Jimmy Thunder
King
I could jump forward in the roster, but I'd only be available to play my turns in 5 days time (the start of the next weekend).
Thanks JT.I could jump forward in the roster, but I'd only be available to play my turns in 5 days time (the start of the next weekend).
Yes, there is a chance.Any chance that Monarchy won't be available for trade 20 turns from now?
So we need to trade for Monarchy, Currency and Metal Casting before we can bulb CS. An early GM could be settled instead for 6gpt and 1 food per turn. This is actually not bad. If we assume that the GLib is built 10 turns from now we should get our first GP in 15 turns or around turn 80. We know that a realistic Communism date is T140 so the GM would have 60 turns to work. Suppose that the average tech multiplier during these turns is 100% and that we are using Bureaucracy he will have provided 60*9*2=1080 beakers - only a little less than the cost of CS.
If we hire a Scientist now through GLibrary, what % chance do we have of getting one? Is it good enough to give it a shot?Hiring one scientist between now and the time we get the GreatLibrary will have quite a dramatic impact on the chance of our first GP being a scientist. But it will still be a gamble. Hiring two scientists would further increase our chances, but the change-in-%-per-scientist-hired is not as effective as only hiring one.
The question arises? Should we then research Monarchy next in the hope that we can trade for Currency and Metal Casting and bulb CS. That doesn't seem very likely to me.Worst case scenario - we get a GMerchant and we can't trade for Currency/MC/Monarchy in time then we can still self research CS and bulb Paper with him, not too bad.
If we hire a Scientist now through GLibrary, what % chance do we have of getting one? Is it good enough to give it a shot?
I don't like it either because we have to pay maintenance on unused Great People. That may force us below 100% research because we do not have Currency to trade Gold.I don't like the idea of having a Great Merchant sitting idle; moreover, if we get a second Great Merchant, then the problem is compounded. Let's not rule out bulbing Metal Casting with our first one, as that would give us considerable flexibility going forward.
Just looking through the LeaderAI Excel file Gator sent us earlier:
Asoka needs 20%+ of known AI to have a tech to no longer consider it a monopoly tech. Right now, 3/11 of known AI have Math, so he's past the threshold. But he wont trade it because he's building the Hanging Gardens.
Capac needs 30%+ of known AI to know a tech before trading, so he should trade Math when one more AI learns it. Julius and Lizzy are 40%+. Washington and Fred are 30%.
Capac and Julius will trade us monopoly techs when our relations reach +6 or higher. So it would be good to find a way to make these two happier. Toku, Alex, and Issy are the other AI on our continent with the +6 threshold for trading monopoly techs.
Edit: We are at +3 with Julius right now. We could gift him Meditation next turn in the hopes of crossing the +6 threshold for trading monopoly techs.
Agree, and if we revolt to Slavery, won't we incur a 1GPT for the civic, thereby prohibiting constant 100% research?
What about Construction (and cats) to get started early -- perhaps join a dogpile and raze a city for the money or extort techs for peace? Why Biology?
No dissent about the value of Bureaucracy, but will we have a GM ready to light bulb CoL that soon? If not, isn't this a good argument for either Monarchy or Metal Casting next?
Agree, that would be an unecessary waste. Is there a danger that one of the forested hills will have iron? If so, we'll want to chop and mine it, which means not reducing our forests to four before we know where the iron is (or isn't).
Apparently there are no civic costs in OCC. Sounds like there is some doubt about this.
I can't see much benefit in pouring hammers into a lot of units now. The gold from razing a city will be eaten up in unit maintenance. I don't have much hope for extorting techs either Okay, but why not?.
Biology might be needed to grow the population for domination or diplo. After conquering our continent, I've found the PA partner doesn't always cooperate in conquering overseas cities. Why would we need to fight overseas?
If we get a GM, I doubt we'd want to or be able to use him for CoL. Currency comes before CoL on the GM list. We'll be ready to research CoL in 4-5 turns. If we do get a GM, I think he'll probably be best used for MC or Paper. A forge will be quite useful if we can't get Monarchy soon. Is this possibly a reason to delay trading for Math (so Currency isn't available)? Just asking.
Iron wont be under a forest unless Gyathaar did it in Worldbuilder. I expect we'll find iron in the ice somewhere. And I don't think we need to save more than the 2 forests under the deer and fur. We are looking quite strong in health resources:
Default 2
Fresh Water 2
Seafood 3
Landfood 3
2 Forests 1
Aquaduct 2
Harbor 3
(Forge -1)
That's a total of 16 (or 15) health eventually.
Just checked one of the test games. In this game, we are running Representation (medium upkeep), Bureaucracy (medium upkeep), Slavery (low upkeep), Dcentralization (low upkeep) and Paganism (low upkeep). The upkeep cost is zero. If I mouse over:I think there are civic costs. In one of my test games, a civic combination I chose ran -2gppt when I had 5 units and I had to settle a GA for the gold to keep from having to drop research rate down.
I think there are civic costs. In one of my test games, a civic combination I chose ran -2gppt when I had 5 units and I had to settle a GA for the gold to keep from having to drop research rate down.
I haven't checked the save but what is our current relations with Asoka? He won't tech trade unless we are above Annoyed status with him based on the TechRefuseAttitudeThreshold.
Is this possibly a reason to delay trading for Math (so Currency isn't available)? Just asking.
That's an interesting thought. The GM would bulb Metal Casting if we didn't have Math yet.
MC is on our strict beeline. To get Communism requires Astronomy. That goes back to Optics, which requires Machinery, which requires MC.Bulbing MC without getting Maths is a good idea. Just note that if we save a GMerchant for bulbing Paper we can get close to twice the beaker value, and it goes towards a tech on our strict beeline.
ShannonCT said:That's an interesting thought. The GM would bulb Metal Casting if we didn't have Math yet. Going on this idea, here's a sequence to get a great person in 9 turns, with an 82% chance of it being a GM:
1) Hire 1 scientist and work 2 crab, 1 coast, grass cottage, fur, and deer.
2) Workers go build sheep pasture next turn.
3) When sheep are pastured on turn 68, work sheep instead of coast.
4) 1 worker roads sheep and other begins prechopping western hill forest.
5) Pop8 on turn 70. Hire a second scientist.
6) Great person is born on turn 75. If a GM, bulb MC, and then trade for Math if possible.
7) On turn 75 after MC bulb, workers chop remaining grass forests.
8) On turn 77, one worker chops prechopped forest.
If we get a GS instead, we can bulb Philosophy or build an academy.
leif erikson said:Went back and checked the saves and logs from several test games. I found Monarchy showing up around turn 88 to 92 and that I was able to trade for it around turn 97 to 101. I held Alphabet for a time in those games, could this have delayed the discovery of Monarchy in any way?
We are currently at turn 66. It looks more like 25 to 30 turns before Monarchy may be available.![]()