RE: all the comments about the potential for getting attacked. I agree it is unlikely that there is a nutcase next door. However, there is a chance anybody may attack. In a recent HOF game (deity), I had it all sowed up, then Asoka went nutcase on me (I even had a defensive pact with an AI more powerful than Asoka). I believe there is always a chance that an AI will DOW, even a peaceful one. If that happens in the first 100 turns, we die... simple as that (especially in OCC). By all means, the unlucky player who is up should not feel bad about losing on his turn. I believe the winning team will not put hammers into early defense and will get lucky on RNG. Later, we might be able to build a decent defense, but we can't do it at the risk of the early wonders.
I agree with all of this...defensive will kill us in this game, and anyone else who doesn't take a risk like we are.
Economy:
I believe we should run a pure SE (in spite of the fact that Bureaucracy makes cottages tempting). If we get into a war, all cottages will be pillaged. We will have no cities as a buffer between our capital’s cottages and enemy horses. Our meager army will need to stay hunkered down in the capital hoping to survive. Pillaging will be unavoidable. If we are lucky enough to survive a war, farms can be rebuilt. But one pillage attack against mature cottages will set us back forever.
Agreed as well...SE is the way to go in any OCC.
Tech path:
- Initially, follow the play by play.
- After we have Lit, we need to discuss. I think CoL is the next priority tech, but maybe we can beeline to something else, then trade for CoL.
I think CoL>CS>Edu>Lib should be the tech path after Lit. CoL for Caste, CS for Bureaucracy(hammers!) and trade, since the AI doesnt usually go for CS quickly, Edu for Oxford, and Lib for a hopeful Nat free tech.
Citizen actions:
- Initially, follow play by play.
- After that, default should be to run extra citizens as scientists. GPPs are going to be critical. The exception would be if we can build a critical building. In this case, we would want to work the stone/marble to speed it along.
Agreed here as well...research should be the focus of nearly our entire game.
City Builds:
- Initially, follow play by play.
- After Glib (and finishing the Granary if necessary), I would make a strong case for National Epic next.
- Once Epic is done, we should be select. Don’t build stuff we don’t need. Don’t build weak offensive units. Our default action should be to build research.
Agreed again that an early NE will greatly enhance our SE. After NE, I can't think of anything that is greatly important until Oxford.
Worker actions:
- Initially, follow play by play.
- Afterwards, build mines and farms. Maybe windmills instead of mines.
- No cottages.
I'm always horrid with workers, but I definitely agree no cottages...not sure what the benefits of windmills over mines would be though.
Military:
- Warrior One… he ain’t going nowhere, will turtle up in Beijing.
- After National Epic we can build a couple of more warriors and send them to explore.
- Eventually, we might build a defensive stack to try to ride out any AI attacks. It depends on how the diplomacy picture is stacking up. If we decide on a stack, then we do so in a serious way. Half measures are a waste (a small defense will die as quickly as a 1-warrior defense). We should build all defensive units, I don't think I'd even bother with cats. LB's, Pikes, Rifles... try to make the AI grind his attackers against our fortified stack.
Hopefully we won't need a defensive stack, because I'm not sure we could create one strong enough to withstand any AI attack...every time I've ever gotten into a defensive war, I lost in short order.
Diplomacy:
- If AI demands stone or marble while we are wonder building, do not give it up.
- If we have a metal or horses, and an AI demands it, I think we give it to them. I assume after 10 turns, can we cancel something we gave in response to a demand (anyone know)? If so, I'd give in to demands. I don't think we need horses at all, nor copper. Iron for Pikes would be nice, although eventually (rifles) we don't need iron either. If we ultimately decide to attack someone, we can cancel the deal to get our metal back.
- Any other resource an AI demands, we give it to them.
- If AI asks for OB, agree.
- Once we have Writing, offer OB to everyone. Once we know who our buddies are, we can cancel OB with their enemies.
- If a religion spreads to us, don’t adopt it. If we have a very dominant religion on our continent, we ultimately may decide to join it (but that should be a group discussion).
- If AI demands we join their religion: say no.
- If someone wants us to cancel deals with another AI, say no.
- If AI demands a tech, give it.
- It will be critical to keep a close eye on diplomacy. This will be very hard with 17 AIs. If someone can come up with a clean way to track voting blocks, then you are my hero!
Yeah, the game treats a demand like a gift once it is agreed to.
However, perhaps we should consider trading/gifting every resource we have before they can go demanding them. Although giving in to demands gives us extra + we can't get otherwise in diplo...
Civics:
- Do not revolt to Slavery until Mids are done. There are too many excellent tiles to work, so we won’t be whipping early. Premature Slavery is not worth the turn of revolt.
- Revolt to both Slavery and Representation as soon as Mids are done. I doubt we will use the whip in this game (ever). However, taking Slavery with Representation does not add a turn of Anarchy so we might as well do both (in case we need an emergency whip).
- Next civics priority will be beeline to Caste System (for Specialist Economy).
I agree that Caste is the next civic we should go for, what do you feel are the ideal eventual civics for us to run? I'm thinking Rep/Bureau/Caste/Merc/FR(or Pacifism if we adopt a religion)
Trades:
- Trade spare crabs as soon as we have it. My gut feel is we should trade it for a health resource. I expect we will need to build Globe so that we can continue to run Caste System after everyone else is on Emancipation.
- Trade stone as soon as Mids are done. When we are ready to build Oxford, we can cancel the trade for a bit.
- Hang on to Marble after Glib is done. We will need it for National Epic. Then we can trade it too.
- Once we have researched Alpha, we can do some select trading of early techs. However, don’t trade Alpha until we have finished Lit and are well into chopping Glib.
- Don’t trade for stuff we don’t absolutely need (e.g. we don’t need Archery, Meditation, Horseback, Monarchy). We don’t want “you are getting too advanced”. Also, I’d rather gift techs than trade for stuff that isn’t critical. It is never too early to make friends…
- Bottom line, before Glib, limit trades to lesser techs for key ones we need (e.g. Writing or Pottery for Mysticism or Hunting would be good).
I believe Oxford only requires Marble as well...so we wouldn't need to ever cancel the stone trade.
If we decide we need a defensive stack, archery and monarchy become important to trade for, but I agree that with a beeline such as we will be making, trading for nonimportant techs will hurt us in the long run...and gifting a tech is an easy way to get +4 early with a civ.
I'm working on a model using a spreadsheet and the reference docs. I plan three categories: friends, enemies and neutrals. I think a set of venn diagrams might help. My son is an algorithm wiz, so I'll have a chat with him as it will be an interesting programming challenge.
I'll also be attempting to come up with some way to display them...venn diagrams may be the easiest way to do it, although a spreadsheet will also work.
There are a number of green tiles that we can't farm until after CS and it may be a lot of work to chain farms to some of those squares. If we chop the trees then I am in favour of cottaging the harder to reach tiles. This will give us some options on speed of growth vs extra

.
I don't think we need to spend worker turns building cottages...by the time we grow large enough to work those cottages rather than the riverside farms/mines/fishes, we'll probably already have CS researched.
The one thing I haven't seen us discuss is what to do with our Great People. Obviously our first GS will be an academy...but what about the rest? Do we bulb them or settle them? Bulbing them will net us an instant bonus(possibly a monopoly tech or little known tech we can use to get cash/techs for), but settling them will be powerful with our setup(Rep+Lib+Uni+Oxford=9*(2.75)=24.75 beakers/turn per settled GS.
As for GE...do we settle them(16.5 beakers/turn and bonus hammers(4.5/turn with Bureau)? or do we save a couple of them for fast building the UN? I doubt we need to use any of them for any other wonders...after Mids and GLib, UN is the only wonder I think we need left.