SGOTM 11 - Fifth Element

I still have to go back and read some of the other messages, but I felt that I just HAD to jump in and answer this one: PLEASE READ MESSAGE 1 of this thread! ;)
S**t.
I have to do something for those 2 neurons who started the strike not announcing it.

It's not fair, i'm thinking to fire them.
 
What are others thoughts regarding early religion chasing vs. early REX strategy?

I admitted up front in my GOTM 52 write-up that I believed a Science-based game would beat my date.


However, please do not forget the additional constraints that exist in this game that make a typical Diplo game that much harder:
1. We must have a State Religion
2. Each AI must have a State Religion

The combination of these points means that either we need to try and get many AIs into the same religion as us or else we will be suffering negative Diplo modifiers with many AIs.

Now, some of you seem to believe that there are going to be several Religious Zealots in this game. The best counter to a Religious Zealot is to prevent them from owning a Holy City.

In a "normal" game, we wouldn't need to mess around that much grabbing religions ourselves. A Religious Zealot will hate you a lot for practicing a heathen religion but will like you a lot for sharing the same religion. Thus, even if you declared war on such an AI in order to grab all of their Holy Cities, since you'd be capturing and not razing their cities, you'd only get a permanent -3 Diplo modifier with them. Considering that they'll go from -4 Wrong Religion to +7 Same Religion, you've gone from -4 to "-3 + 7 = +4." That's a BIG difference, even though you declared war on them!

However, the Devil Satin (sic) has thought of this possibility and has decreed that:
3. Eldine will only let us get away with war declarations on 2 AIs


While we can "hope" that we'll only have to use two of them, I'd rather use those 2 war declarations to strategically set up voting allies, rather than just to get the world out of being in 5 differing religions.

Do not forget that Worst Enemy relations are what REALLY screw up a Diplo game. I can win a Diplo game where all of the AIs like each other a lot just by playing around with subtle factors like relative AI Power Levels, getting them to like us more or our voting opponent less. It's the opposite case, where most AIs have a Worst Enemy that gets you into trouble in a Diplo game, especially if they do not all share the SAME Worst Enemy.

Our goal will be to peacefully get most AIs on the "same religious team" while using our limited number of war declaration targets as the world-punching-bags. I predict that not all AIs will be able to hate one particular rival, so I predict that we'll need 2 rival AIs that won't vote for us (because we're mean to them) in order for at least one of them to be an AI that is disliked enough for us to get a Shared War positive Diplo modifier against ONE of them with the other 4 AIs. If we JUST pick one big, bad target, then some AIs will like that target enough not to declare war on them, but with 2 targets, we can probably get at least 3 of the 4 other AIs to give us Shared War positive Diplo points and if we feel we need the votes of the last one, they're probably the more Peaceful type so they are more likely to get less Negative Diplo modifiers with us, since they won't be asking us to declare war on someone else every 10 turns (i.e. we won't have to refuse their demand every 10 turns, so although we won't get the positive Shared War bonus, we won't get the negative bonus of not having Shared a War).


A Religious-beeline Strategy is just a strategy. Others exist.

But, having examined the limiting factors related to THIS PARTICULAR SGOTM, it is the most suitable strategy of any of the strategies that we have discussed.


Let's say that REXing early on will net you 20% more land than another SGOTM team. That's a fair assumption, right? Let's also assume that at Emperor level, without a pure focus on early REXing, each SGOTM team can obtain about the same amount of land as any AI. That's a fair assumption to make, too, right? Even if you disagree with these assumptions, the numbers will only change a little bit.

So, splitting the world 7 ways gives us about 15% of land area. A further assumption is that population levels (those which are used for voting) will be roughly equal to land area. Sure, you can beeline Biology (which delays your United Nations victory, by the way) and farm over all of your cottages, but let's counter by saying that the AIs are good at irrigating their cottages, too--they do so, but I wouldn't really claim doing so is generally in their favour. :crazyeye: :lol: In this game, the AIs will get lucky. Plus, they have slightly better Happiness and Health benefits over us, so it's not too hard to believe that given a similar amount of land area, each AI will have roughly the same number of votes as us.


Early REXing gains you 20% more land than other SGOTM teams, meaning 20% of 15% of the world's land area, or 3% more. That's 18%. Even being generous with Biology and other tricks to increase that population amount a bit beyond 18%, you can't get anywhere close to victory with just that amount of votes.

So, you can declare war and take land.

But that leads us to the 4th restriction, which is painful for a war-based land-grab strategy:
4. Each AI must survive until the end of the game

So, each war declaration on an AI will make them hate us. One, maybe two, in a game won't be the end of the world, but we will still have that "thorn of an enemy in our sides" for the rest of all time.

A land-grabbing strategy works best if you grab the land early on both peacefully and from war. Yet, an early war will likely mean that you'll need a later war against the same opponent, once they build a couple of more cities later on, as you can only declare war on 2 AIs. Not only do you risk getting more negative Diplo modifiers with those 2 AIs' friends from "You declared war on our friend" modifiers, but you're cementing an enemy who will do whatever they can to thwart you in votes, in trades, in getting other AIs to declare war on you, or declaring war on you at inopportune times (such as to pillage your seafood Resources near the end of the game when you are trying to increase your population) etc.

By not allowing us to eliminate our enemies, we're better off not courting "major enemies," and the best way to do that is to declare war once and then drag in another AI or two to also be at war with them, so that said AI will have many AIs to hate.


Further, consider the possibility that if we want to make an AI like Shaka our enemy. He's easy to control in terms of sicking him into wars against other AIs that might normally avoid war. So, we might get him to declare war on Hatshepsut, Mehmed II, and Justinian all at the same time. Then we simply go to war with Shaka. We'll get more positive Diplo modifiers than negative Diplo modifiers this way, because:
- the AIs that liked Shaka will now hate him for either being declared upon by Shaka or having their friends declared upon by Shaka, so we won't gain the "You declared war on our friend" modifier that we would have gotten otherwise from a few AIs by way of us declaring war on Shaka when they liked Shaka
- we will hope to get more positive Diplo modifiers from shared war than we got for "You sicked Shaka on us" negative Diplo modifiers
- even if these peaceful AIs want to end the war early and thus give us only 1 or 2 "shared war" positive Diplo modifiers, by having Shaka be the one to declare war on them, they will no longer have Resource trades and Open Borders with Shaka (removing their positive Diplo modifiers towards Shaka) and will hate Shaka for having declared war on them "-3 Shaka, you jerk, you declared war on us," so even those AIs that generally avoid war will likely now hate Shaka enough to be bribed into war with Shaka when originally they couldn't be


Insert the name of your favourite Warmongeror in place of Shaka's name. Now you see how the intricacies of a Diplo game can be manipulated.

Your best bet in war declarations is to keep the amount of them that you have to make either very minimal (one, maybe two max per AI) or else eliminate those AIs that you declare on a lot. But we are prevented from destroying any AIs, so our best bet will be well-timed mid-game wars that are done more to shift the Diplomatic situation in our favour than they are sheerly for a land-grab strategy.

Besides, we can't make both of our AI "punching bags" become too small, as they'll become vassals of someone else. You can't gift a city to a vassal, thus you can't gift them the United Nations.


So, rather than purely going for a land grab strategy, we will be (if we go the Diplo route) going for more of a manipulate-the-AIs-into-doing-our-bidding type of strategy, that is actually a lot easier to control than is a game where you simply declare war on a neighbour without first considering the overall diplomatic consequences, only finding out too late that you either declared on an AI that liked you a lot extra due to random number generation or that you declared on an AI that everyone liked and thus made all of the other AIs hate you that much more early on, making it harder for you to get Open Borders and trades with them, thus making it harder for you to get them to like you more down the road.


If we go for a cultural game, the more religions that we can found, the better. The alternative is to play a pangea game and found ZERO religions. Any strategy in between those two will mean that very few religions will spread to us, as our own domestic religions will spread to us first in many cases, limiting our potential for Cathedral bonuses and making a Cultural game that is based on Cottages and Wonders really suck--only a Great-Artist based Cultural game would then be able to get a good date with few Cathedrals, but we would have to sacrifice 4 Great People and since we played peacefullly, we wouldn't even be able to use Great Generals as part of those 4 Great People, as you need to fight wars and win many battles in order to get Great Generals.


So, no matter how you look at it, founding a lot of religious will give us the most flexibility and freedom possible in either a Diplo or a Cultural game.


I'd take a 50% chance at founding one more religion (Hinduism) over not even trying, especially since we at least get SOMETHING more (a faster research rate) out of the tradeoff of a later-irrigated Corn Resource. But that's a risk that we as a team will have to choose whether or not we are comfortable taking. At least, as I said, our Worker will only be temporarily delayed, then can work, then have a shorter late-"early-game" time period where he is idle, compared to an early Worker who will get a few things done faster but then will have to sit around and wait until a further date in the future where he can become productive again.
 
My votes:
1b
2a

Hi Tata,

Do you think that you can quote the relevant message that you're voting on? I.e. please use the "quote" button at the bottom right of the message instead of the "post reply" button at the bottom left of the page.
 
Vassals
We'd probably prefer that NO AI becomes a vassal of another AI, as an AI with vassals is more likely to "collect" other AIs as their vassals. Once an AI is vassalled, we'd have to make TWO war declaractions just to fight that pair and we'd be unable to make war declarations against any other AIs in the game.

If a third AI joins their group, we will NOT BE ALLOWED TO GO TO WAR WITH THEM and thus an AI that likes to vassal a lot of other AIs, such as Alex, Montezuma, or Shaka could runaway with the Diplo scene.


We also want to avoid taking vassals of our own, as I previously mentioned. What I did say is that doing so complicates the Diplo situation unnecessarily, meaning that we can't court allies as easily, as we also have to get our vassal to be liked as well--a really tough thing to do. In addition, taking on a vassal peacefully can lead you to declare war on any AI that was at war with said vassal, essentially wasting a war declaration target and probably doing so against an AI that has "friends" which will hate us for having made that war declaration.


If at all possible, we'll want to avoid anyone becoming anyone else's vassal, and the best way to do so is to avoid making any one AI get too small in terms of land area (i.e. we must limit our bloodthirstiness in order to win).
 
I just ran a quick test to check the above: Settled on T1 on PH...
One more reason not to settle on the plains hill, me thinks. :cool:

Did you happen to notice the fact that for the first 8 turns, you were unable to work the Flood-Plain-equivalent Grassland Corn River square? Unlike settling in place or 1E, you have to wait 8 turns for your city's borders to expand to encompass a Grassland Corn River square before you can work it, reducing your Commerce for those first 8 turns.


While some of you talk about losing Hinduism by 1-3 turns as a possibility, meaning that losing out a bit of early Commerce may or may not be a factor for Hinduism, have you considered that this early Commerce can very likely be the difference between a solid founding of Monotheism vs missing Monotheism?
 
Did you happen to notice the fact that for the first 8 turns, you were unable to work the Flood-Plain-equivalent Grassland Corn River square? Unlike settling in place or 1E, you have to wait 8 turns for your city's borders to expand to encompass a Grassland Corn River square before you can work it, reducing your Commerce for those first 8 turns.
Sure, but you don't know what we're losing or gaining if you don't go and see! Remember? Veni, vidi, vici. That guy wasn't a stupid. If you never go to see, you can't ever win, right? ;)

All this reasoning is based on non-knowledge, just hypothesis. The best way to decide is an informed decision (i know well, see my RL occupation). If you base a decision on a guess, you can find big, bad surprises.

Another thing comes in mind:
Many teams settled on turn 1, and this can be obvious, since there's a sort of fashion to settle-on-the-PH.
But some of those teams count good, often very good players in their ranks.
Do you think they would have settled (those conditionals make me die, are they correct?)on the PH if they have seen an horrible BFC? I don't think so. It's another reson which moves my vote.

I am already ready to settle on turn 2 if needed. But i doubt it can be. And i respect my (our) opponents enough to think they have settled in a horrible place to not lose 1 more turn on Epic. No, i'm sure that hill is hiding something gorgeus or at least good. The warrior placed in that useless way has to have some meaning.
 
We have only 2 for now, the research can be discussed later.

1) Where to move the warrior
for what i can see there're 2 chances:
1a) NW
1b) SW
1c) somewhere else (please specify)
those options seems to be the most discussed, so i've put a 3rd one in case i'm wrong.

2) Settler
2a) move to PH
2b) settle in place and maybe regret 1 second later

24 hours from the time of this post to decide.
.
I also vote 1b and 2a.

The warrior move will make little difference in the direction he goes but SW will at least make the first move reveal something.
Spending 1 turn to move the settler to the PH will give us the needed information to make an informed decision where to settle. If we SIP and are just out of reach of a resource or maybe can't see a choke point then the loss of 1 (or 2) turn(s) is worth it. I don't understand how there can be a solid following for SIP and have no idea what is available to be in the BFC when in 1 turn we can have a clear picture of what we are looking at.

I also don't think we should chase one of the first two religions. I think that Judaism or Confucianism or both is the better choice. We need to move to the PH and then decide whether to settle there or not. We need to build a worker and research agri and hook up the corn ASAP. The city will grow fast and we will be able to REX faster. If we are on a smaller landmass with an AI or two then we will need to crankout the settlers fast and the corn will make it possible.
 
While some of you talk about losing Hinduism by 1-3 turns as a possibility, meaning that losing out a bit of early Commerce may or may not be a factor for Hinduism, have you considered that this early Commerce can very likely be the difference between a solid founding of Monotheism vs missing Monotheism?

I think I addressed this before, but with the Emperor bonus (we pay 20% more per tech), if an AI beelines Hinduism, we will lose the race whether we SIP, settle on the PH on T1 or work the corn which provides an extra commerce. If the AI wants it, they will get it no matter what we do.

With that said, I was playing a Deity game along with several others and one of the top players (Duckweed, if I recall) said that if a player starts a wonder, the AI will "know" about it and thus won't go for it as often or as early. They were suggesting a strategy of putting a few hammers into a wonder, switching to build something else, and then coming back and finishing the wonder at a later date. Doing so would increase your chance of winning said wonder as the AI are less likely to go for it. I don't think anyone did any SDK code diving, but many players seemed to agree.

So, is it possible that if we start researching Polytheism on T0 that the AI are less likely to research it? I don't know...
 
Is anyone else worried that the plains hill contains a strategic resource? I've mentioned it several times and given a few reasons why I think its there (Plastic Ducks analysis, 4 resources per capital) but no one else has brought this up (although I think Irgy brought it up a long while back). Should this possibility even factor into our decision at all?
 
I also don't think we should chase one of the first two religions.
That's fine and that CAN still work.

I think that Judaism or Confucianism or both is the better choice.
If you have any hesitation about us going for both, say it now. Because we either go for the religious-hording strategy or we don't. I don't want wishy-washiness. If you have doubts about the overall strategy, bring them out now. If we commit to going for religions, we can let the first two go and we can let Divine Right go, but we must beeline all of the remaining ones.

If you disagree now, say so, because I would RATHER perform a REX strategy than a half-baked attempt at a religious beeline. Getting some but not all of those middle religions will be pretty suicidal--it's the worst of both worlds, not the best of both worlds.


We need to move to the PH and then decide whether to settle there or not.
I disagree. I say that if we move to the PH, we're settling there. That's it. It's a terrible spot for scouting, as we have Forest and Hills to the SE. It's also a terrible spot for scouting because once we move there, the cost of moving again is very high.

Moving to the PH without the intention of settling on the PH will put us behind every other team. Let's not make that mistake. If we go to the PH, we do so to settle there. I'd argue that you COULD also settle somewhere 1 square away from the PH if that square is flatland, but the only spot to do so is 1SW of the PH, which loses 1 Corn--not an acceptable situation. So, if you want to settle on the PH, we can move there. But I will not support the argument that you are moving to the PH to scout.


We need to build a worker and research agri and hook up the corn ASAP. The city will grow fast and we will be able to REX faster.
What's our strategy here? If you're going to push for a REX strat, then let's screw all religions. Forget them. Because I will not support a strategy that is going to be under-mined right from the start. I'm all for the religious beeline but if someone is going to push for decisions that do not support it, then we're not going to be successful at it.

we will need to crankout the settlers fast and the corn will make it possible.
That will happen regardless of whether we go for Hinduism and Judaism or not. Those 2 Corn Resources are what makes Settlers come out quickly and we'll have both Irrigated very quickly even under the Hinduism-first approach. At most, you give up 1/3rd of a Settler. That's not much of a difference in REXing, but if you think that it is, say so and we'll follow a REX strategy if you can convince the rest of us.
 
Is anyone else worried that the plains hill contains a strategic resource? I've mentioned it several times and given a few reasons why I think its there (Plastic Ducks analysis, 4 resources per capital) but no one else has brought this up (although I think Irgy brought it up a long while back). Should this possibility even factor into our decision at all?
That fact should be taken into consideration, but I didn't comment on it because it seems that a couple of you already have. Let me add to this point the fact that there are only 2 other spots that another Resource could realistically appear--where the Warrior is initially located and to the S+S of the initial Settler's location. The Warrior spot, say it contains Horse, is maintained by settling in place and settling 1E, but it is lost by settling on the PH square.
 
I'd take a 50% chance at founding one more religion (Hinduism) over not even trying, especially since we at least get SOMETHING more (a faster research rate) out of the tradeoff of a later-irrigated Corn Resource. But that's a risk that we as a team will have to choose whether or not we are comfortable taking. At least, as I said, our Worker will only be temporarily delayed, then can work, then have a shorter late-"early-game" time period where he is idle, compared to an early Worker who will get a few things done faster but then will have to sit around and wait until a further date in the future where he can become productive again.

The benefit of following a more traditional tech path (e.g. Agriculture -> BW -> Wheel -> Pottery -> Writing, etc.) is not just for early REX. It also ensures that our cities develop faster. We are able to build critical infrastructure sooner (e.g. granaries and libraries), make tile improvements sooner (cottages, roads, etc.), chop and whip sooner, etc. All of these things feed into REX, but also ensure that we increase the other aspects of our game like city growth, tech rate, etc.

Maybe a test is in order. One test (A) follows the religion beeline and another test (B) follows a more traditional tech path. At the end, test A will have 2 or 3 religions, but at what cost. We could evaluate B to see how many more cities, how many more pops, how many more techs, how much more infrastructure, etc.

Since all of our abilities are different, it wouldn't be fair to have the best player's game A compared to the worst player's game B. Can we set up a valid test with certain conditions and goals for strategy A and strategy B? That way, the same player could play a test game following each strategy and he could compare his results at the end of both test and report back to the group. We may also need to add in the variable of SIP vs. settling on the plains hill.

By the way, this is a bit of an unfair test because the REX strategy will be ahead in development and the religion-grabbing strategy will have an "intangible" benefit (at least early on) in terms of religions founded. However, we could at least determine approximately how much we would be giving up by following one strategy over the other.

I'd be willing to play 100 or so turns following two strategies if others thought it made sense. It would also be good if one or two others could do the same thing.

I realize that this may delay starting the game, but I think it would be worth it.
 
I think I addressed this before, but with the Emperor bonus (we pay 20% more per tech), if an AI beelines Hinduism, we will lose the race whether we SIP, settle on the PH on T1 or work the corn which provides an extra commerce. If the AI wants it, they will get it no matter what we do.
Sure like Hell

With that said, I was playing a Deity game along with several others and one of the top players (Duckweed, if I recall) said that if a player starts a wonder, the AI will "know" about it and thus won't go for it as often or as early. They were suggesting a strategy of putting a few hammers into a wonder, switching to build something else, and then coming back and finishing the wonder at a later date. Doing so would increase your chance of winning said wonder as the AI are less likely to go for it. I don't think anyone did any SDK code diving, but many players seemed to agree.

So, is it possible that if we start researching Polytheism on T0 that the AI are less likely to research it? I don't know...
Metropolitan Legend.
Are you one of the few lucky players who never lost a wonder for 1 or 2 turns?
Sure, the AI could have started it before YOU started yours, but often the AI has just better producion or it chops it. Ever used WB during a game? I do it often in my practice games. Ever lost a Lib Race when the AI who won didn't even have Education?

Is anyone else worried that the plains hill contains a strategic resource? I've mentioned it several times and given a few reasons why I think its there (Plastic Ducks analysis, 4 resources per capital) but no one else has brought this up (although I think Irgy brought it up a long while back). Should this possibility even factor into our decision at all?
I can't see why anyone have to worry about this.
If we have copper and we do not know hunting we can still build warriors, so this is not a concern.
If we have copper or iron in that hill, it gives one more Hammer to the city over there.
Remember: if a resource (marble, stone, copper, iron and all the other mineable strategic resources) is on a plains tile, it always gives +1H to the city on that tile. If that resource is on a PH tile, it adds its +1H to the one already added by settle on that tile.

If in doubt (shame, you must trust me ;)) just use WB.

Since iron or copper give +1H to a mined hill, we lose nothing if we settle there.

The 4 resources for the Capital *can* be another Metropolitan Legend, but just in case, I see 2. If one is copper or iron we'll know later. this makes 3. Can you see a 4th one NOW? If not, try to climb that damn hill!!!
 
Do you think they would have settled (those conditionals make me die, are they correct?)on the PH if they have seen an horrible BFC?

Many of you are set on a cultural game. And that's fine. It's my specialty. So trust my judgement when I say that the teams going for the PH (and we don't know that they didn't go 1E instead--all we do know is that they did not go 1NW), are teams that are going for a Diplo game. You yourself said that most of those teams with "higher level" players are going for Diplo.

Very few players are Cultural experts. The XOTM games speak to the fact that I am one of them. The PH location is a bad spot for a Cultural game, as in a Cultural game, our capitol must be a Legendary City if we are to even have a chance of competing.


So, if you seriously consider a Cultural game to be in the mix, then decide between in place (a very nice spot for a Cultural game) or 1E (gives us a bit more production at the cost of a slower-growing capitol, as we'll be working 1-2 more Hills and thus 1-2 less Grassland Cottages). Now that we know about the Grassland Hills Forest River squares E+E and NE+E, in place looks to me like the best spot for a Cultural game.


What's with that stuff about finding a Gold or Silver and going for a Civil Service slingshot? Pick a strategy and stick to it. If you want to slingshot Civil Service, let's plan our game around doing so.


If you want to go for a religious beeline, you have to realize that Christianity is our best bet for an Oracle tech. We will not have time to get Judaism and Confucianism in order to grab Philosophy with the Oracle. We're not on Prince or Monarch here. We have to plan to get the Oracle early if we are going to make getting it part of our strategy. If we don't go for the Oracle, we'll have to spend a lot more time on religious techs instead of empire-improving techs: the whole point of Christianity with the Oracle is so that we can focus on researching Confucianism and then empire-improving techs; otherwise, we'll have to beeline Christianity, too, which really does delay a lot of our other tech research farther than I'd like to see happen.


REXing for the sake of REXing isn't going to be a winning strategy. If you can find a method (besides Diplomation, which is not allowed) to make it into a strong winning strategy that will compete with a religious beeline and if you can convince other players to follow it, then I will gladly pursue that strategy and will do my best to support it. But if you don't have one, then stick to the one that we all seem to agree is best to follow for this game and plan to make some sacrifices in order to get the religions.
 
There has been a lot of talk about cultural vs. diplomatic. There have also been assertions made regarding what would be the best approach for each victory condition based on our past experiences.

Does it make sense for all of us to play 2 off-line games all using the same map? :eek:

Before you flat out say "No!", hear me out. One game would go for a diplo victory and the other would go for cultural. These games could use all of the same settings as this game, with the exception of playing on Quick speed rather than Epic so that the RL impact would be less. The games would have to have some constraints similar to this game, such as only being able to declare on 2 AIs, all AIs running state religion, all AIs alive, we have state religion in all cities which are connected, 4 great people and 4 warriors in the capital, etc. I don't think we can add the resource requirement since this may be tough to duplicate.

By doing this, when Dhoomstriker claims that owning as many religions as possible makes a diplo game easier, we will all have had a recent experience by which we can either agree or disagree with said claim. Right now, we seem to be talking past each other since diplo / culture are not the strong suit of many members of this team (including me).

I'd be willing to play 2 games in a somewhat fast fashion so as not to take forever to play (2 to 3 hours per game on quick is possible, yes?) . I would not be trying for my absolute best finish date. The goal would be gaining familiarity with these game settings with all of the restrictions, playing as Gandhi, finding out more about the nuances of the victory conditions, getting a better idea for how much faster or easier one VC is compared to the other, etc.

I really think this exercise would allow us all to speak from experience rather than guesswork, projections based on games played under different rules, etc.

Thoughts?
 
Dang... By the time I make one post, 3 or 4 others have queued up behind it. I have to constantly go back to re-read the thread. Make sure that when you're actively posting that you go back to make sure you haven't missed a post as the thread seems to reserve posts even if the poster isn't done yet. It's not a race to see who posts first. He who starts posting (by going to "Go Advanced" I think) gets his post listed first. Or maybe it's just that I'm taking too long to finish my posts...

In any event, after posting be sure to go back and look for missed posts...
 
Very few players are Cultural experts. The XOTM games speak to the fact that I am one of them. The PH location is a bad spot for a Cultural game, as in a Cultural game, our capitol must be a Legendary City if we are to even have a chance of competing.

Just to add some credibility to this point, Dhoomstriker won the fastest cultural game yet again in WOTM28. Jesusin wasn't in the competition (arguably THE cultureal expert), but he still won against 3 other cultural submissions.
 
Ever lost a Lib Race when the AI who won didn't even have Education?
Not since I started paying attention to the tech trading of AIs, which was probably after about my 10th game of Civ4. If you keep on top of the trading situation and you know which AIs do have Education and what their likeliness to trade it with other AIs will be (this info is all in the XML and can easily be downloaded from the forums in handy Excel spreadsheets, if you prefer), then you will not fall into this situation.


If we have copper and we do not know hunting we can still build warriors, so this is not a concern.
Agreed, but it is the waste of a nice Resource square by settling on it that Irgy, Mitchum, and I are concerned about, not whether or not we can build Warriors. Warriors can always be built any time late into the game as long as you have not researched Rifling and found a city that is not on the Coast and not connected via Road or River to any other city. Building the Warriors is not the concern, but wasting the value of a Resource is the concern.

With Copper, you have a square valued at 7 (6 Hammers + 1 Commerce).

By settling on the Copper, you gain 2 Hammers once Bronze Working is in.
By working either the Plains River square or the Grassland River square in exchange, you can irrigate or Cottage it.
If we Irrigate it, you get:
Plains Irrigation = 2 Food + 1 Hammer + 1 Commerce = 4 total + 2 bonus Hammers = 6 total, meaning that you lose out compared to working the Copper.
Grassland Irrigation = 3 Food + 0 Hammers + 1 Commerce = 4 total + 2 bonus Hammers = 6 total, meaning that you lose out compared to working the Copper.

If you put a Cottage on there, you will eventually get a lot more Commerce, but as you can see, we have several Grassland Cottage locations, but at most only 1 Copper location. So, when you need a Grassland (or Plains) Cottage, you can pick any other of a number of squares to work. But when you need to pump out your Cathedrals or a Wonder, you won't have the Hammer base to do so, unless you instead work an inferior Tundra Hills Mine (3 Hammers) + 2 Hammers from settling on the Copper = 5 total, far lower than the 7 total of working the Copper Mine directly.

Since iron or copper give +1H to a mined hill, we lose nothing if we settle there.
False. We lose out in every case except for the case of a Cottaged square, which we will have other squares equal to the task to work, but we won't have another Hammer-heavy square to work.


The 4 resources for the Capital *can* be another Metropolitan Legend, but just in case, I see 2. If one is copper or iron we'll know later. this makes 3. Can you see a 4th one NOW? If not, try to climb that damn hill!!!
What are you talking about? The 4th one, if this information is true, exists in the capitol's fat cross. Moving the Settler only makes you more likely to move away from it, especially if it is, say, Copper or Horse where the Warrior is standing. That empty Forest square which is surrounded by other Forest squares (where the Warrior is standing) is certainly suspicious. It is hard to believe that both the Plains Hills square and that square where the Warrior is standing will contain nothing Resource-wise. By moving to the Plains Hills square, we throw one away and reduce the value of the other. If you're the kind of player that likes to gamble, you should put your money on there being a Resource on one of those two squares and settle in place. That's where the smart money is at. And even if no Resource appears where the Warrior is, there's a strong chance of getting a free Forest growing there, for a powerful Hammer chop by the fact that the square would be very close to our capitol. Finally, even if there is no Resource on the Plains Hills square, what with it being a River square, I'd rather work it with a citizen than waste its value by sitting on it.


People who see one Gold Resource and think that it makes a big difference are the kind of players that don't see the equal or greater value of working several River squares. Those are the same kind of players than think a Science rate of 40% is bad to have, so they'd rather stick with just 3 cities the entire game. See the analogy? Sometimes you have to open your mind past the obvious one-square benefit and see that working multiple River squares adds up just as much over time.
 
Just to add some credibility to this point, Dhoomstriker won the fastest cultural game yet again in WOTM28. Jesusin wasn't in the competition (arguably THE cultureal expert), but he still won against 3 other cultural submissions.
I absolutely aknowledge Dhoom as our expert in both the possible VCs for this game.
His "religion chasing strategy" is good for both VCs, since we can have 4 religions: Judaism, Christianity (Oracle), Confucianism and Philo. We can even decide to burn our first GS immediately on Philo if we'll have already researched CoL. In case we have a GS before CoL, we must evaluate if wait few turns and burn him on Philo or an Academy. Mind that we're philosophic and with the pacifism civic added we can pop GSs at lightspeed.

I've read Dhoom's game writeup (just the beginning to be honest) and he seems to regret to not have played a more "science oriented" game. Dhoom, please enlighten us!
 
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