SGOTM 16 - The Shawshank Redemption

I did a quick test on TestGameA.
Stalin built Pyramids on turn 72!.
With semi aggressive chopping i build Oracle on turn 60 with 3 cities, and GLH on turn 83.
A barbarian spearman appeared on turn 80, and since I didn't have any strategic resources that would be a problem in the future.

I played fast and poorly, so it's definitely possible to grab both wonders while having 3 or 4 cities. Depending on how good the rest of the sites are.

My techpath went mining - bronze working - fishing - mysticism - meditation - priesthood - pottery - Metal Casting (Oracle) - Sailing - Masonry.

Would be nice to fit in Writing somewhere. It's risky if we don't have bronze, since our strongest units will be warriors.
 
D. Hmmm... I'm not sure that I want an early GPro and if we/when get one, it may make more sense to build an early shrine to help auto-spread our religion, bring in some additional gold per turn, and help fulfill the requirement of owning 3 shrines.
Well, assuming that we only have 2 or 3 Cities at the time of building The Oracle and The Great Lighthouse, we may have to risk getting a Great Prophet or a Great Merchant instead of a Great Scientist.

Theoretically, if we can spam Great People fast enough, we can tech Polytheism -> Montheism -> Lightbulb Theology -> Paper -> double Lightbulb Education

It's hard to get 4 Great People quickly, but if you can try for either a Great Scientist or a Great Prophet, then you can slightly speed up the rate of generating Great People.


E. Early Education and Oxford is never a bad thing. However, I'm still uncertain which will lead to a faster "global" tech rate: early Optics to enable massive tech trading or early Education.
Again, it comes down to what's more important: having key techs that are deeper in the tech tree far in advance of when we'd get the AIs to research them or slowly progressing through the tech tree but getting many techs along the way by having more tech trading going on.

For a late-game teching game, a capital with a decent amount of Commerce (aka all the River squares that we have might have) plus Oxford University plus an Academy plus Bureaucracy is going to give us the vast majority of our Science output and a strong tech rate, which we can again then focus on deep teching, such as beelining Sid's Sushi.

The theory behind my idea is that by gifting Metal Casting to a neighbour, we'll see said neighbour teching Machinery for us relatively quickly. Whether we trade for or steal that tech, it puts us ahead of self-teching it ourselves. We certainly can't rely on an AI to tech Paper for us, as the AIs avoid that tech like the plague, but the vast majority of them love teching Machinery. So, the idea is that we leverage our neighbour for the important tech on the beelines to Education + Optics that they are most likely to help us with, and that's Machinery, and could also include Compass. We can't expect any help on Civil Service, Paper, or Education, so we're on our own for researching those techs, regardless of whether we meet overseas AIs or not.


We'll want Astronomy -> Scientific Method soon enough to make building The Great Library not necessarily a strong move (Scientific Method obsoletes it); in fact, if an AI manages to build it, said AI could spam a bunch of Academies that would be worth capturing later in the game.


If we're seriously considering gifting techs to AIs, then we won't be warring much early on, so getting The Heroic Epic, while nice, won't be an early priority, either.


If we're planning to "play nice" with most of the AI in our game (other than the one we must eliminate and any we need to attack to own three shrines/corporate HQs), on the surface it seems that earlier "liberal" tech trading will get us to FT1 sooner than earlier Education. Not only will we be able to quickly backfill any skipped techs, we'll also be able to greatly speed up the AI research, getting them to research new techs and opening up even more tech trading options.
Not only do we have to wait for the AIs to know enough other AIs for them not to consider each tech as a monopoly tech, we also have to worry about running up against We Fear You Are Becoming Too Advanced limits. The less techs like Monarchy, Calendar, Aesthetics, etc that we get in trade after knowing most or all of the AIs on the map, the better. It's only the AIs that know you at the time of you making a tech trade that start to write little tick marks on their chalkboards, counting just how many techs you received and shaking their heads "no, no more there buddy" once you've reached their comfort limit.

We can bypass We Fear You Are Becoming Too Advanced limits by getting AIs to Friendly status, but it's not going to be easy to keep a lot of such friends around.

Pre-Astronomy, we can't even get the bonus for trading them Resources, and we're almost certainly going to start accumulating negative Diplo as soon as we meet the AIs due to conflicting State Religions.

It can actually be quite useful to put off meeting some of the overseas AIs until we've gotten some tech trades from our local neighbour or neighbours, and it will also be nice to have Astronomy being a tech that we can obtain in the near future shortly after we meet some of the overseas AIs.

If we beeline Optics, it doesn't really make sense to push on to Astronomy without having either of Civil Service or Education, particularly not if we're going to be gifting techs away instead of trying to conquest the AIs when we meet them.


What's more important? Having earlier Happiness from Calendar + Monarchy, so that our Cities can work a few more marginal squares (Grassland River Cottages, say) or to get our 100% Oxford University multiplier being multiplied against our 50% Commerce multiplier from Bureaucracy? With an Academy and a Library, every Commerce from the capital going to Science would be valued at 1 * 1.5 * 2.75 = 4.125.

The more additional Cities that we have trying to work marginal squares will bring up our Maintenance Costs, which means lowering our effective Science Slider rate.

There is a point in the game where "more is better" in terms of Cities and population, but that point in the game doesn't come very early on and the best tech games tend to be those that get 6 or a couple of more than 6 Cities which can whip Universities and pump out Oxford University early on in the game, and then spamming more Cities once Oxford is in place.


G. It's possible that an AI on our continent will build the AP without us doing anything. Unless we "Stone Age" every AI by stealing workers, rushing, etc. I'm not sure that I'd put too much focus on encouraging the AP to be built on our continent, but I'm open to team agreement here.
It's also possible that a neighbour will build The Pyramids for us. If either of those things happens, great! In that case, we could certainly use a Great Prophet on a Holy Shrine. But, we can't really rely on this kind of luck. Being the first to Theology in Beyond the Sword can give you a monopoly on building the Apostolic Palace for a long, long time, and the same can be said of any AI to whom you gift Theology.

Even self-building the AP, while not a great option, is somewhat offset by being Industrious and having an early Forge + early Organized Religion = the AP's cost is half price.

Further, by aiming to try and Lightbulb Theology, it frees us from having to beeline Code of Laws to secure ourselves a Religion on our continent. Again, we may get lucky and Isabella, our neighbour, will found all 3 early Religions for us, but gain, we shouldn't rely on this kind of luck for our plans. By delaying Code of Laws (since, as you say, Courthouses are expensive and won't be a priority until after we've built our University for Oxford University), we can get a bonus on researching it by learning Currency first, and we can also self-tech Currency earlier, for all of the benefits that doing so entails.


H. Do you think we can get an AI to Friendly soon enough to get Machinery and Compass in trade in a reasonable timeframe?
We'd be sharing their Religion (either Christianity or a Religion that they founded early in the game and which we can take steps to obtain, such as building a City close to the AI, getting the Religion, and Liberating said City), trading Resources, sharing Open Borders, would have given them techs (recall that 10 techs = +1 Shared Your Technological Discoveries With Us Attitude bonus, in addition to the +4 Fair and Forthright Trading Attitude bonus), and could have given into any Demands or Requests that may have been made by said AI for bonus positive Attitude points (although we can't rely on any such Demands or Requests coming our way), and we're unlikely to suffer from Close Border Tensions on this map type. So, yes, I think that it's quite feasible to pull off.


I. I'm not sure what you're referring to regarding forges, but it seems that your suggesting gifting MC to our neighbors. A lot of this depends on whether we plan to play nice with the AI on our continent or take them out early. This will be better defined as the game unfolds.
Early war, particularly against an opponent that isn't as close as you'll see when you overload a map with AIs and play as Huayna Capac, comes at a cost of Hammers going into Military instead of into Buildings or Wealth, and also comes at a cost of increased Maintenance from keeping relatively under-developed AI Cities.

I'd rather give an AI a chance to build us some Granaries, Forges, Courthouses, Work Boats, Improvements, possibly a Wonder, etc, than take them out early, unless they are on our doorstep and thus owning their Cities won't be a huge Maintenance hit.



K. Why make a half-hearted attempt at the Hanging Gardens.
My reasoning for saying "low priority" was that I was simply trying to keep our focus on which Wonders we have already discussed are the most important. Sure, The Pyramids are great, but they come at a heavy cost due to the timing of when you often need to build them in order to secure owning them. Some games, you can luck out and they won't be built until after 500 AD, but sometimes 500 BC is too late to complete them.

We can't build every Wonder, so it's good to decide which ones are more important and which ones are of lower priority value.

I could say that The Parthenon and The Temple of Artemis are also nice Wonders to own, and they are, but they don't seem to be the Wonders that the team is even going to consider trying to build.

The Hanging Gardens IS on the table, it's just that according to the lack of discussion on the subject up until my message, it has been a low enough in priority that if we miss it, we won't be nearly as upset as if we miss building The Great Lighthouse.


I think we should definitely go for them and I place more than a "low priority" on them. They typically tend to go late so are not that hard to get. The +1 pop in all cities quickly pay back any hammers spent building the wonder. Plus, we absolutely have to start generating GE points early if we want 100% chance of getting a GE to found Mining Inc. GE points from the HG plus an early forge-enabled engineering specialist should get us a GE about when we need one. Other GE-producing wonders to consider include 'Mids (if we have stone) and Hagia Sophia. I'd rather have one 100% chance of getting a GE than two 67% chances of getting one. I've been burned too many times on this...
And that's fine; if we want to say that our 3rd most-desired Wonder to build is The Hanging Gardens, then we can make it so. I don't really see us getting both The Great Lighthouse and The Pyramids, though. It'll be one or the other for those two Wonders, as we'll need a production-heavy second City for either one of those Wonders, so we can't really plan to build both of them.

The Hanging Gardens comes at a later enough time not to directly compete with The Great Lighthouse, so building The Hanging Gardens can certainly be one of our next Wonder goals.


ingentingg said:
I've tested wonder dates.
Thank you, kindly!


ingentingg said:
I think Oracle by turn 75, and Great Lighthouse by 85 is reasonable safe.
Does it still make sense to unlock Sailing and Masonry before Priesthood? I think that the answer is "yes," since The Great Lighthouse requires that we build a Lighthouse, and requires us to get a lot of production out of a Coastal location, which usually means taking a longer amount of time to build a Wonder, since we can't count on having a lot of high-production squares and thus need to use a few high-production squares being worked over a long period of time.

The Oracle could even be Chopped into a recently-founded 3rd City that has a decent amount of Forests.

Forest Chops are strong in build items that give you production bonuses, since you get less bonus-Hammer losses due to roundoff than if you, say, made 3 Hammers per turn in a City (or 4x + 3 Hammers, where x is a positive integer).

Forests can theoretically even be pre-Chopped before a City is founded, which contrasts with the fact that you can't Mine a Hills square until after it is without your Cultural Borders.


ingentingg said:
Aesthetics - Maybe if we have marble.
Given the choice, which Aesthetics Wonder or Wonders would you want to build, say, in place of building a Wonder like The Hanging Gardens?


ingentingg said:
Failgold is also an option
That's a great point to keep in mind. Indeed, being Industrious, it will always be stronger to build Failure Gold build items than to build Wealth, with or without Resource bonuses from Resources like Marble and Stone.

The only exception comes to us needing Gold "right now," as opposed to the turn after a National Wonder or World Wonder gets completed. So, we'll want to try and plan our Failure Gold builds earlier on.

Since Failure Gold is stronger than normal, that fact actually puts a higher opportunity cost on building Military Units. In other words, every 40-Hammer Swordsman will mean a minimum of 60 Gold that we won't get from Failure Gold, in addition to Unit Supply Costs. While some Military Units will be requires for stopping the Barbs and for replacing the spawn-busters that die, going to war has a higher-than-normal cost due to us having a Trait like Industrious and not having Traits like Aggressive or Protective.

Military should not be discounted as an option entirely, as you can also gain Gold from Pillaging or capturing Cities, but if we can even get 1 more tech at the cost of Calendar or Aesthetics by playing nicely and trading for it, that tech's value will exceed the Gold obtained from capturing 2 AI Cities, assuming that we take 0 battle losses, which is also an unfair assumption to make (we have to expect some units to die).

What people don't often realise is that the strength of a militaristic approach usually comes from unit REUSE. I.e. The Swordsmen (or whatever units you use) which survive the first battle get stronger and are essentially "free units" (in terms of their Hammer cost and not their Gold per Turn cost) for the next battle... so, every successive battle that they fight in, win or lose (as long as their death leads to other units capturing yet another AI City), will drive down the actual cost of the unit.

If we only have 1 or 2 neighbours, the Military Units therefore will max out in terms of their value, since we can't really expect to get much use out of Swordsmen in an overseas battle and thus their usefulness will be outlived after only a minimal amount of warring compared to, say, a Pangaea-like map, where their usefulness is quite long-lived and thus their actual cost keeps going down over time.


ingentingg said:
might have to pick up archery depending on the surrounding land.
With us building 2 early Wonders and an early Library, we may be wise to PLAN to self-tech Hunting + Archery after we learn Priesthood + Masonry, with us only skipping those techs if we are lucky enough to have snagged an early Strategic Resource.

There's no sense "saving the Flasks on Archery" if we end up losing a City to the Barbs as part of the bargain, with no way to retake said City (capturing a City with Warriors is a total no-go in almost all cases).


ingentingg said:
With semi aggressive chopping i build Oracle on turn 60 with 3 cities, and GLH on turn 83...
A barbarian spearman appeared on turn 80...
My techpath went mining - bronze working - fishing - mysticism - meditation - priesthood - pottery - Metal Casting (Oracle) - Sailing - Masonry.
Would be nice to fit in Writing somewhere...
Hmmm, no Animal Husbandry, no Writing, and no units stronger than Warriors. It's certainly not going to be an easy feat. We're going to need to have our spawn-busters quite carefully positioned and we won't be able to afford to lose too many of them.

I'm also not sure whether it makes sense or not to go for Masonry before Priesthood; it'll be definitely something that we'll want to try out.

In the real game, if we see the early Religions (Buddhism and Hinduism) both being founded quite quickly, we may have to stick with Priesthood before Masonry, but we might do something like Sailing -> Priesthood -> Masonry, then use a whipped Lighthouse to overflow Hammers into The Great Lighthouse on the turn that we learn Masonry.
 
Quote:
Originally Posted by ingentingg
With semi aggressive chopping i build Oracle on turn 60 with 3 cities, and GLH on turn 83...
A barbarian spearman appeared on turn 80...
My techpath went mining - bronze working - fishing - mysticism - meditation - priesthood - pottery - Metal Casting (Oracle) - Sailing - Masonry.
Would be nice to fit in Writing somewhere...
Hmmm, no Animal Husbandry, no Writing, and no units stronger than Warriors. It's certainly not going to be an easy feat. We're going to need to have our spawn-busters quite carefully positioned and we won't be able to afford to lose too many of them.

I really rushed through it. It definitely needs a lot of tweaking. I just wasn't sure how fast we could build the two wonders if we commited ourselves 100% to it. Unless we are boxed in by AI I would definitely be more comfortable having some better units. There is also the "problem" of what to build if we don't have any good units around.

In the real game, if we see the early Religions (Buddhism and Hinduism) both being founded quite quickly, we may have to stick with Priesthood before Masonry, but we might do something like Sailing -> Priesthood -> Masonry, then use a whipped Lighthouse to overflow Hammers into The Great Lighthouse on the turn that we learn Masonry.

In my 5 test games I couldn't see any connection between early religions and early Oracle. Ar least one of Buddhism and Hinduism was founded between turn 7-9 in all 5 runs, and 3 out of 5 times the oracle was build by someone founding one of those two religions. When the Oracle was build on turn 67, it wasn't built by the founder of any of those religions.

Given the choice, which Aesthetics Wonder or Wonders would you want to build, say, in place of building a Wonder like The Hanging Gardens?
If we have access to marble, any marble wonder should be consider. I don't advocate beelining Asthetics, but if we have marble there is a lot of nice wonders in that direction, both because of the wonders themselves, the national wonders, and the failgold we can get from them. Marble + industrious + forge turns every hammer into 2,75 gold, which becomes a lot of beakers in an academy capital.

In summary, we have to know our surrounding to make a good long term strategy. Gold, marble, stone and bronze can make or break any argument.
 
One more thing before I go to bed. If we go for oracling MC, I think we should do it sooner rather than later. Forge bonus is great, and if we build it by turn 65 we should be quite safe. I would hate to miss it.
 
don't forget that if we end up bulbing theology, that opens up paper, meaning we can rush to education if we choose.
 
don't forget that if we end up bulbing theology, that opens up paper, meaning we can rush to education if we choose.

Right. However, I'm still not convinced that early Education will be faster than early Optics. I can't stress enough that the faster the global research pace, the sooner we will win (or at least the sooner we'll get to FT1). We can't just look at what we'll be getting in trade as soon as we meet the AI post Optics, we also have to consider what techs said AI will be learning from us which will allow them to research other techs that we can get in trade that much sooner.

I am 100% sure that extremely liberal tech trading will lead to a much faster FT1 than getting an early Oxford and researching a bunch of techs ourselves. With liberal trading, every tech we learn (especially since we plan to somewhat beeline Corporations and/or Sushi/Mining Inc.), we can trade for 3 to 5 other techs not on our beeline. Also, the sooner we meet the AI, the sooner we can starting getting our chosen tech trading partners up to friendly and the sooner we can choose our villains and any shrine-capturing opportunities.

In addition, what happens if all of the AI are on their own continents and thus don't know enough other AI to trade techs? If we rush Optics, they can build caravels of their own and go out and meet each other to open up tech trading that much sooner. If we delay Optics, everyone will be so backwards due to isolation that by the time we research up to Education and then circle back to Optics, tech trading options won't begin in earnest until much later.

EDIT: Don't forget that the typical practice to set research to 0% once Education is learned until Oxford is complete will delay Optics even further.

In my last WOTM game, I was able to use a GS to bulb Machinery. I don't remember what techs I had at the time, but it isn't that hard. IIRC, you just have to avoid Theology and CS to avoid opening up the Paper/Education bulb path.

Dhoomy said:
Again, it comes down to what's more important: having key techs that are deeper in the tech tree far in advance of when we'd get the AIs to research them or slowly progressing through the tech tree but getting many techs along the way by having more tech trading going on.

For a late-game teching game, a capital with a decent amount of Commerce (aka all the River squares that we have might have) plus Oxford University plus an Academy plus Bureaucracy is going to give us the vast majority of our Science output and a strong tech rate, which we can again then focus on deep teching, such as beelining Sid's Sushi.

I don't think fastest Education vs. fastest Optics equates to having key techs deeper in the tech tree vs slowly progressing through the tech tree. We can beeline Optics and still research deep into the tech tree, no? I think you're confusing the Education/Optics debate with deep teching vs. general teching. I think early Optics actually is a more balanced approach. Why?

We get early Optics, meet the AI sooner, liberally trade/gift techs and then beeline Corporations or whatever we fancy at the time. The sooner we meet all of the AI and they meet each other, the sooner they will research the filler techs that we will have to ignore on our deep tech tree beeline.

I'm afraid that if we beeline Education before Optics that tech trading opportunities and a fertile tech trading community will be delayed that much further. Plus, any beakers we gain by having an early Oxford will have to be spent on techs that we could otherwise get for "free" via tech trading.

How many cottages will we actually be working and how high will our beaker count be in our capital, especially since we're planning to farm the FP tiles?

The Education beeline has us using 3 to 4 GPs on Theology, Paper and Education. With those same GPs, we can bulb Machinery and still bulb Paper and Eduction to get a relatively early Oxford.

Finally, I've learned Education too soon in several games I've played. In reality, to benefit from Education and to get a fast Oxford, you need to have 6 cities with libraries (easy since we're Creative) and enough population to quickly build/whip universities. Getting Education much before we're at this point provides little benefit because Oxford is delayed anyway.
 
ingentingg said:
In my 5 test games I couldn't see any connection between early religions and early Oracle. At least one of Buddhism and Hinduism was founded between turn 7-9 in all 5 runs, and 3 out of 5 times the oracle was build by someone founding one of those two religions. When the Oracle was build on turn 67, it wasn't built by the founder of any of those religions.
Hmmm, okay, so much for the theory of using early Religions as some sort of indication as to what's going on with the Wonder race.

What may dictate the answer more is the number of Forests avaialble (and production squares available for The Great Lighthouse City) for the two Cities that we choose to build these Wonders in.

I'm still not sure... does it or does it not make sense to try and build The Oracle in our capital? One Great Prophet early on, I wouldn't mind, but 2 would be pretty yucky.

Then again, is it better to run Scientists in a City other than our capital after we get our Academy? If yes, should that City have The Oracle? If not necessarily, should we put The Oracle in the capital, perhaps with whipped overflow Hammers from building Settlers and/or Workers?


ingentingg said:
Gold, marble, stone and bronze can make or break any argument.
Fair enough. Since we'll want Astronomy in the mid game without delaying it for too long, so that we can build Observatories for a better Science rate, if we do have Copper, then building The Colossus for Failure Gold might be more powerful than completing and soon obsoleting that Wonder.


Mitchum said:
every tech we learn... we can trade for 3 to 5 other techs not on our beeline.
One feasible approach may be to get our neighbours close to the We Fear You Are Becoming Too Advanced limit, meet one other continent's worth of AIs and then have our Caravels circumnavigate around one of the world's poles, where you aren't as likely to randomly meet other AIs, exhaust those newly-met AIs' WFYABTA limits, and then meet the next set of AIs.

If we can't get a neighbour to Friendly, we could at least get a non-monopoly tech like Monarchy, and learning it from a neighbour before meeting overseas AIs means one more late-game tech that we can get from overseas AIs. If we can also get one or both of Compass or Machinery from our neighbour, that'll be icing on the cake of having waited a bit to meet other AIs to avoid triggering WFYABTA limits too soon in the game.


Mitchum said:
Don't forget that the typical practice to set research to 0% once Education is learned until Oxford is complete will delay Optics even further.
With some forward-planning of Industrious Failure Gold, we shouldn't neet to pause our teching like that. Besides, staying at a high Science Rate before Oxford gets built will only be for a brief period relatively to getting to Future Tech 1, so I don't mind not benefitting from Oxford for the period in which we are building Oxford.


Mitchum said:
In my last WOTM game, I was able to use a GS to bulb Machinery. I don't remember what techs I had at the time, but it isn't that hard. IIRC, you just have to avoid Theology and CS to avoid opening up the Paper/Education bulb path.
You also need to learn Aesthetics, but I'm not sure what other caveats may exist.

Why waste one of our precious Great People on a tech that we can have a good shot at convincing an AI neighbour to research for us, when we can instead use said Great Person on a tech like Education (or even Paper, with an abundance of Great Scientsits), which are techs that we will not be able to get in trade from AIs?


Mitchum said:
We get early Optics, meet the AI sooner, liberally trade/gift techs and then beeline Corporations or whatever we fancy at the time. The sooner we meet all of the AI and they meet each other, the sooner they will research the filler techs that we will have to ignore on our deep tech tree beeline.
In theory, this approach is good, but the We Fear You Are Becoming Too Advanced limits put a huge dampener on meeting too many AIs too soon in the tech-trading game.


Mitchum said:
Finally, I've learned Education too soon in several games I've played. In reality, to benefit from Education and to get a fast Oxford, you need to have 6 cities with libraries (easy since we're Creative) and enough population to quickly build/whip universities. Getting Education much before we're at this point provides little benefit because Oxford is delayed anyway.
Don't forget that the plan advocates for Organized Religion and Forges.

So, Libraries will be half-price or cheaper, and Universities will be half-price.

We should actually be able to build Oxford very soon after learning Education.

A lot of Civ 4 is about bonuses. Whether we make 30 Commerce or 50 Commerce in our capital, having that amount doubled (using Failure Gold to keep our Science rate high) by one building is a huge boon.

Plus, it's not just about Oxford itself; it's about getting an extra +25% Science in 6 Cities. That's not a bonus to be snuffed at, particularly since it shouldn't take us too long to build said Universities thanks to Organized Religion and the Forges.
 
I'm not that worried about WFYABTA in this game. By the time we're approaching that limit, we should have our selected tech trading partners to Friendly making this a non-issue, right? Of course, that depends on which AI are in the game. In most of my fast tech games, my tech trading partners are up at +16 or higher making WFYABTA a non-issue.

Also, in past SGOTMs, you've always pushed that it's best to meet the other AI as late as possible, or at least to delay it some. In this game, I think the opposite is true. The sooner we meet them, the sooner we know who's in the game, the sooner we can select our trading partners and get them to Friendly, and the faster the overall global tech pace will be. So I would push to meet everyone ASAP, not to skate around the pole in an attempt not to meet them.

Your plan also has us "hopefully" getting Machinery and Compass in tech trades while we're busy on the Education beeline. In my experience, the AI seem to research these techs very late so I assume we'll have to self-research one if not both of these... especially if we only have one AI on our continent and cannot get them to Friendly soon enough to be able to trade.

Dhoom said:
Why waste one of our precious Great People on a tech that we can have a good shot at convincing an AI neighbour to research for us, when we can instead use said Great Person on a tech like Education (or even Paper, with an abundance of Great Scientsits), which are techs that we will not be able to get in trade from AIs?

I could say the same thing about using a GPro (at low odds) to bulb Theology, right? In the Optics beeline, we'd get Theology in trade, likely after the AP is built though. Also, as I said above, I'm dubious about our chances of getting Machinery in trade. I think the AI will get it after it's useful for us, unless we plan to delay Optics even further while waiting for two AI to research it or one Friendly AI to do so.

So your plan requires us to self-research the following techs beyond MC, Alphabet and Math: Monotheism (+Polytheism), CoL, Currency, CS, Paper and Education (unless you use the bulb Theology option). On the Optics beeline, we'd need to learn Aesthetics (per your comment should we want to bulb Machinery), Machinery, Compass and Optics. We'd likely get all of Mono, Poly, CoL and Currency in trade plus Monarchy, Calendar, Construction, others? The value of these techs that we get in trade would be much higher than the extra beakers we get from 6 universities and Oxford.

Regarding funding our research, we'd have the option of getting fail gold in both options. In the Optics beeline, we'd also have several more AI that we could sell/trade techs for gold. This gold alone would allow us to keep our research slider at 100% much more often which would also offset the beakers gained by earlier universities/Oxford.

Lastly, delaying Optics delays the AI development a lot more than it does ours. If we beeline Optics, they'll be slightly backwards when we meet them but they will quickly get caught up to us via liberal tech trading so that they can begin to research other techs we'd like via trade as we beeline Education after Optics. If instead we beeline Education, by the time we get to Optics and meet the AI, they will be completely backwards and it will take that much longer for them to research things we need/want as we'll already have self-researched many of the techs we could have had via trade.

Now, I'm not advocating that we bring everyone up to our tech level but a select 2 to 4 AI that we intend to get to Friendly and push the tech pace of this game. The others we'll leave backwards for future conquest candidates.

Maybe what makes sense is a few test games on hemispheres maps. One where we beeline Education and the other where we beeline Optics and liberally trade techs. We then compare saves at about 1000 AD to see where we stand with respect to the global tech level.

Regarding the GLib, in both OSS's and PD's SGOTM-12 games where the tech paces were blazing, this wonder was built pre-Education by both teams. Even though we will be getting Scientific Method somewhat early (it was researched early in SGOTM-12 by both teams too), the benefit of this wonder should not be overlooked. The 8 GS GPP will for sure speed up the GSs needed to bulb up to Education. This doesn't even take into account the 6 base :science: from the two free scientists. In addition, the culture generated from this wonder will be very useful in our capital, which will be one of our two (three?) legendary cities at the end.
 
Quote:
Originally Posted by ingentingg
In my 5 test games I couldn't see any connection between early religions and early Oracle. At least one of Buddhism and Hinduism was founded between turn 7-9 in all 5 runs, and 3 out of 5 times the oracle was build by someone founding one of those two religions. When the Oracle was build on turn 67, it wasn't built by the founder of any of those religions.
Hmmm, okay, so much for the theory of using early Religions as some sort of indication as to what's going on with the Wonder race.

What may dictate the answer more is the number of Forests avaialble (and production squares available for The Great Lighthouse City) for the two Cities that we choose to build these Wonders in.

On saturday I will make two games with huge hemisphere with 18 AI and see when the different wonders are built. The variation should be smaller with more AIs, so I think this will give a good estimate on how early the wonders are built.

Could the first player please take a printscreen of the demographics screen and top 5 cities every turn, and make a different save every turn. I can then try to figure out as much as possible about the land, and who is in the game. Is listening for jungle and fish an allowed strategy in sgotm? If you zoom in close in the fog of war you can hear the ocean and the forest/jungle sounds if you have the sound enabled.

I agree with Mitchum on WFYABTA. The best way to avoid this is to get 2-3 AI to friendly. To achieve this it's best to meet everyone as soon as possible. Early optics also gives us the possibility to sell techs for money, which gives a good boost both to our cashpile, and to the AIs tech rate. Maybe gifting/selling/trading MC to everyone, and then get Machinery in an opposite trade is the best play, but it requires some luck. If we have knowledge of what our neighbours are researching it's not that big of a gamble.
 
Note that we don't have to decide on Optics vs. Education for quite some time, so we can discuss this more and do testing over the next several weeks... unless one approach requires us to research Polytheism instead of Meditation, then we have less time to decide.

My guess is that some of us don't have a lot of actual in-game exerience with extremely liberal tech trading (i.e. gifting good techs like CS left and right). I could be wrong but at least it took me quite a long time to get over the mentality that the goal of Civ is to keep the AI as backwards as possible. Doing this makes sense in Conquest/Domi games but not so much in games like this where full cooperation with the AI leads to a much faster tech pace. Whether we beeline Education or Optics, we'll need to use liberal tech trading if we want to have a chance of landing on the podium.
 
Early optics also gives us the possibility to sell techs for money, which gives a good boost both to our cashpile, and to the AIs tech rate. Maybe gifting/selling/trading MC to everyone, and then get Machinery in an opposite trade is the best play, but it requires some luck. If we have knowledge of what our neighbours are researching it's not that big of a gamble.

I'm slightly confused with your last sentence. In the first sentence you talk about early Optics and then you talk about getting Machinery in trade in the second. I assume that if we truely beeline Optics after our first round of teching through the Oracle and GLH (and GLib :)), then we'll have to self-research Machinery.

With that said, I guess if we decide NOT to rush our neighbor(s), then gifting/trading them MC gives us some small chance that they research Machinery while we're researching Compass/Aesthetics (Literature?, Currency?). But more likely we'll have to self-tech/bulb it if we truely want Optics ASAP.
 
Is listening for jungle and fish an allowed strategy in sgotm? If you zoom in close in the fog of war you can hear the ocean and the forest/jungle sounds if you have the sound enabled.

I've never heard about this but it sounds like an exploit to me. Some would even say that fog-gazing is an exploit as you're seeing things that you shouldn't be able to see. Did you figure this out or did hear about it being used by other players in xOTM/SGOTM? Not that it matters but if other teams are using it, then assume that the whole community knows about it.
 
I'm slightly confused with your last sentence. In the first sentence you talk about early Optics and then you talk about getting Machinery in trade in the second. I assume that if we truely beeline Optics after our first round of teching through the Oracle and GLH (and GLib ), then we'll have to self-research Machinery.

I guess you could call it a semi beeline. It wouldn't involve bulbing, but trying to get the AI to tech Machinery as fast as possible, and then go for optics. If the AI doesn't take the bait, we have to do it ourselves. The drawback is that before we know this we have probably destroyed the possibility of bulbing Machinery.


I don't think I can take credit for any exploit/tactic etc that i employ in civ4.
I couldn't find the exact reference but here it is mentioned.

TheMeInTeam
Aug 12, 2010, 10:19 AM
I've never had a problem finding sounds in the fog, after Rolo mentioned in a while ago in a succession game... Must be you. :p

Maybe with the sound settings, certainly not my hearing. Birds are chirping in areas where I then open worldbuilder to find ocean.

What are the requirements for this to function? Flying camera? Not scrolling w/ arrow keys, but rather in some other fashion, etc?

You don't have to use the flying camera (since this is not allowed) it only improves the listening technic since you can move more into the fog.
 
ingentingg said:
Could the first player please take a printscreen of the demographics screen and top 5 cities every turn, and make a different save every turn.
Sure. Let me know if anyone thinks of anything else to screenshot. On the turn that we found our first City, we'll want some data screenshotted before and after settling.


ingentingg said:
Is listening for jungle and fish an allowed strategy in sgotm? If you zoom in close in the fog of war you can hear the ocean and the forest/jungle sounds if you have the sound enabled.
That's a valid form of observing nearby fogged squares, quite analogous to fog-gazing, which is a tactic that is allowed.

What's not allowed is using the flying camera (which is an option that you have to enable in your config file), as using it allows you to get an unfair amount of info about terrain that is far under the fog.

The sounds from nearby fogged squares were built into game as a feature of the game. Now, if you had a way of tricking the game into giving you sound information about far away squares, that would be an exploit. But, what you're talking about is just another valid tactic for exploring the nearby partially-fogged squares that was intentionally designed to be part of the game and thus in no way meets the criteria of an exploit.


Theft of Iron Working
We also need to keep in mind that one of our bottlenecks for a fast Optics is Stealing Iron Working. Compass has Iron Working as a prerequisite and Optics has Compass and Machinery as prerequisites.

So, before we can either manually research or Lightbulb one or both of Compass and Optics, we would need to successfully steal Iron Working.

By beelining Education, we can take our time with completing the Steal Iron Working objective and we can afford the failure of a couple of Spies not being successful in their Espionage Missions.

One possible way to help mitigate this problem is to say that "well, the cost of a Spy dying is 60 Hammers, plus lost time, so why not invest in a 100 Hammer Settler, build it near the AI, park the Spy on that square for 5 turns, and then Liberate the City to said AI." With a bit of our own Culture in that City, the Espionage Mission can be cheaper, we also won't have to risk the Spy dying for 6 or 7 turns while we move into the City and park the Spy there, and we also won't have the increased risk of being caught due to AI Military units being on the same square as the Spy (as they will be in a City that the AI builds).

We can even get the Spy in place before the Settler arrives, which will help to spawn-bust for the Settler and will allow us to gift the City immediately upon it being founded, should we so choose. If we wait to gift the city for a few turns, we'll incur a Maintenance Cost but can accumulate some Culture in said City. Said Culture would make Espionage Missions cheaper, but we'd have to make sure not to get TOO much Culture in the City so as to miss out on the +1.5 Diplo Attitude bonus of "You Liberated Cities to us."


Teching to Optics
We can't count on an AI to research Machinery for us if we are beelining Optics, as an AI just won't have enough time to do so.

Further, we'll probably want to self-tech Machinery if we beeline Optics. I mean, what's the point of researching Aesthetics (I think that's just under half of the cost of Machinery) just to be able to Lightbulb Machinery when we can self-tech Machinery ourselves and then use a Great Scientist on Optics instead?

Let's stop guessing about Lightbulbing Machinery and let's look at this list:
Great Scientist Lightbulbing Preferences:
Spoiler :
Writing
Mathematics
Scientific Method
Physics
Education
Printing Press
Fiber Optics
Computers
Laser (BTS)
The Wheel
Alphabet (BTS)
Philosophy
Chemistry
Fission
Fusion
Optics
Paper
Astronomy
Biology
Electricity
Flight
Genetics
Compass
Satellites
Aesthetics (BTS)
Sailing
Alphabet (Vanilla & Warlords)
Calendar
Medicine
Ecology
Advanced Flight (BTS)
Iron Working
Metal Casting
Engineering
Steam Power
Liberalism
Agriculture
Masonry
Bronze Working
Machinery
Gunpowder
Refrigeration
Superconductors (BTS)
Rocketry
Fishing
Combustion
Plastics
Composites
Stealth (BTS)
Mining
Military Science (BTS)
Radio
Meditation
Drama
Theology
Music
Civil Service
Democracy
Corporation
Communism
Economics
Hunting
Archery
Animal Husbandry
Construction
Robotics
Monotheism
Mass Media
Horseback Riding
Replaceable Parts
Rifling
Artillery
Future Tech


From this list, it's clear that we need to learn these techs if we want to Lightbulb Machinery:
Writing
Mathematics
The Wheel (we start with it)
Alphabet
We cannot first unlock Paper (i.e. we cannot learn Theology or Civil Service)
Compass
Aesthetics
Sailing (which we'll know thanks to going for The Great Lighthouse)
Calendar (we hadn't discussed needing this tech previously)
Iron Working (we'll need to Steal it... somehow... but until we do steal it, a Great Scientist will prefer to Lightbulb this tech before Machinery)
Metal Casting (we'll try to Oracle it)
Agriculture (we already know it)
Masonry (we'll need it for The Great Lighthouse)
Bronze Working (we plan to tech it)
Machinery

Let's be realistic here:
Lightbulbing Machinery is a non-option. We can't be expected to self-tech Aesthetics and Calendar, just to be able to Lightbulb Machinery. That makes no sense. Meanwhile, we won't have been able to start research on any of the techs after Metal Casting along the Optics beeline due to the whole "have to steal Iron Working" objective preventing us from starting on Compass and us choosing not to start on Machinery.

In other words, if we're going to beeline Optics, we have to plan to self-tech Machinery, so that we're at least learning a tech on the way to Optics while we work on stealing Iron Working.


So, likely, we'l want 3 Great Scientists:
1. An Academy
2. Optics
3. Compass

We will also need to tech each of Writing, Math, and Alphabet.

But, I see a concern here. How do we generate 3 Great Scientists really quickly if one City is generating Great Merchant Great Person Points (from The Great Lighthouse) and one City is generating Great Prophet Points (from the Oracle)?

To do so, we'd need 5 Cities and we'd also need the non-Wonder-building Cities to be able to build Libraries, grow large enough to hire 2 Scientist Specialists each, and somehow have protection from Barbs. Somewhere in there, we'll need to build Settlers and Workers, as well as the two Wonders. How's that all going to work?

The answer is that it probably won't work. So, realistically, we can generate 2 Great Scientists, 1 for an Academy and 1 for Optics.

Thus, we'll need to self-tech Compass.

Now, one interesting part of the Great Scientist tech Preferences list is that Paper comes AFTER Optics (although it comes before Compass). So, theoretically, we could risk trying for a Great Scientist in our Oracle City.

If we got a Great Prophet, we could Lightbulb Theology (after self-teching Polytheism + Monotheism at some point), which would get us a Religion on our continent and would let us implement the "gift Theology to the neighbours so that they might build the Apostolic Palace or The Hagia Sophia for us" plan. If we got a Great Scientist, we could use him on Compass (or save him for Education).

Of course, if we immediately hire 2 Scientist Specialists in our Oracle City and if we get our Great Prophet, then our other Cities trying to generate Great Scientists would need even longer to generate Great Scientists, which doesn't work, so instead, we'd have our two "pure Great Scientist" Cities generate Great Scientists first, then have our Oracle City produce a third Great Person shortly thereafter, but with a relatively high chance of getting a Great Prophet (which, wouldn't be such a bad thing, since we could then go directly to Paper -> Education and hope that the AIs would somehow research Code of Laws for us).


Techs from Overseas AIs
Let's be realistic here. Chances are great that only 1 AI will learn Code of Laws for quite some time and we won't likely be on Friendly terms with said AI very quickly.

Also, AIs really drag their heels on learning Currency. So, we can't expect to get that tech in trade anytime soon, either.

The AIs love to build the Mausoleum of Maussollos, so we can't really count on building that Wonder even if we do get Calendar in trade. So, that tech only has value early on if we have Calendar Resources to improve.

We can't expect AIs to learn Civil Service in time for us to want it, either.

We probably can get Aesthetics in trade, but other than additional Failure Gold targets, that's not an extremely useful tech, although it could let us go for Literature--if we weren't busy teching other techs at the time.

Monarchy is not a monopoly tech, so if a neighbour learns it, we can get it from them with no effort in trying to get them to a Friendly Attitude level.

Construction and Horseback Riding won't help us if we're building a minimalistic military.

Okay, we might get some of the early-game Religious techs in trade (Polytheism and Monotheism), with Monotheism being a lot easier to get, but those techs are pretty cheap and it would be nice to actually benefit from Monotheism when building our Forges, Granaries, and Libraries.

I'm not really convinced that beelining Optics just to get several of those techs in trade will be worthwhile.

I do think that it's fair to consider We Fear You Are Becoming Too Advanced limits, because it's a very huge component of the tech trading scene of a game. What we're essentially doing with an Optics beeline and racing to meet every AI is setting up a similar situation as a Pangaea game, where every one of the AIs will start counting off the techs that we get in trade from a very early stage in the game. Think how sucky it is when the 2 or 3 AIs that know Feudalism won't give it to you because of WFYABTA. I'd much rather take the WFYABTA hits on techs at the level of Feudalism, Philosophy, Guilds, Music, etc than I would have every AI remember that we received Monarchy, Calendar, and worse, Polytheism and Monotheism in trade.


Tech Flavours
I've been trying to look for a spreadsheet related to various tech flavours, in particular info from this file:
CIV4LeaderHeadInfos.xml

related to fields like these:
FLAVOR_GOLD, FLAVOR_SCIENCE, etc

I know that someone, somewhere made a nice spreadsheet that captures said data, but I couldn't find it. If we could find it, then with a bit of alteration to the data (which I have done in the past with said spreadsheet), we'd be able to look up technology preferences of individual AI Leaders.

The point being that we can determine how realistic it will be for a particular AI Leader to learn a certain tech (such as Compass or Machinery), given the other tech choices that they have available to them on the table.
 
The save comes out today, so we should postpone this discussion and move the focus back to where we shall move the warrior and/or settler.

In that regard, please answer the following to questions.

Coast question: Would you like to settle on the coast? What do you have to spot with the warrior to consider settling on the coast.

0 turn question: Would you like to settle on turn 0? What do you have to spot with warrior to consider settling on turn 0.

My two answers are as follows:
Coast question: No. Sea resources takes to long to set up, and we would loose some forests. If we see a land resource after moving the warrior, we might as well use it for an inland city. In addition, the capital get farther away from potential 2 city.
The only advantage is the extra beakers we get from the sea, and the possibility to build TGLH there.

0 turn question: That depends. If we see another resource after we move the warrior somewhere, I definitely think that is an option. As Dhoom said earlier, the most important tiles for a capital are food resources, green hills, and then foodplains. I Can see two hills on the screenshot (don't know if the northern one is green though), and I think this a minimum for our capital. I don't want to be left with only 1 hill.

If we all answer these questions quickly, and we more or less agree on them, then we can move on with where to move the settler. I know that everything is linked, as we could clearly see in Dhooms first post about settling, but this will at least give us a hint at what the group prefer.
 
Thanks, ingentingg, for trying to solicit feedback!

Nice parts about putting a second City on the Coast are that:
1. We can temporarily borrow the capital's Corn, so as to quickly whip a Work Boat and get that Fish online. Then, we can give the Corn back to the capital and have both the Corn and Fish being worked at once. If we settle on the Coast first, we either need to slowly grow while working the Corn and some non-high Food square or else we whip a Work Boat at Size 2 but then can't work both Food Resources immediately.

2. We have several Forests available for The Great Lighthouse, assuming that we don't settle in place with our Settler and can settle, say, 1N of where the Warrior starts with our The Great Lighthouse City. The forests that are in the big fat cross of the Coastal City can be saved instead of used by the capital, giving us roughly 5 Forests * 20 Hammers * 1.5 Hammer bonus = 5 * 30 = 150 / 200 Hammers for The Great Lighthouse. The trick will be getting enough Worker turns to Chop all of that, so we might not get that many Hammers from Chops.


Settling 1W or 1NW opens up such a Coastal The Great Lighthouse City, while maintaing the Corn and the likely Hills square 2N of the Settler.

Settling a The Great Lighthouse City 1N of the Fish (1NE of the Warrior) is a no-go, even if there are Fish Resources out to sea, as we miss out on the GH 1SW of the Warrior, we settle on top of one of our Forests, and we lose two other Forests that could have been in our big fat cross.

So, if we want to settle in place, we'll need to find a new location for our The Great Lighthouse City.

Settling 1NW or 1W both risk not having much production, but we already don't see much production, such that whatever production we'd be giving up would be used by The Great Lighthouse City anyway.


Since we don't seem very enthusiastic about a Coastal capital and testing shows that The Great Lighthouse does not need to be built in the capital, and because we'll still keep our production squares for our The Great Lighthouse City by moving the Settler 1W or 1NW, my thinking is that I want to move the Settler.

I also like the "move the Warrior NW + NW" approach, since moving 1SW onto the GH and then moving a second time won't reveal anything new on the second time except possibly a very distant Hills or Peak square, and what we will reveal on the first turn won't tell us much of use if we move 1W and will just tell us whether there is a Resource on the PRiv For square 2S of the Settler.

I still want to fog-gaze the nearby terrain (using the Pause Procedure is best... hopefully that works for letting you hear sounds), in particular to see if we can determine which squares are Desert River squares (which we hope that the map script will have made Flood Plains and not Desert River squares without Flood Plains on them like you see a lot in Civ 4 Warlords' map scripts. And, also, we'd like to see if we can figure out the outline of the Coast without needing to move the Warrior, to determine if the square 2N of the Warrior is coastal or not. Of course, it would be could to confirm that the presumed Hills square 2N of the Settler really is a Hills square. We could probably also tell which fogged squares have Forests and which do not, with the ones that do not being more likely to contain a useful Resource than the Forested squares.

While moving 1W or 1NW might not pick up any additional production, what it does do for certain is free up space on the coast for a City that will be capable of building The Great Lighthouse.

That's my thinking on the matter so far, but I'll gladly listen to any contrary arguments.
 
I also like the "move the Warrior NW + NW" approach, since moving 1SW onto the GH and then moving a second time won't reveal anything new on the second time except possibly a very distant Hills or Peak square, and what we will reveal on the first turn won't tell us much of use if we move 1W and will just tell us whether there is a Resource on the PRiv For square 2S of the Settler.

If we move the settler NW, there is not much point of moving the warrior NW + NW, since it won't reveal any tiles not seen by the settler. It's then better to move it NW + NE or if we decide to move the settler anyway NE + NW.

If we move the settler NW, since there doesn't seem to be any forests on the west side of the river (just behind the fog), we will know how many hills there are in a bfc NW of our settlers starting position. Unless we see another food resource I don't think we should consider moving any further. The risk of losing corn is to big, and if we move away from the forest, we need another turn before we can settle on a forest again.
 
OK, I am back home and have tried to fogbust after making modications to the Test Save B. I have made modifications to tiles in the fog to make them as close as possible to the starting screenshot.

attachment.php


Fogbusting comments (tile references all related to position of the settler):
- Tile 2N of settler must be a hill (unsure if it is a plains or grassland). I guess the hill is not forested (removing forest in WB gave closer results to screenshot of start)
- Tiles around Corn (N, NE, E) seem to be plains (not grassland); the discoloration in the Corn tile corners seem to match with the screenshot of the start.
- Tile 2S of settler (P / G Forest) does not contain a hill
- P / G Forest (3) tile could contain a hill. Adding a hill in WB did not make a big differince in the way the forests were presented.
- I changed the flow of the river as I think it flows differently than seen in Test Save B. It seems the river flows _below_ the plains forest tile SW of the settler. I also think the river continues further west, which I added in WB.
- I cannot determine the tile 2x SW from settler (I refered to this tile as being FP in an earlier post which was an error)
- Tile 2W1S clearly seems a FP
- Tile 2W may not be a FP as the color seems to change a bit compared to the tiles N and S. I guess it is a plains tile; which I changed in WB. It matches quite well, though I am unsure if a FP, plains, FP combination of tiles is possible
- Tile 2W1N seems a FP as well; the tile edge seems similar to the FP tile 2S
- Tile 2W2N seem to contain a forest
- Tile 1W2N does not have a forest, removing it in WB gave closer results


Lack of production tiles
In my Civ experience a start always has at least 3 tiles with 3 or more hammers. If there are only 2 hills, then this is made up by adding a Phant or Cow (not necessarily adding copper / iron / horses). Therefore I guess there is additional production in the fog, possibilities:
- Hill on (3)
- Phant or Cow on (1). This tile could also contain a Wheat
- Cow or Phant on (2)
- Cow on the plains around the Corn


Warrior move
I did some tests regardig scouting the coast with our cultural borders. This works very well. If we settle on T0 then we can scout the coast nearest to capitol on T25. If we settle W on the river on T1 then we scout the coast on T26 where we only lose visibility of 1 sea tile (NE of forest on the coast).
Therefore I think we should move the warrior in land on T0, thus SW on the GH.


Settler move
I agree we need to focus on food as well as production for capital. With Corn and at least 2x FP food seems reasonable. We have at least two hills, thus SIP (T0) still looks pretty solid. Moving settler W or NW on T1 is also fine by me. I am against moving the settler on the Corn on T0.

Attached are fogbusting screenie and modified Test Game B.
 

Attachments

I'm too tired to comment intelligently on what is in the thread. Some would argue that I have trouble commenting intelligently even when I'm not tired. In any event, I'd like to pontificate for a moment.

I just got back from the Great Wall... the real one. After a bottle of wine and a bit of pondering, I've come up with these truths that I believe to be absolute after my journey:

1. The GW cannot be built without stone! I saw granite for miles... well... at least as far as I could see with the fog/smog/pollution in the area.
2. The GW would be much better if it not only kept out the barbs but also Genghis, Kublai and the rest of the Khan brothers.
3. No way should the GW cost 500:hammers:. From what I saw, it should be at least 5,000,000 :hammers:.

Now, to get back to the game (at least a little), since this isn't a randomly generated map, we cannot assume anything regarding the number of hammers in the BFC of a capital. KCD could have easily removed/added resources/hills/forests to his heart's content. He claims that he didn't change too much*, but you know what they say about that...

Briefly back on the Mitch/Dhoom debate on Optics vs. Education... First, I highly doubt we'll get Machinery in trade with the Education beeline, especially if we are only able to meet one AI pre-Optics. Second, I've never played an Emperor game where I didn't get a boat load of techs (and gold) in trade once learning Alphabet and meeting all of the AI. Of course, it's highly map-dependent, but I still would expect to get a lot in trade. Lastly, the focus of early Optics isn't just what WE gain in the deal, it's what the AI gains in the deal and how quickly it accelerates the global tech rate. What we gain is probably less than half of the actual benefit in the long run. My belief is that the faster the global tech rate, the sooner we reach FT1 and the sooner we win. The sooner we meet the AI, forge Friendly relationships, and prop them up the better. WFYABTA should not be an issue unless every AI is a Toku in this game. It may slow down tech trading a little in the early/mid game (depending on who the AI are) but by mid/late game it will be a non-issue if we handle the diplo situation intelligently.

I don't have a strong opinion on what to do with the warrior or the settler other than I do not think settling on the coast makes sense and I don't think settling past T1 make sense. So, if we don't SIP, then we should either plan to settler on the spot where we move the settler on T0 or in a place where he can move and settle on T1. If we start wandering, we could end up always looking for a better spot and end up settling on T16 :mischief:

Feel free to ignore this post in its entirety. If I happen to read it back when my head is more clear, the whole thing may be gone... ;)
 
Hey guys, I've just received some bad news IRL and I think pc games are going to be a distraction I can't really afford any more. I'm going to have to drop out. My apologies, and have fun guys =)
 
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