Another short but nicely-played turnset, with some great news being reported!
how long can we delay masonry?
It seems that Cactus Pete got us the answer.
GWall built in Russia
T53: England will trade Masonry
I was certainly concerned that England knowing Stalin and both of them having Masonry still resulted in Churchill not wanting to trade it to us, but when we perform the math, the result is actually expected.
There is an "iValue" factor in the formula for determining whether an AI will trade you a tech. Buildings have an iValue factor of 30. Wonders have an iValue factor of 80, but that value goes down by 50 to 30 if a Wonder gets built. Units vary a lot in their iValues, and those values vary based on the strongest Military Unit that exists in the game--a couple of examples with a 6-Strength Unit being the strongest Military Unit that has been built (or pre-added to the map) gives us an iValue of 15 for Archers, an iValue of 58 for Axemen, and an iValue of 80 for Horse Archers. If someone has built a Maceman or a War Elephant, those iValues become 15 for Archers (no change), 37 for Axemen, and 55 for Horse Archers.
A change in an iValue of 50 from a Wonder being built is significant.
Masonry is a tough tech to get as it unlocks Walls, Dun, Aqueduct, Hammam, and Barray (5 Buildings) for an iValue of 5 * 30 = 150, regardless of whether the Celts, the Ottomans, or the Khmer are in this game.
It also unlocks 3 Wonders (The Pyramids, The Great Lighthouse, and The Great Wall) for an iValue of 3 * 80 = 240.
Even when 1 out 1 of the contacts that Churchill has met (Stalin) know Masonry, which gives Churchill a Trading Willingess value of 1 / 1 * 100 = 100,
An iValue total of 150 + 240 = 390
gives us this Trading Threshold (the number that the Trading Willingness value has to be bigger than): floor( 30 for Churchill's iTechKnownPercent * 390 / 100 ) = 117
Since 117 > 100, he wouldn't have traded us Masonry with 3 of those Wonders being unbuilt.
Before The Great Wall had been built, the Wonder iValue would have been 2 * 80 + 1 * 30 = 160 + 30 = 190, for a total iValue number of 150 + 190 = 340
Trading Threshold: floor( 30 * 340 / 100 ) = 102
102 > 100, so still not enough
But, with The Great Wall gone, we get:
Wonder iValue = 1 * 80 + 2 * 30 = 80 + 60 = 140
Total iValue = 150 + 140 = 290
Trading Threshold = floor( 30 * 290 / 100 ) = 87
Since 87 < 100, Churchill is willing to trade us Masonry.
However, if Churchill were to meet another AI who does not know Masonry (either one of Joao or Frederick), then Churchill's Trading Willingness would change to:
1 / 2 * 100 = 50
Since 87 > 50, Churchill would be unwilling to trade us Masonry.
So, I do not suggest that we delay in getting Masonry in trade.
Churchill is no one's Worst Enemy, so I would suggest making the tech trade now.
Since Churchill won't give us Masonry (119) for Animal Husbandry (149 Flasks) when Stalin knows both techs, I'm going to have to assume that Churchill is already researching Animal Husbandry.
Since we want Churchill getting techs for us, I'm going to recommend that we do:
1. Masonry from Churchill <-> Animal Husbandry + Agriculture (which will force Churchill to pick a new tech on his next turn)
2. Gift Alphabet to Churchill (to get some Fair and Forthright Trading value out of Churchill and to see if he'll go for Currency for us)
Fred's settler party moves 1W, confronting our warrior, but the spear is a no show
And, the Bear is a no-show, so it must have automatically disappeared.
Since the Bear is gone, I'm going to suggest that we move 1 N G Riv again, which would have the same effect as moving 1 NE G For if our Warrior is not attacked, according to the test game.
However, our Warrior has a greater chance of meeting another one of Frederick's Units by moving 1 NE G For, hence why it seems to be less risky to simply move 1 N G Riv.
meet Hatshepsut who is technologically advanced (Mysticism, Masonry, and IW) but annoyed that we have traded with one of her worst enemies -- Alex -- so she offers nothing except open borders;
And, now we see one of the many complications with rushing out to meet multiple AIs--having to navigate a diplomatic minefield.
Hatshepsut could start Demanding that we Close Borders with Alex after 9 turns.
Churchill could start Demanding that we Close Borders with Stalin after 8 turns.
We'll need to make some decisions in those regards when the time comes.
With Joao and Alex both having Hatshepsut as their Worst Enemy, I'd probably suggest not Opening Borders with Hatshepsut just yet--we can't really expect to get better than 3-Commerce Trade Routes.
I'm not sure if we'd get 3-Commerce Trade Routes from Joao for Lisbon with its Harbour or for Hatshepsut's Cities after settling City 3, so I'd suggest leaving the decision to consider Opening Borders with Hatty until we have settled City 3 and find that we don't have a 3-Commerce Trade Route.
Suggest (again) that we trade fish for Alex's clams
Sorry for not adding that part to the PPP. I wrote the PPP based off of the test game and I had missed that point. Yes, I'm for making that trade. Hatty will have to die, so I think that we'll be okay with trading a Resource with her Worst Enemy, at least for the next 10 turns.
After 9 turns, we can decide whether to maintain trading with Alex or to Close Borders with him and to cancel the Resource Trade 1 turn later.
If we go meeting another 5 AIs, we could get stuck spending days analyzing the complexities of the AI-AI relationships. I'd rather hold off on meeting additional AIs until either:
1. We have an army of Horse Archers that has started conquering
OR
2. AIs are starting to learn Calendar and might soon have Happiness Resources available for trade
As for Hatty, she has Mysticism, Meditation, Polytheism, Priesthood, and Monotheism. With no other AI having gone down the Religious tech path, she either loves those techs or maybe was gifted some of them to begin with. I'm not sure what the answer is, but she is only 2 techs away from Feudalism, with an additional 20% bonus to research on Monarchy due to knowing both Priesthood and Monotheism, so we may or may not get a chance to fight her before she starts fielding Longbowmen.
On the plus side, Hatty hasn't built a 3rd City yet, so we theoretically could gift her a City close to our capital and start Stealing Techs from her by gifting her a City before she settles her 4th City.
What's annoying, though, is that she is Creative, which would mean that techs not stolen on the turn of gifting her a City will start to cost a bit more to steal, as we won't get the full Culture bonus on said techs.
I'm not totally convinced that we'll want to steal Mysticism and other cheap techs from her, but if she were to get Metal Casting, Code of Laws, Mathematics, Compass, or Aesthetics, then I think that we'd want to make it a priority to gift her a City at 3 S of Paris and start stealing techs from her.
In that regard, we'd be competing with Hammer Resources for building Horse Archers, but it could be a sneaky way of getting a bunch of techs relatively early on in the game.
Stolen Techs don't increase WFYABTA counters.
A gifted City would also mean Hatty splitting up her empire's defenders, and her building a Road right to our doorstep, given enough time of owning our City, and probably also slowing her tech path to Feudalism.
I don't think that I'd want to use our City 3 or City 4 Settler, but if we built a Settler out of Paris while waiting for Horse Archers to get unlocked, we could build our 5th City and then plan to build some Spies for that City.
I'd also advise waiting to spend our EPs on Hatty, later turning our Commerce directly into EPs (say, after learning Horseback Riding), so that she doesn't spend (a lot) of her EPs on us in the short term, keeping the cost of stealing techs from her low later.
It's a tricky point, as building Spies will compete with building Horse Archers, but also having some Spies around to, say, bring the Cultural Defenses of Lisbon and Berlin down to 0% also saves us from losing Horse Archers, so the Hammers dumped into Spies can be seen as a worthwhile investment.
pigswill said:
She is unwilling to trade masonry ('we have our reasons...') which might suggest she's building Glight as well.
Stalin's turn comes
EDIT: after Hatty's, so Hatty might have been building The Great Wall. I'd say that it's likely, given that she only has her 2 initial Cities and that's the type of Wonder that an AI will build when they aren't REXing--she probably has a Hammer-poor City that started to build it, or else Stalin has Stone (we don't know what Resources Stalin has available to him).
I don't think that it's worth waiting 1 turn to get Masonry in trade just to find out--if Churchill meets either Joao or Frederick, we won't get Masonry in trade at all. Let's just plan to attack Hatty for whatever Wonders she has at the time and plan to self-build The Great Lighthouse; we'll want a Lighthouse in XO Cognac anyway, and while missing 3 Horse Archers' worth of Hammers in Failure Gold isn't the best of booby prizes, it's pretty rare for an AI to build The Great Lighthouse with only 2 Cities to their name. I'd rather take the secure Masonry trade than find out that Hatty is building The Great Lighthouse, only to find out that she's taking so long to build it that we could have beaten her to it but another AI would have lost to us but would have beaten her to completing it.
At least we won't see an AI Great Engineer appearing anytime soon in the real game like we do in the test game.
I've seen Oracle built 1700bc on Prince and built Oracle 500ad on Emperor.
A lot of games have AIs building The Oracle, Stonehenge, or The Great Wall with only 1 or 2 Cities, but it's quite rare to see the more expensive Wonders being built that way.
With the way that Hatshepsut keeps growing and whipping her Cities (the population points of The Great Library and The Pyramids Cities keeps going up and back down), and with her running Representation instead of Hereditary Rule, I would imagine that she has Flood-Plains heavy lands (typical for an Egypt start on nearly any map, and more so for a real-world-like map), so her raw production power probably doesn't even allow for her easily choosing to build The Great Lighthouse. She'd also need to first build a (not-cheap-for-her) Lighthouse.
I would be very surprised to find out that she is building The Great Lighthouse, but if it happens (say, she was gifted a Lighthouse and pre-Mined Hills squares--she doesn't normally start with the Mining tech), then why would the Map Maker leave the Wonder open as an option for us to build? Why not simply gift that Wonder to Hatty at the start of the game, as well?
I think that we have to proceed with the thinking that if we want to build The Great Lighthouse in XO Cognac, we will get a fair chance to do so, and with the relatively-late Great Wall, I think that our odds of completing The Great Lighthouse ourselves are even higher than in the test game.
EDIT: Hatty is NOT building The Great Lighthouse, otherwise she'd tell us that "We have our reasons" for not wanting to trade Masonry to us, but she simply says "We don't want to start trading away this technology just yet!"
Cactus Pete said:
How long is it likely to be before she asks us to quit trading with Joao or Alex ?
As soon as we can manually cancel an ongoing trade (Open Borders, Resources, Gold per Turn, Defensive Pact, etc) with AI 1, then any AI who has AI 1 as their Worst Enemy can generically ask us to stop trading with AI 1. If we were to foolishly agree, AI 1 would stop doing any diplomacy and any ongoing trade that is currently manually-cancellable would get cancelled.
As an example to explain what I mean by manually-cancellable, on the F4 ACTIVE screen, we see "Open Borders to Napoleon REAL for Open Borders (9 Turns)" with Alex. After 9 turns, we can either visit the F4 ACTIVE screen and click on that ongoing trade to cancel it, or we can talk with Alex, look at our current trades, and click on it to cancel it.
Also, after 9 turns, if Alex remains Hatty's Worst Enemy, she can ask us to cancel all trades with Alex. If she did so, but we'd made the Resource Trade on the current turn, the Resource Trade wouldn't get cancelled, as it would still have 1 of the 10 enforced turns remaining on it, but Alex would stop talking to us.
In general, we shouldn't accept any Request/Demand to Stop Trading with a Worst Enemy, so I should clarify that distinction in our PPP's Diplo Policy.
Hatshepsut won't ask us to stop trading with an AI who is not her Worst Enemy at the time. So, unless Joao became her Worst Enemy, Hatty would be unable to ask us to stop trading with Joao.
Cactus Pete said:
BTW, I did ask Alex to attack Berlin both turns. Does this have to be done every turn?
In practice, yes, we have to ask every turn. It can be a bit tedious, but what I have found is that each turn, an AI will send its "available" Units (not its City Defenders, for example, and not Units that already have other plans, such as escorting a Settler as part of a Settler Party) toward the target City.
But, if on the way there, that Unit gets distracted (it meets an enemy Unit, it meets a Barb Unit, etc) that Unit will "forget" about your order. Think of it how when you tell a Worker to perform an action but then it "forgets" about it because a Barb Unit comes nearby. It's the same thing with the AI Units, so you have to keep reminding them every turn.
Plus, when the AI builds a new Unit, you'll want to direct that Unit to join the war, too, by making the request after that Unit gets built. Since we don't see when Alex is building new Units, that means asking every turn, just in case he has built a new Unit.
EP Values
Stalin 17 / 0 (+0)
Hatshepsut 0 / 0
Joao 20 / 0 (+1)
Frederick 156 / 0 (+0)
Churchill 317 / 212 (+0)
Alex 0 / 0 (+0)
We have 10 out of the world's 94 population points. Hatty has 9.
We also will need to decide what to do with our Scout. It will be needed for spawn-busting until we settle our south-east City.
After that, I'd suggest that we send it toward Joao, to get a feel for what Joao is up to. Is Joao spamming Archers? Is he still sitting around with just Warrior defenders? Has he built a Galley? How about a Settler? This info could be quite valuable in helping us to determine the ideal time to attack Joao.
Also, it seems that a City settled 3 S of Paris wouldn't give us the -50 Culture bonus on Espionage Missions unless the City itself until we had earned 1 of our own Culture from within that City itself! Sigh. So, we'd need a Religion to spread to that City just to get that bonus, or else get Culture there some other way (building a Monument is possible, but then we'd end up gifting the Monument intact to Egypt). A Spread Culture Mission might work, but they're a bit unreliable when a City doesn't have much Culture in it, as the cost of the Mission can become below 1 EP and thus the Mission won't be available.