Should I sell writing?

Brain

Lost in thought
Joined
Jan 10, 2005
Messages
522
Location
Warsaw, Poland
I'm not that experienced of a player yet, but just for the fun of it I decided to try a game at Sid level and see how bad I would get my ass kicked. Still, I'd like to have a bit of advice from you guys and see how far I can get.

It's an 80% archipelago, no barbs, huge map, max number of opponents. I got an excellent start position on a huge island all by myself. I send some curraghs to explore around and meet the Byzantines, but to my great surprise they only have 4 cities and it's 2000 BC :eek:. Heck, I already have 4 cities. Okay, they must be stuck on their island. Next turn I meet the Babylonians, which have 5 cities. Shortly after I confirm that they are both stuck on a relatively small island.

I just researched writing before the Byzantines, which also surprised me. Now, the Byzantines seem to be willing to buy writing at an astronomical price. I could basically achieve tech parity if I sold it to them. They have masonery, which I need to start pre-building the GL. BUT, if I don't sell them writing it may take them longer to research map making and put some settlers on my island.

How should I play this? I don't have any experience at Sid so I don't know if keeping techs from the AI is a viable strategy. What do you think?
 
I would do all I can to delay the Map Making from my enemies. Just concentrate on building a lot of cities and taking the best spots on your own island before anyone else can get there.

Island map is one that offers you great opportunities to beat the AI civs at harder than normal difficulties.
 
What I do is a function of my knowledge of the map. I would expect that you have seen enough of those two civs island to know if they can leave without at least Astronomy.

If that is the case you can trade away as they are not going to have contacts for a long time.

If they can get out after MM, then I would consider waiting until I know more of the map. I want to slow them down, but holding any tech above DG is a losing proposition.

Once they get contacts all will know tech quickly, at least until they are broke. They will be broke as soon as they hit their support level.

They will almost never build a curragh, so they won't even go through coastal tiles, until they get Map and have a galley. After that they will not venture into a sea tile without Astronomy, that is if they have to end their turn in one.

No ending in Ocean tiles, until Nav or Mag fo rthem. You have to remember though that Seafare get +1 and the Lightouse gets +1. So if you are counting the tiles, add that in.
 
Oh, sorry you have Byz next to you that was a bad break. Some will even restrict the civs they have in the game to not have Seafare or Commercial. This is done to a) not give the extra movement and to avoid Dromons b) no one starting with Alphabet.

These are not required, but for the first attempt, it is not a bad idea and to lower the number of civs a bit. That is also an attempt to slow down the research rate. Some even disallow Science civs.
 
If the passage between you and them is narrow, you could build a few curraghs and block it off. Then inhabit your island at your own pace.
 
After reading your comments I think I'm going to keep writing for myself. But what should I do about masonery? When should I start pre-building the GL? It's now 1700 BC and with so many AI civs I fear that if I don't start soon someone else is going to build it.

vmxa said:
Oh, sorry you have Byz next to you that was a bad break. Some will even restrict the civs they have in the game to not have Seafare or Commercial. This is done to a) not give the extra movement and to avoid Dromons b) no one starting with Alphabet.

These are not required, but for the first attempt, it is not a bad idea and to lower the number of civs a bit. That is also an attempt to slow down the research rate. Some even disallow Science civs.
Yeah, I know about that, but I feel that's cheating. My philosophy is that you learn the most from the games you lose, not the ones you win. Besides, I have a 4 cow on grassland start on a large island by myself...
 
That idea of blocking the other island off with curraghs sounds like a good idea to me. Of course, it eats some resources, but if the payback is good enough...
 
Wolfwood said:
That idea of blocking the other island off with curraghs sounds like a good idea to me. Of course, it eats some resources, but if the payback is good enough...
But it's not realistic in this case. There's just one sea tile separating me from their island and the Byzantines are seafaring. With the layout of the island I would need about 10 curraghs to block them. I don't think I can build 10 curraghs fast enough.
 
Well, I wasn't completely convinced about my last statement there so I decided to try it out and I actually succeded. I was able to block access to my island with curaghs.

I also re-though the trade with the AI. I figured the Byzantines start with alpha so they should be getting writing any time soon, and this may be my only chance to get masonery. So I traded writing to both of them and got 4 other techs and some gold back. I'm now well on my way pre-building the GL. I'll see how that goes...
 
Good to hear that it worked for you! Let us know how the game progresses from here as well!
 
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