Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
WFYABTA Trading Limits
We have the following tech trades allowed with non-Friendly AIs remaining to us:
Zara: 4 techs
Saladin: 4 techs
Toku: 5 techs
Jusinian: 18 techs
Isabella: 5 techs
So, other than trading with Justinian or with a Friendly AI, we will be shortly shut out of the tech-trading game.
Here are some techs that might be offered up in trade:
1. Metal Casting
2. Machinery
3. Compass
4. Optics
5. Horseback Riding
6. Guilds
7. Banking
8. Drama
9. Engineering
10. Music
11. Divine Right
12. Gunpowder
We don't have to decide immediately, but start to put your "thinking caps" on to think about which techs we should take in trade and which techs we should ignore.
We played this game well by getting techs like Archery early on before we knew more than 2 AIs.
But, now we will have some tough decisions to make.
Here are the techs in that list that we MUST get either in trade or research ourselves, as they are techs on the way to Mass Media:
1. Metal Casting
2. Machinery
3. Compass
4. Optics
Here are some of the techs that I consider to be optional to receive in trade, but all of them have interesting uses:
Should we take Drama in trade? It is not on our Mass Media beeline path. Yet, it does offer us the ability to build a cheap cultural building in Riverside and in Wheaties, to keep Zara's culture at bay. It also offers us the chance to build The Globe Theatre.
Should we take Divine Right in trade? The Spiral Minaret is a great Wonder for a Spiritual Civ and it pairs nicely with the University of Sankore. The Spiral Minaret also requires Stone, so there is a good chance that we can beat an AI to buiding this Wonder, even if we get Divine Right as a tech trade.
What about Engineering? Trade Route income makes up a good chunk of our economy right now. A harbour only adds 0.5 Trade per Trade Route, since it adds a 50% bonus ALONGSIDE the "overseas" and "sustained peace" and "connection to the capitol" trade route bonuses; it does NOT multiply against these bonuses. On the other hand, in a game where the AIs have a lot of overseas Cities, one extra Trade Route per City (or even in just a few of our big Cities) can make a big impact on our economy and thus building Walls + Castles using Stone in a few of our big Cities can very quickly pay for itself. Pikemen to deal with all of the Ivory that is floating around and Trebuchets should we go attacking Mehmed's Cities later in the game would be very useful Military units to have.
Horseback Riding would give us access to War Elephants. It would let us build a Stable or two and would open up the possibility of getting Knights, should we trade for Guilds. This tech has a militaristic-slant and if we aren't going to be building the relevant Military units, it can be skipped. If we want to take this tech in trade, we have to consider that we might be unable to trade for a tech like Optics.
Guilds and Banking would definitely improve our economy by way of Grocers and Banks. We're probably not going to need the Workshop bonus from Guilds, but Knights are always nice to have access to build. Knights are the perfect counter unit to Zara's Oromo Warriors, for example, since they start with immunity to First Strikes and have a higher base strength than Oromo Warriors (aka Musketmen with extra First Strike attacks). Zara doesn't even have access to Metal or Ivory, to build units that counter Knights. The only problem with Knights is that we must ALSO take Horseback Riding in trade, otherwise we won't have the ability to build Knights. So, going for Knights actually counts as two techs on our "wishlist."
Music... well... we probably don't need it, but a Cathedral could allow us to get +2 Hammers or +2 Flasks in a big-sized City like Delhi, due to the Apostolic Palace and University of Sankore bonuses. It's an expensive building to build, even with the Resource-bonus, just for an extra 2 Hammers or 2 Flasks, though, so it's a pretty questionable tech to get. Desipte the fact that the Sistine Chapel would give our Scientist Specialists more Culture and we DO plan to run a lot of Scientists, I don't really see any use for that extra Culture except maybe in the two Cities that border Zara and in Goldfish. It's not worth building that Wonder just for those minor use cases, so we would not be buiding this Wonder. I think that Music is the easiest tech to drop off of our "to trade" list of techs and thus I'm also glad that we decided not to research it ourselves.
Gunpowder would be nice to get, but by the time that it becomes available, chances are that only Justinian (or perhaps a Friendly AI) will still be trading with us. If we follow my advice and delay meeting Mehmed, it is possible that we can get this tech in trade from Mehmed, too, since his WFYABTA trading limit will not increase as long as we do not meet him.
We have the following tech trades allowed with non-Friendly AIs remaining to us:
Zara: 4 techs
Saladin: 4 techs
Toku: 5 techs
Jusinian: 18 techs
Isabella: 5 techs
So, other than trading with Justinian or with a Friendly AI, we will be shortly shut out of the tech-trading game.
Here are some techs that might be offered up in trade:
1. Metal Casting
2. Machinery
3. Compass
4. Optics
5. Horseback Riding
6. Guilds
7. Banking
8. Drama
9. Engineering
10. Music
11. Divine Right
12. Gunpowder
We don't have to decide immediately, but start to put your "thinking caps" on to think about which techs we should take in trade and which techs we should ignore.
We played this game well by getting techs like Archery early on before we knew more than 2 AIs.
But, now we will have some tough decisions to make.
Here are the techs in that list that we MUST get either in trade or research ourselves, as they are techs on the way to Mass Media:
1. Metal Casting
2. Machinery
3. Compass
4. Optics
Here are some of the techs that I consider to be optional to receive in trade, but all of them have interesting uses:
Should we take Drama in trade? It is not on our Mass Media beeline path. Yet, it does offer us the ability to build a cheap cultural building in Riverside and in Wheaties, to keep Zara's culture at bay. It also offers us the chance to build The Globe Theatre.
Should we take Divine Right in trade? The Spiral Minaret is a great Wonder for a Spiritual Civ and it pairs nicely with the University of Sankore. The Spiral Minaret also requires Stone, so there is a good chance that we can beat an AI to buiding this Wonder, even if we get Divine Right as a tech trade.
What about Engineering? Trade Route income makes up a good chunk of our economy right now. A harbour only adds 0.5 Trade per Trade Route, since it adds a 50% bonus ALONGSIDE the "overseas" and "sustained peace" and "connection to the capitol" trade route bonuses; it does NOT multiply against these bonuses. On the other hand, in a game where the AIs have a lot of overseas Cities, one extra Trade Route per City (or even in just a few of our big Cities) can make a big impact on our economy and thus building Walls + Castles using Stone in a few of our big Cities can very quickly pay for itself. Pikemen to deal with all of the Ivory that is floating around and Trebuchets should we go attacking Mehmed's Cities later in the game would be very useful Military units to have.
Horseback Riding would give us access to War Elephants. It would let us build a Stable or two and would open up the possibility of getting Knights, should we trade for Guilds. This tech has a militaristic-slant and if we aren't going to be building the relevant Military units, it can be skipped. If we want to take this tech in trade, we have to consider that we might be unable to trade for a tech like Optics.
Guilds and Banking would definitely improve our economy by way of Grocers and Banks. We're probably not going to need the Workshop bonus from Guilds, but Knights are always nice to have access to build. Knights are the perfect counter unit to Zara's Oromo Warriors, for example, since they start with immunity to First Strikes and have a higher base strength than Oromo Warriors (aka Musketmen with extra First Strike attacks). Zara doesn't even have access to Metal or Ivory, to build units that counter Knights. The only problem with Knights is that we must ALSO take Horseback Riding in trade, otherwise we won't have the ability to build Knights. So, going for Knights actually counts as two techs on our "wishlist."
Music... well... we probably don't need it, but a Cathedral could allow us to get +2 Hammers or +2 Flasks in a big-sized City like Delhi, due to the Apostolic Palace and University of Sankore bonuses. It's an expensive building to build, even with the Resource-bonus, just for an extra 2 Hammers or 2 Flasks, though, so it's a pretty questionable tech to get. Desipte the fact that the Sistine Chapel would give our Scientist Specialists more Culture and we DO plan to run a lot of Scientists, I don't really see any use for that extra Culture except maybe in the two Cities that border Zara and in Goldfish. It's not worth building that Wonder just for those minor use cases, so we would not be buiding this Wonder. I think that Music is the easiest tech to drop off of our "to trade" list of techs and thus I'm also glad that we decided not to research it ourselves.
Gunpowder would be nice to get, but by the time that it becomes available, chances are that only Justinian (or perhaps a Friendly AI) will still be trading with us. If we follow my advice and delay meeting Mehmed, it is possible that we can get this tech in trade from Mehmed, too, since his WFYABTA trading limit will not increase as long as we do not meet him.