we try to broker. We'll wait)

Now the 4th civ rate is closer to realistic for China. Can he afford it?
He'll pay 24 gpt. Half price? I think not Mao. Maybe later.

Two Greek ships off San Marino. You're not thinking silly now are you Alex?
I pity the civ that actually does invade us, and finds themselves with 10 foes!

1485 AD (7) - Ninevah and Ice Palace finish factories. Our main producer cities
are, in order, Havana, ur, Ice Palace, Bablyon, Ashur, Ninevah, Akkad.
The Ice Palace starts Coal plant. The others may wait to see if we can
get Hoover, else later will do coal. Hospitals are now an option.
Ninevah is on Police Station but Hospital would take same time. I'm just
not sure if we can keep happy >12 city. If you think so, swap to hospital.

1490 AD (8) - Havana finishes Suffrage! :hammer: It can knock out a
University in 2 turns and a Hospital in 3. Two turns for hospital? Civopedia
lists it at 200 shields, that can't be right, it's 100. Ur finishes Coal
Plant. I wanted to slip in a 2-3 turn item before starting Palace placeholder
for ToE, so Univ in 2 fits the bill perfectly. No one shifts wonders with
Suffrage done, and a check shows no one is building anything. Any wonder here
on out is basically ours, given our ability to buy cutting edge tech.

1495 AD (9) - Hmmm... Zulu's have electricity. We're halfway there, 4 turns off.
They need Medicine. They'll swap if we throw in 1780 gold@miser. Let's add
10% and make it 2000 (1000 and 50gpt actually). Turn around and offer him
Sanitation for 1000 gold and 9 gpt (one more he can't afford), that seems
fair enough (59 gpt equiv). We now see China has researched Sanitation.
I'm not going to broker Electricity cheaply. China can't afford. Greece can
give 150gold+69 gpt@miser (76 egpt). Not bad, but I'll let our next leader
decide if that works. Germany now has some cash, can afford medicine for 62
gpt (but one more never). World Map shows they would consider 65miser, ah
so 'diplo' is around 46 gpt. We can swing that, Bismarck never 'truly' smiles.
Rome can put up 33 gpt... hmm... that's bargain basement. Ok, we'll help the
little guy. Likewise we give Iroquois Econ at a low low rate. Egypt is just
too poor for Medicine. We unlock the secrets of Physics to Russia@diplo.
Aztecs would trade Corporation for Electricity if we throw in 2000@miser.
So Greece and Aztec deals are up to Sirian to go for or nix.

1500 AD (10) - There's an increasing buzz of ships around our coasts these
days, but they're just fishing.

Review the hospital/coal plant/police station choices and changes as needed.
Key trade deals to consider: Greece wants Electricity for ~62 gpt.
Aztecs can't afford Elecricity straight up but will offer Corporation if we
also pay 2400. (The Zulus and most others would be too poor to then buy Corp)
China has a harbor or path! They can sell us BOTH dyes and incense for
just 53 gpt, or will give both those AND 23 gpt for Electricity.

Being 3rd and 4th luxuries, those would give a total of *4* smilies!
That would definitely allow us back to 0% lux. Seems excellent, but I'll
let you execute that deal.

Scientific Method is only 5 turns away. Havana just now started CIA placeholder
for ToE and is due in 6 turns, perfect! Ur gets to slip in Bank and if it
wants, hospital. Ok, "Price is right" estimate was off by about 4-6 turns.
Still, with them not pre-building that was accurate enough plan. We could
hit ToE completion with Ur in 10 turns from now instead of 6. :P

I would probably avoid the Corporation buy, finish Sci Method and start
Corp. Then we get Atomic and Replaceable, identical to our rbd3 game, and
without the painful 212 gpt maneuver! :P (If instead we've learned Corp
when the ToE finishes, gah, we get Refining and Steel instead! :eek:)
They are too late to the party for Electricity sales to hurt though.

Oh, and we're just a tad shy of 20K gold in treasury, +260ish/turn surplus :P

Rock on! :hammer:
Charis
 
Excellent! You've got the hang of the miser bartering now, the principle of it. One more point: the "diplo" price is 10-15% below the miser price. I am usually offering about 12% discount. The more I watch the responses, the more I realize that the "random seed" that gets consumed on diplomatic deals is used to determine the reaction. In other words, there is actually a range there, not a set value, in how it determines the reaction. I have seen "Gracious" reaction to full miser price a few times, and nasty reaction to 20% discount once or twice. So maybe that one time I didn't miscalculate my usual formula, just got unlucky.

Considering that 12% gets a diplomatic reaction ~80% of the time or more, I'm going to stick with that. I'll give a full 20-25% discount on miniscule deals, or in some cases give it away if the price is just too low to matter. Anything over about 60gpt, I'll miser, unless a civ can't pay the miser and I fear other deals jumping in there.


Eek! I still have some thinking readjustment to do here. Over 2000 gold to
save us 3 turns?????? Ok, let me see. This can't possibly be about the need
to get it three turns earlier. It's to avoid Alex getting more than 2K gold from
selling it at 2nd and 3rd civ prices, so we actually REDUCE his bankroll by
filling his wallet by 2K?
No. It was about cross-tech trading. Greeks had Advance A, Aztecs had Advance B, both were first-civ. I feared them trading back and forth. That WOULD have put us at 3rd-civ buy in prices on both techs, but are you seeing how this cuts us out of the broker picture on a deal? The extra-to-pay difference between 2nd and 3rd price is less than the profit to brokering two deals at 3rd prices, and also the chance to broker yet more to other civs, since it IS possible that Greece or Azteca may then have gone on to steal the 4th and 5th civ broker deals, with China or Egypt. (At the time, I could not see that they were flat broke). Yet I did make a deal with the Zulus. Imagine if that Zulu cash had gone into Greek pockets? It could have happened!

So this is what I did:
1) Top off our tank on Advance A (Industry) @ 2nd price.
2) Trade Advance A @ 3rd price, plus cash, for Advance B @ 2nd price.
3) Sell Advance B to Greece @ 3rd price.
4) Sell Advance B to Zulu @ 4th price.

Net cost to us: (-2008) + (-4664) + (+2117) + (+1801) = 2700ish for 1.4 techs (we had some invested in Industry).

This did three things for us:
1) It got us the techs for our immediate use. This saved us three turns (or at least one, if we waited a turn hoping to buy @ 3rd prices) on Universal Suffrage. (Why do we want Suffrage? Because we can get it. That simple. That's one civ less able to prosecute wars AND stay in Democracy, it's a boost to our culture and power ratings, and it's insulation for us if someone does come after us. Always get a wonder if you can -- just that if you have to choose, because you can't build them all, then you pick the ones most useful to your goals, either for your own use, or the usefulness of denying it to rivals. Since we could get this one, we wanted it).
2) It got us started on our next research sooner. When we have the economic strength to research at 1st-civ prices and get there first, or get some techs first, that's to our benefit.
3) Some diplomatic benefit for the dealmaking.

Now I count the deal to Zulu in the net, because they had the means to pay full miser price and may (or may not) have made such a deal with Greece.

If I wait, here's what might have happened.

1) Greece and Aztecs trade the tech back and forth. (Almost a certainty).
2) One of them trades one of these techs to Zulus @ 3rd price (likelihood unknown, but I considered the possibility strong).
3) We lose at least one turn on Suffrage and next research project.


What we do not want to see happen: For us to pay current highest price, get no immediate use out of the tech, then turn around and find that lower civs on the food chain have researched or bought in at lower prices, and us not able to make any deals. This does waste cash. So yes, if one civ has a tech, that's not necessarily time to move. Note that the Aztecs had Communism the turn before and I left it alone.

A time that is ALWAYS right to move is when one civ has a new tech, and a different civ has a different new tech. Jump in there, buy both then broker back to both, and jump on any lower deals that make sense. For all the reasons I spelled out.

One more thing: you can't think only in terms of cash. A civ who looks broke may have other assets: resources, military options, luxuries, maps. Those may get thrown in to some of these deals. But it's better, generally, to risk them researching on their own, or bartering their noncash assets, than it is to give them more than a 15% discount off a miser price, for a big deal. More often than not, just waiting another turn or two is a better option. Not always, sometimes they run around you, but if you never hold out for a better deal, you're going to squander the lead. So it's a bit of an art, rather than exact science. The barter is cut and dry, a simple formulaic thing (and often you don't care about the diplomatic consequences of misering, but in this game, we are aiming for a UN win as our best bet). But as to when to cut a discount, to avoid losing business, that's not so clear, and I'm still learning new things about that myself as we play here.

One thing, though: the time to broker to the richest civs (Greece, Aztecs at the moment) is immediately. As soon as a tech comes in. If one of them only wants to offer beans, it means they have been researching the same tech. If the other will pay the full-on miser price, let them do so, and top off the tank to the other at 3rd price.

When guarding a military tech advantage, the absolute worst thing you want to see is your two next-strongest rivals researching different techs! When you find yourself in this position, the best thing to do is to wait until they are one or two turns away from the breakthrough (dicey, takes practice, a misstep WILL cost you both techs to both civs), pick the civ researching Tech A, and broker Tech B to them at the FULL 2nd price. Then you go and broker Tech A to the other one, also at the FULL price. This goes the farthest to slowing them down. They then often get the techs they were researching AS INSTANT BREAKTHROUGH because the research price drops below the amount they already have invested. (This can LOOK like they conducted an instant trade, but it's not so). Or else they need beans to finish off at that point. If they need beans to finish, I let them do so, which buys me one more turn before they start their next research project.

So it's preferable to sell at full price first, top off the tank only as a last resort -- and that also applies to economic brokering as much as military brokering. If two rivals research different lines and you don't interfere, they inevitably trade the two techs, and double their rate of catch-up. This is not good. :nono: So even when guarding a lead jealously, there is a place for brokering, if you are still building up, not actually attacking yet. Civs researching different techs is always a threat, no matter what your goals and priorities. You want all broker deals to lead to Rome, so to speak. Anything that doesn't go through you, is bad, and to be avoided if possible. But then there is also the time when you have to weigh the value of gpt. There are times when gpt is NOT equal to cash, so you also have to weigh your risks of being attacked -- which is what drove my opinions in RBD1.


The bug with trading techs on your turn really is only activated by the autosave. We've avoided that problem here, which allows us to broker techs without them automagically making deals on our turn. If they SEEM to have made a deal, it's because one of our other deals has lowered the cost for them below what they already have invested from their own research, and they get the tech immediately (as if we would, buying it for 1 gold). You see?

So that bug hasn't been plaguing us here, or we'd really be in the crapper. :)


Your turn sounded superb to me. If we can indeed build Hoover at Havana, I think all we have to do is ride it out and hope nobody targets us. Still a lot of things that could go wrong, but I definitely like our chances now. :)


- Sirian
 
Barring other evidence, it seems
'half rate' science is seldom the best choice, go zero or max if you can afford it.

Seldom, but NOT never. There is definitely one situation where it is the best option: if your research power lags behind that of other civs, it makes no sense to run full research, but you don't necessarily want to run zero, either, to hand them huge wads of cash every so many turns. Running some research gets you partway along, and waiting for them to make breakthroughs and do brokering that lower the cost for you.

This situation tends to come up when the entire world is at parity, with not just one or two tech powers, but everyone strong enough to stay tightly bunched, with the moment one civ makes a breakthrough, the cost reduction cascading down so that ALL the other civs on the planet make the breakthrough instantly, as the second AI civ has enough invested to break through @2nd but not @1st, and their getting it lowers the cost enough that AI#3 gets instant breakthrough @3rd, etc, or some minor deal making catches up everybody but you.

In this case, if you can't hope to make the breakthrough first, and you know that it's either get there first or find yourself sitting at 5th-civ cost or lower, you don't want to be sitting on a pile of research that is way over what you now need. Run mid-range research, then after the breakthrough-and-barter cascade, buy or research the remainder and move on. From this position, you are biding your time, accepting a second-class position and getting the techs a little later, to build your cash AND deny that cash to your rivals... in hopes of then running a deficit at some point and rushing past them (usually at Theory of Evolution). Once you can actually GET to some techs first, then all out broker can bring you everybody's cash, speed you more, slow them down, and get you the economic power to go faster. For a military scenerio, this means trying to get to tanks first. (I have not played out a game, since my very first one, in which I did not get to tanks first).


- Sirian
 
Great game, guys!

I am extremely impressed at how you play this game! I've actually learnt a LOT from reading your posts and justifications of your decisions!

I never knew about this first-civ, second-civ thing and that prices in negotiations have such an impact on attitudes!

However, I'm not sure whether gpt and cash are equivalent. For example if I offer the Persians 50gpt for a tech, they refuse, but agree to 800 gold in cash. Of course that might've been because I've backstabbed a few civs before...:D
 
Great Game Guys. I too have learned ALOT.

so far, i've only beaten Civ3 Twice :(
Once with Bismarck, it was a small game with 5 Civs, about 4 Cities each. I won in 2050 by ONE point over the persians :D

Second was a french Game, won through Culture.

It just doesn't click in my mind to KEEP expanding. 10 Cities Settled in 10 turns? YIKES. I just don't have that mentality *Shrug* Any tips on expanding would be appreciated :D
 
The most common flaw in the approach of new players is slow/low expansion. There's an old adage in the Civ community offered up to newbies as the cure-all for strategic woes:

"Build... More... Cities..."

Getting a few more cities going in the first two or three thousand years makes a huge difference. Irrigate your wheat/cattle, if you can, or flood plains if you have them, so your cities can grow faster. Mine your grasslands. Do it yourself, don't trust the worker automation, at least not in those early years. Unless you are specifically playing a "limited city" playstyle for extra challenge, don't even consider slowing down expansion until you get the notice about "Our People want to build the Forbidden Palace".

Below Emperor, you can even get away with building NO military in the first 1000 years or so (especially if expansionist, maybe build an extra scout or two) and go right to a settler, if you have food bonus tiles in range. Or build one military to scout, then the settler. Or... if you have no food bonuses, then at least get the settler out at the earliest opportunity.

You can build double whatever the number of cities the Forbidden Palace requires, without going heavily into the penalty. That's 16 cities on a standard map, 32 on a huge, and even 8 on a tiny one. More than these numbers will really eat into you with extra corruption, but even that can be managed. Rapid/efficient expansion, without allowing yourself to be conquered through military weakness, is the fine line that players have to walk to succeed in difficult circumstances and/or at higher difficulties.


- Sirian
 
Inherited Turn: Factories in the north?? :smoke: :smoke:

It breaks down like this: 240 shields for a factory, 160 for bank, 100 for university or marketplace. (Even the slowest city up there had a library already). Most cities need university and bank, or market and bank. That's 260 shields. What do we want a factory for at a city with 6-8 shields when its running zero food, and 1 or 2 producetion when on max food? ... So we can build the university and bank sooner? :lol:

For a game in which we plan to attack, the factories in almost every city might be a good deal, even for a city with just 9 shields. That could be doubled to 18 with Hoover/Powerplant, it might pay off as we build troops. Here? No way, no how. If we do need any more military, we can make it at our few larger cities once they are sittin around with nothing to do (got some in that category already, building police stations). So the factories are nothing more than an albatross up there in the frozen lands. They actually DELAY us building bank/university, delay the culture of universities, would vastly increase pollution instances, and each would cost us 3gpt.

El Presidente Sirian holds a Veto Party. Here's a shot of him stamping "NO" onto dozens of pieces of legislation: :hammer: :lol:

Luckily, not many shields wasted. Poor Santa Lola was the only one, wasting about 34 shields, so I promised the people there a rushbuilt marketplace to make up for their troubles. (Once I came through on this promise, they lovingly celebrated We Love El Presidente Day the rest of my term. :love: ) However, several cities went on bank with universities yet unbuilt, with us running 90% science virtually every turn, or else I would have had to waste about 300 shields from all the cities well past 100 in their box. I know I didn't explain WHY I wasn't building any factories up there on my turn, but didn't think that I needed to. Factories are generally a no-brainer, but like the lumberjacking, if you don't stop to think about why you're doing something, and just run an auto script from what worked best in other games, you may end up doing something counterproductive to your specific goals.

I see Scientific Method due in five turns, and Havana set to build Intelligence Agency in six. I check my math, and 600 shields at 76 per turn adds up to eight turns, so that's 3 more after the tech comes in good. Well, no sense delaying ToE as there's no way we can pull down another tech before then. So I'll just run zero science for those three turns, and select Atomic/Electronic as our two free techs, then pick up from there.

OK, on to the diplomatics. Aztecs have the Corporation. We have electricity, but Greece is almost done researching it. Most everybody on the planet is broke.

Inherited Turn 1500AD:

Electricity and 2322 gold to Aztecs for Corporation.

Corporation to Greece for 79gpt and 24 cash.

I buy two luxuries from China for 60gpt.

1505-20AD: AI's making alliances and declaring war on one another left and right. The sides seem to breaking down like this:

Aztecs, Greece, China, Germany vs. Zulu, Egypt, Russia.

I don't remember where the small fry line up, maybe some on each side, or maybe all with the bigger powers.

Japan has Kyoto back and they made peace with Egypt, Egypt also made peace with Russia.

I noticed that the new food bonus from game tiles (+2 post-patch, instead of +1) has NOT kicked in yet in some cities. I discover that I have to plant a forest within the city radius for the game to start taking effect. I suppose this is because the game has the food/shields stored in some variable and only rechecks it when the land is modified somehow. So I spent the first half of my term building rails and planting forests.

In all these years, the AI's are too broke to make any deals with us. They do some research on their own, and maybe some noncash deals (alliances, goods) and most of the top civs catch up to us on tech. :( Nothing I could do about it.

Somewhere in there, I paid cash for Aztec gems, ~700. We now have five luxuries, but I am still running 10% lux to boost our score. Note on F8, our graph gets a huge jump here as all the new happy people are pumping up our score. Why the heck not, I figure at this point there's no way we'll blow all this cash by the time we get to Fission. The only way we'll possibly run out is if for some reason we can't get enough votes, yet the game keeps going because no one else has enough either. This also means we could afford more military, too, so I set a couple cities with nothing else to do on building some more vet rifles.

1525AD: We discover Scientific Method. I swap Havana to ToE, which is due in 3 turns just as my math predicted. Science dropped to zero.

I do not broker the tech yet.

1530AD: The AI's are catching up on tech. Now everyone out of the big civs except Egypt and Rome has caught up to us! Germany seems to have taken its place on the world stage.

1535AD: Now just one turn away from ToE, the AI's cant steal it from us any more. I broker Scientific Method.

@2nd to Aztecs for 92 gpt, 228 cash.
@3rd to China for 91gpt, 183 cash.
@4th to Zulus for 68gpt, 77 cash, diplo price.

Germany could muster only about 35gpt, and the rest were broke. I opted not to sell to Germany yet.

1540AD: Havana completes Theory of Evolution. We discover Atomic Theory and Electronics by my choice (patch change).

Bah, Germany has acquired Scientific Method. Guess they were able to buy it or trade for it with somebody. We missed out on 35ish gpt, which is about 700 gold, but oh well. I was not going to sell to them at that much under the market price.

Havana needs a hospital and we have a two tech lead on Electronics. I can get the hospital in just two turns if I run six food deficit both turns. On high food, that 12 can be made up in one turn, and that's the turn after hospital completion that Havana would have to wait to grow on anyway, and it can spare ONE turn on low shields and still build Hoover in just 11 turns. So I can either delay its hospital another billion turns while it builds another wonder, or get it out of the way first and have the city growing. I run the deficit. Heck, even if we were somehow to lose Hoover (ain't gonna happen) it wouldn't matter anyway. The main thing is to get it out of the way to avoid cascade with the UN.

I set our research back to 90% and choose Steel, because it's either that or Radio. I know the AI's will research Refining (are already on it) and Replaceable Parts, so rather than chase them, I opt to make progress on a line they won't be working yet. I figure Steel now because we can divert to Radio while they are all bunched up researching Combustion for us, after we broker Steel to them.

Oh yeah, in between turns this last time, Greece aggressively moved an escorted galley into our waters. (Galley, not galleon). I don't like that one bit, as we still have 12 turns left on a gpt deal we made with them. If they are going to land and start a war, its not going to happen during my turn while they are still owing us money. I mobilize cavalry and cannon units to organize a complete blockade of our shoreline everywhere that they could possibly reach in one turn with their 3+1 galley movement (they have Magellan).

1545AD: Greece stays near our shore, while every other civ has always maintained respectful distance, or at least moved back away from our shore after just one turn. I am definitely thinking they plan to invade us. We could surely knock off whatever they land, but they may be in MPP's with somebody (I think they are) and also they still owe us money. We can run this blockade on part of our shore, rolling it along each turn to respond to where they move, indefinitely. It would only be if they brought more ships, or if we CHOOSE to let them land with this one, that they get onto Cuban soil.

1550AD: Greece still hugging our shore. I continue the blockade. What happens next will be up to Charis. I just hope he doesn't go into complete panic mode and move every worker and unit we have to the shorelines. ;) The rolling blockade is doing just fine for now, as long as we are attentive with it, although me might benefit from building more units so that we COULD block the whole shoreline without having to park our workers.

I check the diplo screen and Holy Crappola! Everyone and his brother now has both Refining and Rep Parts. (Zulus did not have refining).

I roll through listening to some offers and find that Germany (GERMANY!!!) is the richest nation on the earth now (after us, of course). Like... wow. Times have changed. Greece is busting a gut and China and Egypt are broke.

Atomic Theory to Germany at full miser price: 203gpt, 108 cash.

(Yes, 203 gold PER turn for one tech @2nd cost).

Atomic Theory to Aztecs for 167gpt, 212 cash, diplo price.

Atomic Theory to Zulus for Replaceable Parts, 47gpt, 31 cash @diplo.

Replaceable Parts to Rome for 53gpt.

Atomic Theory @5th cost to China for Refining and Right of Passage, @ diplo.

Greece gets squat. He's broke. I could sell for ivory and boost our score some more, but with his ships prowling our shores like that, he can go bite me.

As a final move, I meld 8 of our 32 workers into northern cities. Several are now at their max sustainable size. Those who are not are mostly those who got food boosts from the new game bonus. 24 workers can clean pollution from three grassland tiles, or one mountain. So I'd say not to meld any more for the time being.

All turn long, the small fry were flat broke. I gave a tech to Iro's in there somewhere, and they have since reached the current age.

Whatever happens, don't broker Electronics until we complete the dam. I would also ask that you not veto my factory vetos, and let the north finish its banks and universities. There's nothing up there for us to gain from factories except more headaches.


Havana is on high food for one turn, so are Akkad and Ur. Cove is on high food, too, it's done with all essential buildings. I upgraded all our cannon to artillery, and some of our rifles to infantry. Yet again, you get to do the unit shuffle on your turn. :)

We have one rubber and one oil. Let's hope that oil doesn't dry up, as we can build some planes/tanks with it if it stays. You COULD opt to disconnect it (pillage the tile, near Chupa). I don't particularly care. I'm apathetic about that game feature, so much so that I consider it broken, there's no sense to it. It's just completely random, and decided by luck two turns before it disappears. Not only that, but it just MOVES from one place to another, like the Black Fortress in the movie Krull. It's not as if the resources actually dry up. They just flit around. I hate it. I hate all such luck factors in a strategy game. It's not like the combat luck factor, which you can usually overcome with decisive force, or the luck of the start position. Those are essential to the variety of the game. With these moving resources, huge segments of the game turn on a simple dice roll, and that's not my style. If some of these resource deposits had specific amounts in them, and the game would keep track of your use, and let you know when you get close to running out (not just "Hey, we're out") I might find it interesting. I've seen games that do this (Heh, Warcraft is a good example). This... just plain sucks. In my private games, I have no qualms about reloading to undo a resource disappearing. I don't always do that -- sometimes I bite the bullet and live with it, or if I am playing a tournament I live with it. But it still takes away from my fun.

Here... it would probably be most prudent to disconnect it. What I find so ridiculous is that this actually works. Our civ isn't USING any oil on anything, yet tearing down the road to it can prevent it from randomly moving somewhere else on the map. How... absurd. I leave it up to you, pillage it or not as you see fit.


We're nearing what should be the end of this game. Diplo is the one thing I've never done before, though, so I don't know exactly what to do to improve our voting odds. If by chance Greece or anybody else lands on our shore, box them in with infantry, don't let em have their pick of where to attack, raping us via the Right of Passage. If you want to crank more units, feel free.

Now that hospitals have started coming on line, managing the cities should be interesting for a while. Good luck.


- Sirian
 
> Inherited Turn: Factories in the north??

Reasoning is simple really. If it's going to be a diplo victory,
the game is not far from done, and the extra moderately early univ or marketplace will have no impact. If things go sour or we don't get UN for whatever reason, I don't want to kick myself over lack of factories at that point. Still.... they are useless enough deals that I don't argue the veto one bit.

> I see Scientific Method due in five turns, and Havana set to
> build Intelligence Agency in six. I check my math, and 600
> shields at 76 per turn adds up to eight turns, so that's 3 more
> after the tech comes in good. Well, no sense delaying ToE as
> there's no way we can pull down another tech before then. So
> I'll just run zero science for those three turns, and select
> Atomic/Electronic as our two free techs, then pick up from

This scared me!! Last patch, you would NOT have gotten Electronics, as it "finds" the two at once, not one after the other.

> I noticed that the new food bonus from game tiles (+2 post-
> patch, instead of +1) has NOT kicked in yet in some cities. I
> discover that I have to plant a forest within the city radius for
> the game to start taking effect.

Interesting to note, and keep in mind for other rbd games (no pun intended!) :lol:

> 1540AD: Havana completes Theory of Evolution. We discover
> Atomic Theory and Electronics by my choice (patch change).

By your CHOICE?!??!! Woo!!!! It's a REAL wonder again!! :hammer:

> Oh yeah, in between turns this last time, Greece aggressively
> moved an escorted galley into our waters. (Galley, not galleon).

Hmmm... what are they thinking? (I add this to my: when-game-is- done-replay-this-and-see list. I have no intention of finding out this game)

They'll not see Cuban soil, or "No me llama el Presidente!!"
I'll just dispatch those workers right away!! (j/k)
Actually, the 'moving' blockade is perfect, at least until they
assault from 3 directions.

> 1550AD: Greece still hugging our shore. I continue the
> blockade. What happens next will be up to Charis. I just hope > he doesn't go into complete panic mode and move every
> worker and unit we have to the shorelines.

What, me?? :rolleyes:

> although we might benefit from building more units so that we
> COULD block the whole shoreline without having to park our
> workers.


> I roll through listening to some offers and find that Germany
> (GERMANY!!!) is the richest nation on the earth now (after us,
> of course). Like... wow. Times have changed. Greece is busting
> a gut and China and Egypt are broke.

wow... never expected them to be a player in any way. Perhaps
their staying out of world wars was key? Have the 'faster' guys gone Communist?

> Atomic Theory to Germany at full miser price: 203gpt, 108 cash.
> (Yes, 203 gold PER turn for one tech @2nd cost).

:eek:

> Greece gets squat. He's broke. I could sell for ivory and boost
> our score some more, but with his ships prowling our shores
> like that, he can go bite me.

:hammer: That's the spirit!

> Whatever happens, don't broker Electronics until we complete
> the dam. I would also ask that you not veto my factory vetos,
> and let the north finish its banks and universities. There's
> nothing up there for us to gain from factories except more
> headaches.

No reasonable plea from an outdoing leader is rejected... np...

> We have one rubber and one oil. Let's hope that oil doesn't dry
> up, as we can build some planes/tanks with it if it stays.
> You COULD opt to disconnect it (pillage the tile, near Chupa). I
> don't particularly care. I'm apathetic about that game feature,
> This... just plain sucks. In my private games, I have no qualms
> about reloading to undo a resource disappearing. I don't
> always do that -- sometimes I bite the bullet and live with it,
> or if I am playing a tournament I live with it. But it still takes
> away from my fun.
100% agreement on every point! Glad you mention doing that. I'll reload in private fun games, and bite the bullet and gripe in tourney style games. I'll probably leave connected in any case.
In last several games, I've not seen a resource jump out of your territory, just different square within your territory. So for us, IF that is true, it would have no chance to hurt us.

> If by chance Greece or anybody else lands on our shore, box
> them in with infantry, don't let em have their pick of where to
> attack, raping us via the Right of Passage. If you want to crank
> more units, feel free.

Ah?! I *can* make one artillery per city?? yay! Consider it done!

May not have time to finish tonight, but tomorrow otherwise.
Charis
 
You guys are looking to come out of this OK. I had my doubts when I first started reading this game.;)

FYI on diplomatic victories:

I won a diplomatic victory yesterday and I did pretty much what you guys are doing. I kept my nose clean. I traded to everyone. I even gave then presents to sweeten them up. I didn't bother with miser vs. diplo prices, however.

The map was custom, but basically every civ had their own island (including me). They ended up fighting over small island colonies with resources on them. I built a strong, but defensive military and did not take any offers of MPPs or alliances. I made sure I built the UN and voted for myself. Never, never, never abstain. I did that once, just to see what happened, and I lost by one vote - bye, bye game. BTW, if you're not powerful, and you didn't build the UN, you may not even be on the ballot.:mad:

Good luck!!
 
The thing I have noticd about Diplo victory is that it is incredibly easy to "buy" favor. Perhaps historically accurate ( :hammer: ), but it kind of took the surprise out of it. On the game (It was regent, small map, 5 civs i think), I called for a vote. I got 2 votes, Bismark got 2 votes, and 2 abstained. So, I just gave each civ about 20 gpt, and next time the vote ran around, I won.

So, I think that it is in the bag for you guys.



[dance]

Just my 2 cents!

:slay:
 
I have been following your game, just waiting for you to get into a war :D to see how you would handle that.

In one of my recent games I was in a situation where I had a huge land army but no fleet after a big land war. I was then attacked by Romans and Chineese, both with large fleets.

I managed to sink a few battleships with artillery + cruise missiles, but they soon learned to go in, bombard, go out two squares. At least that limited the damage they could do because they couldn't reach very far into my territory.

Then they invented carriers... :spank:
 
1550 AD (0) -

This will either be a very quiet turn, or a VERY interesting turn, all
depending on what Greece does (or more accurately, is allowed to do).
Looking this good right now, quiet works for me.

Most are in democracy, although I note Egypt and Zulus are communist.

Hoover is due in 13? Neat. OMG, from a flat start?? Even better!
Seven techs away from UN. BTW, it's hard not to 'rush' everything in sight
with 20,000 gold in the bank! :P I do hurry a few things to start getting
some extra units built.

1555 AD (1) - Monty wants to see us to end RoP. For 12 gold he's delighted
to continue it. Ur starts the CIA. Hmm... I know a cute unit to build for
this exact purpose. Bowmen? Want some? Come give us a GA!
(Maybe Greece is heading for Rome?)

1560 AD (2) - Indeed they sail on past us, to the east. Japan and Aztecs
signed a mil alliance against Russia, then the former declares war.

1565 AD (3) - The Green sailors now cut due South (trying to dupe us?!)
China and Zulu signed a peace treaty. MMOW and coastal line up.

1570 AD (4) - The Greeks sail out of sight, to the East again.
We have "discovered a new source of saltpeter" :lol: Outside Ashur.
Sheesh. Irony is, it doesn't matter not one bit. If it did we would never
get such a windfall, says Murphy... I wonder if an AI covets it, hehe.

1575 AD (5) - Bismark wants 20 more gold to continue the RoP. (Do they have
any idea what our bankroll is like?) Caesar doubles the price on spice
to 49 gpt. Zulus do same. Egypt wants an embargo of the Iroquious. Well,
uh, we're not shipping them anything, can't help you! :P
Steel learned, Combustion is next.

Tech check. Russia and Egypt need SM, Corp, RP. Japan needs magnetism and
can't even afford that! Aztecs need steel and electronics but can't afford.
Zulu want steel and electronics and CAN pay. Iro are just entering modern era
and can't pay. China needs steel and electronics, and can almost pay.
Rome needs steel and atomic and can't pay. Greece needs steel/electronics
and can pay in ivory. Germany needs steel/elec but can't pay. Seems good time
to sell steel, Zulu and China and down. Zulu miser rate is 130 gpt (!wow)
If they'll pay that, it's not the time to be too nice. Shave a hair off.
China pays 65, max they can afford. Alex is broke, can only afford Ivory
and like 30 gold. But wow with this many luxuries, that's worth 110 gpt to us.
The others will have to wait.

1580 AD (6) - Eep! The saltpeter arrival turned our bowmen production into
longbowmen? Feel free to sell those 8-\ This seems buggy.

1585 AD (7) - Egypt and China signed a peace treaty.
Wow the turns are getting long. It's almost 2:30 am so I'm going to
pass after next turn, a few short.

1590 AD (8) - Russian and Zulu ally against Iroquois, then Russia declares
war. Iro then signs a peace treaty with Egypt.

Feel free to either take 10 or 12 turns, either is fine.

Good luck,
Charis
 
This puppy's winding down. Not much to report. :)

Inherited turn, 1590AD: we need 5.5 techs to win the game -- Radio, Flight, Mass Production, Motorized Transport, Fission, plus the rest of Combustion. At this point, I think it's time to stop the economic brokering and move on to tech lead protection.

I veto Battlefield Medicine at Ninevah, we need that option to speed the UN at Havana, which cannot prebuild a Palace.

1595AD: I set about to finish the last few forest railroads, then to reforest all our tundra tiles. I set out to build enough new units to line our entire shore with defenders. I check and find nobody is even anywhere near CLOSE to a breakthrough on Electronics yet, so I'm happy to let them all keep researching on it.

1610AD: We discover Combustion. I check and find that Alex is researching it, but nobody else seems to be. Darn, if only they had all researched Electronics, we could have really nursed this lead big time. Well, no matter. I'll keep an eye on it, and when someone gets within one or two turns of discovery, I'll broker to the whole lot and they can start over on the next research project. I start us on Radio at 100% science.

1615AD: Our oil supply packs its bags and moves to some other country. THE dumbest thing in the entire game, no doubt about it. Maybe if they put some care into it, consumable resources would make some kind of sense and could be interesting. This... is pure crappola, a cheap dice roll stunt of the kind I could program into my own games at age ten, back when 8k memory on a home PC was State of the Art. If they aren't going to invest more effort into this disappearing resource idea, they ought to scrap it. I know I could alter this, but then I wouldn't be playing by the "standard" rules any more, which matters to me. You can bet I'll scrap it in any mods/scenerios I make, though. We haven't so much as used a drop of oil and "it's been consumed". :rolleyes:

1630AD: Some of these guys are getting close to breakthroughs, now offering less than a world map. I can wait a bit more, though.

1640AD: Alex is one turn away from Combustion (two at most) and Monty is definitely just ONE turn away from Electronics. I held off my whole turn, but now its time, as either way, regardless of what I do, all the AI's are going to have both techs next turn.

I brokered in the best order I could find, squeezing about 700 gpt and 20 turns of oil out of the lot of them. Rome and Germany only got one tech, Egypt and the other laggers got nada.

We're two turns from Radio, and I've lowered the tech rate to 80% to get some temp boost in score from Lux at 20%, but go ahead and pump it back up to the best research rate, even if that's 100%. We can handle it, as long as the luxuries keep rolling in. Oh, and heh, gpt income from the AI's was over 1300 at the end of my round.

Our entire shoreline is now fortified, rails completed, forestation completed, rifle upgrades completed, and I rechecked "Always Build Another of the Same Unit", since it's just MADDENING the randomnity and stupidity of the automated selection process for what to build next. So there's not much to do on your turn except clean up pollution, deploy new units, avoid building Battlefield Medicine, and NOT broker techs unless somebody gets close to their own breakthrough, which now shouldn't happen until the end of your turn, if at all, regarding Radio.

The AI's MAY break through for us on either Mass Production or Flight, saving us one research project. I'd say we should probably go on to Mass Production, then Motors, in the hopes of them grabbing Flight for us and us buying it on our way to Fission. We definitely want to nurse as much tech lead as we can, since we ARE going to be vulnerable on the UN -- we can only get in 5 turns of prebuilding, and it will take at least 12 turns to build. If we could get our tech lead up to 12 turns, that sure would be nice, but the more the better. There's always the risk of someone churning out a Leader in one of their many wars and rushing the UN, I've heard about that happening. If we don't get the UN, we would have to push on to Space Victory, and that would surely be a lot more hairy for us.


- Sirian
 
Originally posted by Sirian
I rechecked "Always Build Another of the Same Unit", since it's just MADDENING the randomnity and stupidity of the automated selection process for what to build next.

I don't like how they changed this in the 1.17 patch. Before, with both the options affecting build orders selected (I forget what the other one is called -- "ask for orders before unit construction", or something), you always got the popup window for confirmation when a city started on a new unit (with the same unit selected as default, if possible). In 1.17 with both checked, it doesn't bring up the popup window unless it can't build another of the same unit, which is most annoying if you have most of your cities churning out repeat units but with one or two that you need to change.

At least, I find it annoying :( So I've stopped using this option. It's less hassle having to select the repeat unit from the pulldown menu on cities I don't want to change, instead of relying on catching later that I need to go in and change production and not build another settler in that one city I temporarily pulled off infantry production.

--
Jaffa
 
Tnx for the veto on the battlefield -- I forgot that would be needed as a prebuild in Havana. Isn't in an option to set Ur on very prebuild of 'Palace' much earlier? If it's a case of 'we would probably waste a lot of shields guessing' when vs. 'Havana will just plain be faster', wasted shields aren't a big problem here.
(GL rush? ugh... that would be very hard to guard against.)

Full agreement on the insanity of 'using up' a resource we didn't touch. I'm glad we have no need for it and you could stomach letting it stand. (If it cut us out of aluminum during last 10 turns of a space race you could bet I would reload, although I would state I did so)

Reforestation??? I don't get it. :confused: With railroads, forest and tundra/mine are identical - it's only with "roads" that the forest is the better choice. I purposefully got us to the point where 'all' squares were forested some turns ago, so that any 'ice' square already got its shields worth and needed a mining. Let me know if I'm missing something, but reforestation now would be a purely cosmetic thing.

I will echo Jaffa's comment. The reason "build same unit" is unchecked, and will always get unchecked on my turn, is a change in 1.17. It now OVERRIDES the other checkbox "always ask production when unit complete". I noticed this last game, for the first time, when instead of a popup dialog I simply saw in small white-on-black letters "San Charisso built a bowman". This had gone on in other cities and I think I missed a few. I've also had a game crank out an extra settler with this setting, something I very much didn't want.

Under 1.16 it was a helpful option, saying "Completed a tank, build a... tank?" and if you meant a city to be a troop cranker, just hit return.

Now the far bigger pain has become having to hawk over watching all the small messages and wondering if you missed a build completion. With 'build same' overriding 'always ask', it's now a big :nono:

Charis
 
Originally posted by Charis
Reforestation??? I don't get it. :confused: With railroads, forest and tundra/mine are identical - it's only with "roads" that the forest is the better choice. I purposefully got us to the point where 'all' squares were forested some turns ago, so that any 'ice' square already got its shields worth and needed a mining. Let me know if I'm missing something, but reforestation now would be a purely cosmetic thing.

One difference I can think of. Under bombardment, a railroad+mine square loses production on the first successful hit. A forest square with railroad stays at full production until you get two bombardment hits (and won't ever lose as much production).
 
About reforestation:

Don't know what Sirian's rationale is but here are some advantages/perks:
- Better defense in case you get attacked
- Helps deal with global warmimg -- global warming clears forests (which are replaceable) before turning grasslands to deserts (which are not)
- Looks nicer
- Gives workers something to do

Anyway, my 2 <insert Cuban currency here>
 
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