shyuhe
Deity

Given the iron, I suspect the Ducks are going mace/pult on the AI from a pretty early stage.
Okay, and what about MC and HBR? Same?
What can we conclude about Liz/GK's techthreshold since they'll trade mono with 1 other team knowing it?
I intended to stop in 3t at Literature so it's not part of my TS. I know you want this and I'm indifferent, tbh.bbp, not sure what your plans are now, but I definitely want one chop into a monument asap in Bridge City. It hires 2 sci about 10t sooner that way.
That's not too hard to do... each City has its own Food and its own Hammers but Commerce is a globally-earned item. Thus, for example, you could temporarily plop down a Gold Resource plus a Forest on any worked Mine, which would maintain the same number of Hammers but would add a bunch of Commerce.Here's the test game to 575 BC. Research is way off. I didn't manage to simulate the extra TR's and obviously did something else wrong. The cities and workers seem to be right, though. I'll fix the research situation somehow in the next mini-set.
You have my blessing to play. I can't look at the saved game to offer any tips but from the way that the discussion has been going, it seems that you should be good to go.I think I'll just play out to Lit today
I think that we've discussed that Horseback Riding would be slightly easier to get in trade relative to Construction, due to Construction unlocking more units (Cats + War Elephants versus Horse Archers) as well as more buildings + unique buildings (I think--I don't have the F6 screen in front of me).babybluepants said:I would consider going HBR first, both for a stable in Ivory and an option on the Construction trade. Would HBR be enough for that trade?
I think that we've discussed that Horseback Riding would be slightly easier to get in trade relative to Construction, due to Construction unlocking more units (Cats + War Elephants versus Horse Archers) as well as more buildings + unique buildings (I think--I don't have the F6 screen in front of me).
If we don't think that we're going to get either tech in trade, and if we don't think that we'll build a couple of early Catapults to use against the Barb City, then we can start on Horseback Riding at 0% Research, for your Stables idea.
That said, I think that we're going to aim to build Cats and War Elephants WITHOUT using Stables (maybe 1 Stable at most) for the first little while, just to get our first war started with decent units. Thus, if we're still on board with that idea, then Construction -> Horseback Riding (using binary Research to delay the time that we invest a lot of Flasks into these techs) is the way to go, so that we can begin immediate work on building Catapults after our Barracks have been completed. We might even skip a Barracks in a couple of Cities that can only contribute a couple of Cats to the initial war--2 unpromoted Cats are better than an extra Barracks + 1 promoted Cat for our initial assault. If we can pick a roughly targeted timeline for when we want our units to be completed, we can more easily make the determination as to whether or not we should take the time to build a Barracks before the initial assault on a City-by-City basis.
Currency is tempting but I think that it is simply a distraction. We ARE kind of counting on getting Calendar in trade, but Currency is only going to give us +1 to +2 Commerce per City on top of our already +3 to +6 Commerce per City from Trade Routes--not a huge relative increase yet still very nice in the medium term, but delaying our initial rush unless we somehow get super lucky and get both Construction and Horseback Riding in trade--not luck that I want to really rely on. So, I would stick with heads down on our targeted techs.
As for trading value, I'm not sure if this explanation makes sense, but it can possibly help to give us a rough estimate:
Generally, we can't trade on a one-for-one basis in tech trading. An AI might give us somewhere between 80% and 90% of the value of the tech that we are trading to it--those numbers are very rough, by the way. With the team factor involved, you would think that these values would scale by 1.5, thus somewhere between 80% * 1.5 = 120% and 90% * 1.5 = 135% of the tech's value. A lot of trades that might not otherwise be possible would become possible. I'm not convinced that we would want to trade away either of Construction or Horseback Riding, though--AI Cats one-by-one are not too bad but they do still tend to attack out against your stacks a lot and if they mass a few they can spell doom for your stack. Our test saved game has Ivory in the hands of multiple AIs so I imagine that the same could be true here.
I actually wouldn't mind seeing AIs building Horse Archers but I would mind seeing them building War Elephants. Delaying a trade might just end up only delaying said tech from the hands of an AI team for a turn or two... but, it might not. Don't forget that they have different trading thresholds and they often feel compelled to trade at equal value unless they like the other team a lot--with the potential for conflicting Religions messing up relations, we might not see much happiness across AI teams.
If we can focus on "eating up" all excess Resources that one AI team could trade to another AI team, we can definitely keep the level of "liking each other" lower, while also getting something in return for the Resources that we should probably be gifting out regardless of what we get in return.
I did see that a Cow Resource was available for trade near the end of the turnset log--it's not about saying that "Cow is a bad Resource to get in trade" but is about saying that "well, that's one Cow that said AI won't have available to trade to a different AI if we snap it up."
No, we need to get both resources; otherwise the second one is there for an AI to trade for a mystery 3rd resource.Well, you only need to get one of the two Resources that would otherwise make up an AI-AI trade in order to block said trade.
I don't quite see where the link is between resource trading and gold limits.As I said earlier, gifting or trading a Resource does impact how much Gold we can Request from a Pleased AI team, so if we have Resources that we aren't using for 10 turns, then we can get some bonus value out of said Resources. I have no idea if it affects how much we can Demand from a less-than-Pleased AI team.
It's not about saying that "well, Wheat gives +2 Health and Cow only gives +1, so let's not trade" but is more about "let's take that Cow as long as we won't need the excess +! Health from having a Wheat instead of a Cow, at least until another AI that said AI would have traded with hooks up their own source of Cow OR until we need that +1 Health ourselves."
You're right. I took getPrereqAndTech() to mean any of the prereqs, when it's really just the first one. (The other ones are hiding behind the function getPrereqAndTechs()Eh, are you saying that EACH pre-requisite tech for a unit gets counted, not simply the tech where the unit's graphic is displayed on the F6 screen? I.e. War Elephants get counted for both Construction AND Horseback Riding? I would have thought that whatever was displayed on the F6 screen would get used, but logical thinking and the code don't often align.
As for boosting relations--the main intent with doing so is getting a team that won't trade with us unless they are Pleased with us to start trading with us. A secondary benefit is getting a team up to being Pleased with us so that we can occasionally Request a lump sum Gold gift from said team (them being Pleased takes away the requirement for us to have a really high Power ratio and also prevents them from getting mad at us just for having asked).