SGOTM 11 - Fifth Element

Please explain us how a MI can attack from a single-tile island :lol:
Any other placement can give us some chance, but the 50% penalty for amphibious against the already powerful fortified MI... let's just hope my imagination is sick.
That situation would be even easier. We could certainly bombard all city defenses down to size 0 with a Frigate. Then it would just be a matter of throwing 20+ land units at the city to kill the MI plus 2 Archer defenders--when it comes to weaker units, whether we use Archers or Macemen to attack for the first several attacks won't make much of a difference--sheer numbers will matter more, due to lucky wins. Just don't use any siege weapons in this case, since siege units can't attack from the Coast.
 
How confident are you in your fog-gazing for the squares to the E+E and NE+E of the Settler being Hills squares? If they both are Hills squares, then in-place looks a lot stronger than I thought originally when I thought that those squares were flatland. Even if only one of those two squares is a Hills square, I'd still be really tempted to settle in place for any strategy that we pursue that starts us beelining a religion.

I'd like someone else to check it out, but I'm pretty sure that at least one of them is a hill. BLubmuz, have you had a chance to open the save yet?
 
(...)
We can greatly reduce the luck factor by planning out a lot of details and preparing for the worst--what happens if our two best allies want to declare war on each other, for example--but I am not convinced that this team wants to play with the required level of detail needed to succeed at a top Diplo spot. If you want it badly enough, you'll have to work hard for it--perhaps to the point that our turnsets will even be 8-10 turns at a time for the first few turnsets, so that we can better analyze the situation and keep on top of potential problems. Are you honestly willing to play the game that seriously? I would be, but I am not certain that we are all on the same page with the concept of serious, detailed play.
In your interesting analysis, you left behind a key factor:
What if our UN opponent is our big, best friend?
And maybe he's also the best friend of another AI and share with him a "our mutual military struggle" derived from a war we could not join dur to the constraints?

Talkin' a bit about our early strategy, i think that an early religion will help us in both options: one less religion to fight against, it can autospread to our neighbours giving us an easier start.
I think Medi or poly, then it would be easy for Gandhi have Confu and Taoism.
 
I'd like someone else to check it out, but I'm pretty sure that at least one of them is a hill. BLubmuz, have you had a chance to open the save yet?
No, not yet, sorry.
I've found some minute to finish read the thread and to post something.
Probably tonight i can do something.

Looking to the screenie you posted I agree that the one SE+SE of settler is a plains hill.
The 3 hills you guessed to the E... i would not bet you're right, but you can be.
 
Re: early religeon
* On Emporer, we could easily go for one and still miss it. Judaism we could probably reliably get, but that's a huge delay for worker techs to beeline it.
On Emperor, we'd have a pretty fair shot at one of the first religions, since we start by working a +1 Commerce square (a Corn on the River).

* The benefits of having an early religeon are quite nebulous.
Consider the following: XOTM games are great comparison games, because unlike HOF games, you have several players playing under the same conditions.
I used the successful strategy of hording most Holy Cities to myself in two notable XOTM wins:
GOTM 52: We all chased after Diplo. Here's the strategy that I used in that game: My strategy and a couple of more details about my game.

I used a similar strategy to take both the Fastest Diplo and the Gold Medal in a One City Challenge game (what you might call "the ultimate non-Diplomation challenge"), in WOTM 25. In that game, i wasn't even chasing after a Diplo win, but what I did manage to do was found all religions except for Buddhism, giving me free reign to convert most of the world to one religion.


It may not turn out to be beneficial at all to get an early religeon, at which point we're many turns behind for next to nothing.
Far from it: we'll be well on our way to founding the next religion down the same tech path. Meditation leads to Taoism, Polytheism leads to Monotheism, Monotheism leads to Christianity, etc. Missing one religion by a little bit means that a beeline will get us the next religion; missing a religion by a lot of tech means that we'll have a much greater chance of also missing the next religion down that same tech path.



Dealing with the religeous situation will be important, but we'll have a lot more resources to spare in the mid-game to deal with the situation. We'll also have more trading chips mid-game if we're not miles behind in development.
All of those thoughts sound good until you consider that simply by having ownership of a Holy City, you could trade the world to an AI and they'd still switch back to their Holy City's religion from your persuaded choice of religion, as frequently as 5 turns after each of your bribes.


* The costs are high, and we don't get anything that will replace them.
The costs later can be infinitely higher (i.e. never satisfying the AI enough to stay in our persuaded choice of religion).

* I contend that the best game is going to be one which does not spend time getting an early religeon, but instead gets out of the starting blocks fastest.
But, have hope and faith! :cool: There is an alternative, best-of-both worlds approach:
Tech Agriculture -> Monotheism -> a couple of Worker techs -> Confucianism -> Theology -> Philosophy (and possibly skip Divine Right, as Islam usually doesn't spread that well).
We'd need to make either Hinduism or Buddhism the world's religion, with the other one belonging to our "targeted AI opponent" in a Diplo vote.

This way, we'd POSSIBLY get Hinduism but probably not, since we'd go after it immediately after Agriculture, but we'd COMMIT to getting all of the other religions (except maybe Islam).

As I said before, we'd have to avoid wars until we'd figured out the Diplo situation--in this case, the Diplo situation would depend upon how well either Hinduism or Buddhism spreads across the world and which one we are able to obtain for ourselves from automatic spread.


Re: Starting Location
Don't forget about my stated option of settling 1E. Moving 1E would pick up the Plains Hills square to the SE + SE, would keep us on a river, would allow us to have a Plains River Cottage square (useful for getting "multiples of 4 Hammers" for a Cultural game) by moving the settler off of this square, would keep the Corn, would let us work a Corn from turn 1, and would give us the maximum number of Hills squares possible that we can see (an extremely important point for a Cultural game that is more Wonder-based than Great-Artist-based--note that such a Wonder-based Cultural game just happens to be my specialty in Cultural Wins, whereas a Great-Artist-based game will work less here, as usually you get less Great People in exchange for getting a higher percentage of Great Artists, while our game requires us to get 4 extra Great People).

Moving 1E is less important if we do indeed have 2 Grassland Hills Forest River squares to the E + E and NE + E of the Settler's initial location, as I was under the assumption that we'd have to move just to be able to get 3+ Hills squares when I made the recommendation to move 1E. I'm still not convinced about that square to the NE + E, but E + E is looking Hilly to me now that Mitchum has pointed it out. Still, anyone confirming or denying what he sees would be helpful for determining our capitol's location.


1. Spend some number of turns examining the surroundings to find the best settling location, at the cost of not settling there as early as we could have...
I strongly dislike (1).
With the team discussing things before moving the Warrior, I can't see how we would possibly need to explore so much before settling. Once we've got our strategy in place and have thought about which location would be our preferred location and which would be our backup location, the Warrior move plus a potential Settler+1-more-Warrior move will be more than enough to know exactly where to settle.


4. Settle NW after discovering a windfall of resources in that direction.
(4) can be resolved quickly and easily by moving the warrior NW.
What Resources do you think could be on 2 Plains, 1 Grassland, and 1 Grassland Forest square (the only relevant squares revealed by sending the Warrior 1NW) that could make up for our capitol only have 2 Hills squares, with neither of said Hills squares being on a River? Would 1 Plains Wheat that has no access to Fresh Water prior to Civil Service do it for you? Perhaps you are hoping to find an Ivory on each of the Plains squares? Maybe you're hoping against hope that the Map Designer modded-in a Deer or Horse Resource on the Grassland Forest square? Would a Grassland Dye be enough for you to move? I'm not trying to be sarcastic here, so I hope that I am not coming off that way. I just want to know what would be the most valuable to you, so that if we do chase after this option, we can maximize our Warrior's movement. For example, if you only care about Plains-square-based Resources, then we'd move the Warrior 1N instead of 1NW, to reveal 3 Plains squares that would be in the fat cross of settling 1NW.

Re: Overall Strategy
* REX like crazy...
* Research economy techs, towards Education and Liberalism. Use great scientists for an academy, and to bulb Philosophy and Education.
Assuming that we played a game where we did not focus on grabbing religions, why not go for an Astronomy beeline? Wouldn't getting access to foreign religions be very important? Wouldn't Astronomy help a ton with REXing off-continent? Wouldn't Astronomy ASAP help us to start getting Open Borders and Resource Trading bonuses that much earlier?

If you recall our practice game, the tech path calls for avoiding Meditation, Philosophy, and Education until after we've bulbed Astronomy, but that path works surprisingly well in most non-Pangea games. It even fits with my idea of a Monotheism beeline, with the exception of letting an AI get Taosim and us putting a priority on spamming Hinduism or Buddhism to the Taoist founder as soon as we meet said founder.

The more that I think about it, we were on the right track with our practice game's Astronomy beeline. Mix that together with a bit more religious beelining and I think that we'll have a winning tech path! :king: :goodjob:


* Once we have universities and oxford, make a beeline for Mass Media.
Oxford is not needed for a Diplo game IF you get early Astronomy. The +25% bonus from early (cheaper-than-Universities) Observatories plays a big role in this approach. My GOTM 52 Diplo win listed above was a game where I did not build Oxford until after I built The United Nations.


* Manage the diplomatic situation as it comes. While being very very careful about it of course. I don't mean make it up as we go along, I just think we can't make most of the decisions until we've actually met a few AIs.
Sort of. For example, we shouldn't Open Borders with any AI automatically. Opening Borders with a few, select AIs can be better decided-upon after meeting a few AIs. But, we can't play a normal game where the UP player just accepts all Open Borders agreements. Thus, we DO need to think about and plan out ALL of our Diplo interaction policies (even something as seemingly innocent as refusing most or all early Open Borders requests) before playing, but I will give you that we can often delay deciding which particular requests to accept (or which offers to make--such as Open Borders--instead of just accepting ones that AIs propose) until a bit later on.


Overall, I think the early turns actually don't have a lot of decisions, while the midgame diplomacy is where we really need to be careful and spend a lot of time making plans.
Hopefully, I have convinced you of the fallacy of this statement.
 
This is just to confirm that I am going to play.
I still have to read all the long discussions...

Good luck to us.

Welcome to the team. Definitely take the time to read all the detailed posts!
 
The more I read these posts, the more I lean towards:
1. Early REX
2. Religion Beelines for as many as possible
3. Wonder Spamming
4. Liberalism Early to avoid AI getting it
5. Early war to take over our landmass (if we are on a landmass with 1 other AI and it lends itself to doing this)
6. Cultural Victory

At first, the discussion centered on the idea that a Diplo VC was the way to win and culture was put in to trick people. I really think that while a Diplo may be faster (by 30-40 turns and only if you win on the first vote) than a culture, the team that wins this will win with a culture VC because they will be able to meet all the conditions placed on the game.
10 - 12 cities, 5 - 6 religions, cathedrals, Sistine and the culture slider high is the ticket to the win.
We only have to research to Liberalism and then go full culture and turtle except to take the fur (if needed).
 
I am bringing the discussion from our Practice Game over to here...

My "brute-force copy and paste" was on a text UT well wrote over the one you can still see in SG10.
We all know that he's been too busy to keep the Rules listing up-to-date with many of the items discussed in our practice game thread, but you just went and copy and pasted his outdated version and made very few changes related to what we discussed. That's my complaint.

What you did change was to correct a minor point about what turn a turnset ends on and to ask that people upload a copy of their BUFFY log.

You also made a further change about the timing of how long to wait when we have disagreement on a decision. I'm pretty sure that we didn't finish the discussion and didn't come to an agreement on how long to wait when we have a disagreement (yes, the irony there is interesting), but we didn't even vote on it... you just made the change to the rules as if we had. :crazyeye:


I aknowledge i just tweaked some minor point and not updated it with suggestions (or rules) on PPPs and so on.

But every member of this team can provide his suggestions, in terms of changes and/or additions.
- Just quote the rule you want to change along with your proposals.
- Just make a proposal for a new rule
I thought that I had done exactly that, at least for the PPP part, but let spell it out explicitly.
This part of the rules:
---
b. Level of detail of PPP will be at the “up” players discretion but if requested additional specifics will be added
---
needs to be updated to reflect the fact that it is not up to the UP player's discretion but that the UP player needs to incorporate all items brought up by a team member that might be relevant, especially the items that were only mentioned once and not yet discussed. It would be the UP player's responsibility to bring these items to light and make it clear that discussion is required on those items before play can proceed.

We also discussed the idea of the UP player taking on the responsibility of being more active in their logins during the time period that they are UP. Although we didn't agree on this point, it wasn't really discussed either, so we need to discuss it and decide upon it.


My thought is that even if your proposed detail for PPPs is error-proof and probably needed on the very early stages of the game, it can't have the same level of detail once we have say, 3 cities.
That's fine that over time detail can reduce, but I would like to see all Worker actions detailed until we have at least 3, maybe 4 Workers, at which point inefficiencies in their movements will either:
a) be learned how to avoid by team members after having had teammates talk about similar micromanagement concepts from earlier, well-detailed Worker actions and moves
or
b) be not as big of a loss to our overall empire as would inefficient Worker actions and movements for the first 2-3 Workers

So, there's another idea that needs to be discussed and decided upon.


Please just look at one of Murky's previous SGs and tell us if they have this level of detail. They have a plan and they know how to accomplish that plan.
Are you going to tell me that every player on this team has the same skill level as the average Murky Waters player? I would disagree. The less "base" skill or experience that a team member has, the more input and discussion from other team members will be required. There's only one way to get that discussion, and that's for someone to keep track of and organize all of our thoughts (we'd somewhat agreed that the UP player was better than the captain to do so, but I think that we'd agreed that SOMEONE needs to do so), and there's only one way for the team to be able to comment on the thoughts inside of the UP player's head, and that's for the UP player to write down all of their plans.

Another worry comes from the items that the UP player hasn't even thought about--such as which AI gets our early Espionage points--but by detailing everything else that the UP player CAN think of, the team members can spot these kinds of missing pieces in the plan and can speak up about them.


And please don't forget we can have problems of time. I'll post a schedule in our SG thread.
I'd rather make turnsets short and easy to accomplish, and the only way to do so is to provide extremely clear directions that are easy to replicate, follow, and understand; rather than half-baked directions that lead us to making strategic mistakes that drag the game on into additional turnsets.

Follow this "rule of thumb": the more discussions that we will have, the more decisions will be made as a team, and the less responsibility and the less decisions will need to be shouldered by the individual UP player. Isn't that concept the whole point of an SGOTM?
 
In your interesting analysis, you left behind a key factor:
What if our UN opponent is our big, best friend?
And maybe he's also the best friend of another AI and share with him a "our mutual military struggle" derived from a war we could not join dur to the constraints?

I thought that I'd spoken to that same point when I wrote the following:
We can win a diplomatic game without a big empire as well. We should be self-building the UN regardless, so there's no need to be the population leader.
It is easy to say that we won't have to be the largest Civ, but if we aren't, we throw away all strategies related to gifting the United Nations Wonder. These strategies are what allow you to have a bunch of large AIs liking you and liking each other (usually they'll like each other more than you) due to factors such as shared religion, while still having all of those AIs voting exclusively for you, as your rival is a hated, small opponent.

However, upon re-reading what I wrote, you kind of have to read between the lines. What I am suggesting is that for a Diplo game, we will have the most strategic options available to us if we can become the most populous Civ. We don't need to get anywhere close to the Land Area Limit for a Domination win--we just need to be bigger than each of the other AIs. "Eating up" half of the land of 2 AIs each from wars might be one way to do so, and during this effort, we'd have 2 enemies that other AIs could join in wars with us against.

The whole point of becoming the largest Civ is so that we can gift the United Nations to our enemy of choice, so that we won't end up in a voting race against one of our best allies.


Talkin' a bit about our early strategy, i think that an early religion will help us in both options: one less religion to fight against, it can autospread to our neighbours giving us an easier start.
I think Medi or poly, then it would be easy for Gandhi have Confu and Taoism.
And there's still a chance to score Polytheism after Agriculture, or less of a loss of missing early Agriculture if we leave one early religion (Buddhism) for the AIs and beeline Hinduism first while building a Warrior first and growing.

A third alternative is to build a Worker first, Mine the Plains Hills square, and then use that extra production to build a second Worker immediately. Once Agriculture comes in after Polytheism, we'll grow using Corn, but before then, growing on unimproved Corn is less valuable than building a second Worker using a Mined Plains Hills square.


Polytheism instead of Meditation still leaves us the Astronomy beeline option.


Like in our Practice game, although we won't have Marble, chopping The Oracle (or building it using the capitol's Mines) is probably the Ancient Era Wonder that I care about the most. A beeline to Monotheism could even get us Christianity from The Oracle, giving us a religion that several BTS AIs beeline (Christianity) while delaying the world's competition to build the potentially-dangerous Apostolic Palace (since AIs without that tech won't be able to build the Wonder and generally, if someone else has researched a religious tech, an AI will often put off researching that religious tech). This approach would work well for either a Cultural or a Diplo game.
 
4. Liberalism Early to avoid AI getting it
Simply by having the human player avoiding research on Paper, and even moreso, on avoiding Civil Service for a while, the AIs will take forever to chase after Liberalism. They only like to go after it once they have learned Paper, and they generally avoid Paper most of the time and avoid it even more if no other Civ (including the human player) knows Paper.

Regardless of when we research Paper and Education, we should never trade away Paper or Education until just about all of the AIs know said techs (i.e. at the point where an AI is probably going to trade for one of said techs in a couple of turns no matter what we do). Trading away Civil Service can be debated, depending upon what we might get for it, but if we go for an Astronomy beeline, we might be the ones to get Civil Service in trade! :D

Hording Paper and Education is the best way of keeping the AIs away from Liberalism, hands-down.


The REAL reason to get Liberalism early on would be its usefulness early on if we choose to chase after a Cultural Victory, since the sooner that you can get to Liberalism, the faster that you can win a Cultural Victory, give or take some other factors. Delaying Liberalism to get "a more expensive tech" is a mistake in a Cultural Victory, but is a strong strategic play in a Diplomatic game where you don't play to use Free Religion as part of your victory plans (we are not allowed to use Free Religion--at least at the end--in this game).

Actually, that brings up a neat point: we CAN get the 10% Science bonus and the reduced tensions with AIs of differing religions if we switch to Free Religion!!! Then, we can spread our missionaries and get them to convert to our religion of choice, switching back to that religion later. So, even in a Diplo game, we might not delay Liberalism until Radio--we might just delay it until Scientific Method or Physics.


Building The Sistine Chapel and having access to a religion prior to 1000 BC will also be strong keys to a Cultural Victory.
 
IF we use FR then we don't get the negative modifiers from any of the AI for religion and we can change at the last minute, even after a Diplo vote. Just a thought, though I prefer culture at this point.
 
Question: If we declare war on an AI and it later vassalizes to us, will we still get the 'you declared war on us' penalty? I'm sure that this has been asked and answered, but I couldn't find it.
Some Diplo modifiers can disappear over a long period of time (usually 50 turns for positive modifiers like "You gave us help" and 200 turns for negative modifiers like "You refused to stop trading with our enemy"), but a declaration of war is a PERMANENT Diplo modifier. If you vassalize an AI on whom you declared war, that negative Diplo modifier still applies. If someone else vassalizes that AI, that negative Diplo modifier still applies. If a Civ dies (and if you have DEAD Civs set to appear in the list of Civs), the "you declared war on us" negative Diplo modifier STILL exists. It does not go away! :)
 
However, upon re-reading what I wrote, you kind of have to read between the lines. What I am suggesting is that for a Diplo game, we will have the most strategic options available to us if we can become the most populous Civ. We don't need to get anywhere close to the Land Area Limit for a Domination win--we just need to be bigger than each of the other AIs. "Eating up" half of the land of 2 AIs each from wars might be one way to do so, and during this effort, we'd have 2 enemies that other AIs could join in wars with us against.

The whole point of becoming the largest Civ is so that we can gift the United Nations to our enemy of choice, so that we won't end up in a voting race against one of our best allies.
Largest or not, reading and re-reading between the lines and even between the pixels, i can't find the answer. Let me try to make it clear:

Scenario:
we're the largest Civ in terms of population.
we have a friendly AI (let's call it Alpha) which surely votes for us. This AI is #3 in population.
our hated (or just cautious or even pleased) opponent (let's call it Beta) will be #2.
for some reason (a war with another AI or a couple cities founded or a demographic explosion) AI Beta will pass AI Alpha in population. Our best friend will be our opponent.

I'm not that great expert in Diplo, but i know this can happen.
Game lost. Please correct me if i'm wrong or if this scenario is absurd.

In playing Devil's advocate you moved me to prefer Cultural. We'll be less depending by the RNG and don't forget that a great cultural game can beat a good Diplo game.
Just look at Jesusin/Misotu in the HoF (Emperor/Epic/Small).


Warrior move:
a) i think that NE is best move to reveal possible resources. In any case, we'll have those resources pretty soon, when our capital expands its 3rd ring. And a new city can use them.
b) warrior SW: it's clearly a GL forest we'll have in BFC if we settle in place. Even if we settle on the hill we'll have it on 3rd ring.
there's another possibility moving the warrior SW: he can reveal if that coast tile is a
c) i can't see any other warrior move to help us in decide if settle in place or on the hill
lake or coast.

if warrior SW shows actual coast with seafood, it can make sense to settle on the hill, or even E to let more room for a city there. I just think it's mamdatory to keep both corns in BFC, so we have only 3 options:
a) in place
b) on the hill
c) E
 
I am bringing the discussion from our Practice Game over to here... well done

but we didn't even vote on it... you just made the change to the rules as if we had.
maybe i'm wrong, but i haven't seen any comments. No comments = approval.
But this is not important. We're here to agree on a good set of rules, so we can make any change we need. Just, let's make it sooner rather than later. There's no sense in rewrite the rules in June.


I thought that I had done exactly that, at least for the PPP part, but let spell it out explicitly.
This part of the rules:
---
b. Level of detail of PPP will be at the “up” players discretion but if requested additional specifics will be added
---
needs to be updated to reflect the fact that it is not up to the UP player's discretion but that the UP player needs to incorporate all items brought up by a team member that might be relevant, especially the items that were only mentioned once and not yet discussed. It would be the UP player's responsibility to bring these items to light and make it clear that discussion is required on those items before play can proceed.

We also discussed the idea of the UP player taking on the responsibility of being more active in their logins during the time period that they are UP. Although we didn't agree on this point, it wasn't really discussed either, so we need to discuss it and decide upon it.
i agree, can you please rewrite that "b" point? or add another or more point(s).

i agree on the snipped part


Are you going to tell me that every player on this team has the same skill level as the average Murky Waters player? I would disagree. Sadly true :(

Follow this "rule of thumb": the more discussions that we will have, the more decisions will be made as a team, and the less responsibility and the less decisions will need to be shouldered by the individual UP player. Isn't that concept the whole point of an SGOTM?
Sure, it is.
 
Edit: I forgot to add, be sure to subscribe to this thread. That way, you get instant e-mail notification if someone has posted here. That keeps you from having to log in every few hours (or days) to see if someone has posted anything.
How does that functionality work for edited messages? Do you get the original message or the edited version of the message? For more than 90% of the messages I write, I will re-read and edit parts of them. It kind of goes without saying that when you type a lot, you're bound to want to change a thing here or there...
 
I got jesusin's cultural game open (1350 AD E/E/Small).
7 AI:
2 dead
2 don't have Liberalism but can research it
1 does not even have the prerequisites (Monty)
1 have it (Boudica, the score leader) but is running Theo
1 is in free religion. it's Shaka, who's got a different religion in any of his cities (many conquered). I think he was bribed by our hero many times in fighting enemies for him.

6 cities (enough on Small).

# 2 HoF Diplo game (the first in BtS) (1575 AD E/E/Standard)
7 AIs, all alive
1 (Alex) painlessy behind, not even CoL and Paper
6 with Communism, 3 of them in FR (one is van Oranje)

edit:
now i got the starting save open:
i can bet the one Mitch indicates as a plains hill, is a plains hill. outside the BFC if we settle in place.
I'm not sure about the coast S of the southern corn: it can be the river which goes S then curves N, then W. i doubt that the warrior SW can tell us more, since there're forests around him.

Settle 1E will give us 3 hills and 2 corn for sure. warrior NE can be the best move if we are oriented to do so.
 
our hated (or just cautious or even pleased) opponent (let's call it Beta) will be #2.
for some reason (a war with another AI or a couple cities founded or a demographic explosion) AI Beta will pass AI Alpha in population. Our best friend will be our opponent.

I'm not that great expert in Diplo, but i know this can happen.
Game lost. Please correct me if i'm wrong or if this scenario is absurd.
This scenario is quite likely and can be the doom (dhoom?) and gloom of a successful Diplo win.

What I was suggesting, as a means of countering this problem, is to build the United Nations Wonder in a city that is located near an AI that is small and that no other AI likes.

The two candidates for the United Nations' voting are either:
Scenario A] The Civ that owns the UN and the biggest Civ
Scenario B] The Civ that owns the UN who is the biggest Civ and the second biggest Civ

Our goal would be to build The United Nations in a city. That city would be placed near to an AI that is hated by many other AIs. We would offer the city with the United Nations Wonder in it to that hated AI in a trade deal. Certain conditions for a city must be met before an AI will accept it in a trade, but assuming that we can meet those conditions, the owner of the United Nations Wonder will no longer be us--it will be the Civ that we traded our city to. That leaves us with Scenario A, where we want to be the biggest Civ (population-wise), so that we are one of the two voting opponents. The other Civ will be the one that controls the UN (the Civ to whom we gifted the UN), regardless of how tiny that Civ is--they could potentially just have 2 cities--their original city plus the one that we gifted them.

In your example, both AI Alpha and AI Beta would not be our voting opponent--AI Most Hated would be our voting opponent. AI Alpha and AI Beta would not vote for AI Most Hated--we just need to get AI Alpha and AI Beta happy enough with us for them to vote for us.

Does that explanation make a bit more sense?



In playing Devil's advocate you moved me to prefer Cultural. We'll be less depending by the RNG and don't forget that a great cultural game can beat a good Diplo game.
Just look at Jesusin/Misotu in the HoF (Emperor/Epic/Small).
That's only because I intentionally didn't give many convincing arguments for a Diplo game. I also slanted some arguments towards a Cultural Victory, but I could rework a lot of those arguments to make Diplo sound better. Once I play the Crown Attorney, instead of Devil's Advocate, you may change your mind again. :crazyeye:
 
This scenario is quite likely and can be the doom (dhoom?) and gloom of a successful Diplo win. OK, at least i catched it.

In your example, both AI Alpha and AI Beta would not be our voting opponent--AI Most Hated would be our voting opponent. AI Alpha and AI Beta would not vote for AI Most Hated--we just need to get AI Alpha and AI Beta happy enough with us for them to vote for us.

Does that explanation make a bit more sense? NO!
In my example, AI Beta was our opponent. Why? because i made that example, dammit!!!
Some turns later AI Alpha (our best buddy) surpasses AI Beta in population and automatically became our opponent.

That's only because I intentionally didn't give many convincing arguments for a Diplo game. I also slanted some arguments towards a Cultural Victory, but I could rework a lot of those arguments to make Diplo sound better. Once I play the Crown Attorney, instead of Devil's Advocate, you may change your mind again. :crazyeye:
Your scenario is different and it indicates another cons over Diplo. I try to explain.
We have a small city where we build the UN. This city:
- will take forever to build that wonder, because even if we burn a GE there, he will not contribute much due to city size.
- has to be near the cultural borders of the hated AI, otherwise this will never accept a city surrounded by our or by another AI culture, nor a city too faraway from him, mainly if said AI is on another continent (provided there is another continent).

One argument you can't change: Diplo is RNG-dependant, Culture is player-dependant.
Jesusin demonstrated that a good cultural game can have a better date than a good Diplo game. Can you do the same?
 
How does that functionality work for edited messages? Do you get the original message or the edited version of the message? For more than 90% of the messages I write, I will re-read and edit parts of them. It kind of goes without saying that when you type a lot, you're bound to want to change a thing here or there...

You get the original message when you click the Edit button. The reason I write "Edit:" prior to my change is in case someone has already read the message but is not aware of the change.

However, I've missed a few "Edits" made by other players because I had already read the post before the edit was made and never went back and re-read the message. With that said, I suggest that we do NOT use the Edit function (unless it's a typo or some other minor change) because these changes can easily be missed.

(from Taipei airport)
 
That's only because I intentionally didn't give many convincing arguments for a Diplo game. I also slanted some arguments towards a Cultural Victory, but I could rework a lot of those arguments to make Diplo sound better. Once I play the Crown Attorney, instead of Devil's Advocate, you may change your mind again. :crazyeye:

Dhoomstriker, you have us all over the map now. :lol: At first, we were all convinced that diplo was the way to go. Now, you've been playing with us (:devil::satan:) and some of us are now leaning toward a Cultural victory. I think that playing Devil's Advocate is a good thing since it challenges our assumptions and forces us to think about the issue from all angles.

However, we need to pick a VC soon so that we can start putting together our high-level strategy -> mid-term plans -> PPP. I hope the Crown Attorney can convice us that either a) Diplo is in fact the winning path for this game or b) the Devil was right. :D
 
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