I. Larkin said:Do you mean, that our “monopoly” on writing will give to other civs discount on the research? So, you want to research CoL and Philo “in blind”?? You are brave man… Why scout waiting Egyptians then? Also may help following risky procedure: Borrow money from Indians and put back 100% research. (they may give 33 for 2 gpt, say. When money will over, borrow again, and again until Republic. That will slow down their research and in the case of aggression we gain something…
I. Larkin said:Also may help following risky procedure: Borrow money from Indians and put back 100% research. (they may give 33 for 2 gpt, say. When money will over, borrow again, and again until Republic. That will slow down their research and in the case of aggression we gain something
Yep. A lot of cross-posting going on, all of it saying the same things.Paul#42 said:@Andro & Abegweit: beat you
I agree totally. A slow AI tech pace is a Good Thing. If Ivan's theory about culturally-linked groups is correct, then we likely have Arabs to the north. Indians, Chinese and Japan would be to the east. Where the Vikings and French are is another question. I don't fear Vikings when we are on the attack but the French... One problem with the whole culturally-linked idea is the Americans. Anyway, it's fun to speculate.Andronicus said:In this game I think we will want to get chivalry ASAP but keep AI backwards to get to domination quickly. Note many AI have early medieval age UUs (Indians, Arabs, Chinese, Vikings, France and Japan, with Ottomen, Russians, English and Koreans having later medieval UU).
D'accord. Definetly curragh first.Abegweit said:Our next city should be PurpleDot and RedDot after that. IMO, PD deserves a granary too - and it should be our last one for the moment (perhaps one in RedDot once we get the water to it). Should PD build granary-worker-curragh or curragh-worker-granary? Seems close between the two. I think curragh first although it sacrifices growth. RD should clearly go curragh-worker.
I really do not understand that. If you pay 2 gpt for 33g and really pay it back, you get exactly 7 beakers less. Where's the clue?I. Larkin said:Also, if we play Rep Gambiit "Borrowing money is a must". If we spped up Indians a bit it is statistically less important, but we may be ahead of bunch of AIs.
Well, better to have "all City defended" to prevent India declare. Or borrow money. (But it helps less). The sence of gambit with borrowing money is that I belive (but it is the matter of belive, no proof), that "bright future" or comfortable live will compensate future losses. Like when you buy house you take Mortgage...Paul#42 said:D'accord. Definetly curragh first.
btw our dotmap denies the already known fact that we have Oysters on the coast there. I will send an unemployed warrior to look for any other bonus just out of reach of PD (and in range of PD+1NW '(-2,4)')...
And then take second Mortgage...Paul#42 said:I really do not understand that. If you pay 2 gpt for 33g and really pay it back, you get exactly 7 beakers less. Where's the clue?
It makes sense in the final 16 turns of research for Republic - and gets you some fix costs for your anarchy... So better for the last (16 - anarchy) turns? Is that what you mean?
Andronicus said:I note our save is 2110BC (11 turns - you notated turn 7 twice) but your log only includes to 2150BC, is something missing?
Paul#42 said:Looking at the graphs, I wonder if team X-nuts founded their second town on the hill to carry water to the cow. Territory graph shows they have 2-3 tiles less meaning they settled one tile closer. Settling the hill should be the only way to explain that, right?
Paul#42 said:I would suggest to slow down a bit to let not Klarius decide upon our graphs. (Not that he should need it... )
Abegweit said:On the question of Monarchy vs. Republic. A subtle argument in favour is the latter is our watery start. We don't have much productive capacity, which makes commerce more important. I think we'll need to unhook the iron a lot...
I am a little torn about that .Andronicus said:dot map. I have not seen any comments on my suggestion to shift red dot to 1S of sheep. This has advantage of shortening irrigation required, it has immed access to 4 BGs but is not on coast. Another town could sit to the NE on the edge of the desert sharing the sheep. This would allow blue dot to go back to Abegweit's original site and shift yellow dot 2S from Abegweit's site. I have a dot map I can upload if people want (just wary about too many dot maps confusing everyone)
- for Ivan - I think the locations I am talking about are red dot going to (-7,2) blue dot to (-7,-2), yellow dot to (-10,1) and NE desert town (-5,5)
Of course we would buy workers - yet I do not want to pay 120g or 6 gpt for them. If we can get them cheaper (as part of a tech trade) we should take them.Andronicus said:Question - if workers become avail do we buy them.
I strongly favour buying workers as a solid investment and as a way of handicapping the AI. At present we would cripple ourselves given the usual emporer asking price of 6gpt, but as soon as we can afford them I think we should be on close lookout (I expect they will become avail once barbs start appearing.
I favor disbanding, too, but only if it speeds up a building (eg curragh in a corrupt town) or we have to pay upkeep otherwise.Andronicus said:I favour disbanding, shields now are useful, it reduces likelihood of unit costs and building more later if required is not onerous.
Sounds nice! I wonder if we should let Z grow to size 5 before getting settlers out again? At least one archer would be nice to clear the barb camp S of U. (And to give the barracks a sense...)Andronicus said:My spreadsheet suggests I should be able to build 2 settlers in Z, curragh and worker in B and granary, rax and worker in U during my turnset.
Z and U should build military mixed with settlers or workers, B will need a granary after the worker, red dot's build depends on placement - curragh then worker, granary if coastal, ? granary first if not
Paul#42 said:I wonder if we should let Z grow to size 5 before getting settlers out again? At least one archer would be nice to clear the barb camp S of U. (And to give the barracks a sense...)
Paul#42 said:I am a little torn about that .
pro north of sheep
If moving, we would leave the CxxC-pattern there. With towns operating at sizes 4-6 it is not too important to get one town with five good tiles. Being on the coast is important now, too. We need that curragh on the east coast. Waiting til yellow dot is founded and its forest chopped might take too long (~10 turns later). And if founded south, the desert town (-5,5) would be less productive and less corrupt (RCP7) than red dot (RCP 8).
pro south of sheep
Otoh that red dot south of the sheep might be producing 10 shields at size 6 - and still grow. Great for casual workers or settlers. Plus it is operable earlier. And the yellow dot could build the curragh with a chop, the red dot north of sheep can't. The town at (-5.5) would be on a desert but would also lose two shared BGs.