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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src=/forums/"/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Xin Yu on 07-26-2000 04:40 PM</font>
Paul: if cities can be traded among civs then a city can build 6 SS components before the end of turn.
<img src=/forums/"/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
cheating....
BuilderR
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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I disagree with the Masterciv idea. Any civ that gets too far ahead on the power graph will both have a narrower selection of techs to choose from and I believe will take an additional research hit too.
Also, the SSC definitely shouldn't be a lone city. Much better to have it in conjunction with at least 4 or 5 other cities. That way we won't wind up wasting so many precious precious trade beakers.
I'm a Physicist, so let's play math. If by 700 B.C. we have 5 civs able to produce 800 or so beakers per turn, that should be enough for each civ to get 1 tech every two turns. That's 28 turns, so 14 techs for 5 civs. 70 techs by A.D. 1. That's more than enough to get Space fligt by then. 6 to 8 good trade cities should be enough to accomplish that. Caravans will help too, and will give us a sufficient cash reserve to keep science rates high. The other two civs can play more of a supporting role. One can act as a repository for all availible knowledge. The other civs should only have the bare minimum techs necessary , to maximise the productivity of research. They can also build lots of cities. Aside form preparing for a Space ship, this will also provide more markets for trade goods produced by the other 5 civs, and goods not otherwise availible.
Our chief enemy is time. We have to build only what is absolutely necessary for our objective. Something that might help in a game that would last till 1500 A.D. may be absolutely worthless, or take too much time to build in a game that is to end around 25 A.D. It may even be that (OK, prepare to proclaim blasphemy) the SSC will not be sufficiently time- efficient. We must ask ourselves if the 18 caravans that go into building all of the SSC wonders are worth it. More likely than not they are, but we must consider that 18 caravans, if they can bring in a very conservative 300 gold each add up to 5400 gold, (about 1/4 of what is needed to buy a 5.7 year space ship) and quite a few techs. Of course that is assuming that the cities building those caravans had commodities in demand. But it's soimething to think about. Paul, what is the earliest you think an SSC can get into the 600 tech per turn range?
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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I see the value of not using the first settler for anything but irrigation for the SSC, but I'm just not sure the SSC player should confine himself to just one city. Tip over a goody hut or two by 3000 B.C. and he's bound to get a tribe or a nomad since he will have only 1 city at the time. I just think that there is a lot of value in having some support cities along with the SSC both to take maximum advantage of it's science output (ie, to not waste unused beakers) and to have caravan builders very close to the SSC.
Example: say the SSC is producing enough science for 3/4 an advance in 1 turn. The best it can do is still only 1 advance every two turns, the other beakers being lost. But if he has science output from the other cities,and/or help from a caravan from the supporting cities this can be upped to one discovery per turn.
Not to mention the trade routes these cities can produceon their own. I've tried similar things before and when I really wanted to crank science up to 90% I've been able to do so. With Shake's 100 % won't be a problem. A couple of elvi and a happy improvement or two can keep the other cities reasonably content. Perhaps someone else should build the supporting cities, but one way or another I think the SSC player should have some.
Statue of liberty may actually be a good wonder to have if we are going to bother going into democracy. Every turn counts, and we don't want our best science civs to spend 5 or 6 turns in Anarchy.
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Ming
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You do raise a valid point in terms of beakers produced and the potential waste. However, couldn't that be controled with the use of well timed trade caravans to make up any deficits 
And, I do agree that the super city needs to have some supporting cities nearby. But, does that civ really need to own them? Any huts that turn into cities or wandering tribes can be given to one of the other team members. The non settler can even be given to another player after it has completed any needed early improvements to start a nearby city. Any later improvements can be handled by other players settlers once they make the trek to get there.
Another advantage is one that Rah pointed out to me. By not starting that second city, you can use the "crank out your first settler from a size one city without lossing your stored food" trick. When the city gets to about 17 or 18 food, you can buy the first settler. The city will produce the settler and not be disbanded, because it is your only city. You then wait until the city increases to two, and then merge the settler back into the city to have an almost instant 3 size city. If you picked a good location, this could mean the use of those extra special resources even quicker!
I will admit, things didn't work like this last night when we tried. But, it was a valuable learning experience for when we try again. Any additional thoughts and comments would be appreciated... this is a tough one!
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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Yes, shortfalls in beakers can be helped with caravans, but with only 1 city trade routes will in general be limited to 3 routes in however many turns it takes to change, unless we get a repeat commodities thing going. Are we going to do the caravan gifting thing? Even if we do give the SSC player caravans, the best we can do if he only has the one city is 1 tech per turn, unless the SSC is producing beakers enough to get 1 tech per turn. With a few more cities (positioned strategically so it will still be a simple matter to give the SSC player a caravan from a long way away and still have it be homed th the SSC) by gifting caravans we can get him up to 2 techs per turn (the thing about only being able to get 2/3 of the beakers for an advance by caravans in any 1 turn is a myth)
The SSC player doesn't even need to build his additional cities. We could give them to him, complete with happy improvements. Surely 4 good trade cities would make up for the 10 % loss of science from the SSC. If we can get 1500 science max from the SSC, that's only about a 100 beaker loss to be at 10 % (since some science comes from specialists). Even just 4 additional cities should be able to give another 400 beakers at maximum. Of course now that I think about it, it's kind of senseless to chat about this here. If during the game it becomes obvious that it would be helpful to Paul (I assume) to have additional cities, we'll just give him what he needs.
A few more ideas.
1. I assume that once the best SSC location has been decided on, we'll be switching civs, and giving that one to Paul?
2. Host should start as a Purple Civ. We want him to get the poorest location to start with so he will get more starting techs, since only he will get any.
3. We might consider having at least some civs starting out in republic first. Assuming we go villages Only there will be little need of defense, so free support won't be such a benefit. Only problem: do any of us know how to do this effectively? The SSC civ should definitely start out in republic if we get it soon enough, because he won't have any support cost anyway, and if he needs money to build a happy improvement, well give him the money. Note- happiness isn't that big of a problem in early republic as long as you don't go over 7 cities too early. We just have to do things in a much different way than we are all used to. The first citizen is always content, and if you have a road per worker you can keep the second happy with 30 % luxuries (your still ahead,since you are taking in 6 trade, as opposed to 3 for a city in Monarchy). with size 3 cities and no special you need to go up to 50 %. Now you are even with Monarchy, except that you have less corruption, so you're still slightly ahead. And a size 4 city with 20 % luxuries and a temple is getting 8 trade after luxuries, still better than the 5 you would get in Monarchy. and any time you're ready to grow a bit, just crank up luxuries for 2 or 3 turns.
Please feel free to shoot down any of these ideas without mercy if you find flaws.
<font size=1 face=Arial color=444444>[This message has been edited by Matthew (edited July 27, 2000).]</font>
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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I think that RAH, Ming, Xin, and myself can all make pretty good use of a limited number of cities. We can also expand fairly well, but Arii may be best at that, as far as throwing down sheer numbers of cities. (Not that he isn't a good perfectionist as well.)
In short, I'm not sure how much of a difference it makes as far as who takes what role. Although Ming and RAH have done the wandering challenge thing, and are therefore more experienced at that than I.
Oedo, what are you strong at?
I'm pretty experienced at getting the most out of the caravans, probably because it's my favorite part of the game.
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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Dag nab, that will help. Welcome aboard.
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:12
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I'd like to take another crack at this tonight, if anyone is free. Although we made a number of mistakes, I'm not sure we had a realistic chance the last time anyway. Just like OCC, you will need a little luck with starting terrain, and ours was never particularly good. I'll start checking between 7:00 and 8:00 EST.
Early republic for the SSC seems right to me. One of the other civs can provide a settler to help with terrain and NON units should be sent to help protect from barbs.
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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what time are we starting tonight?
And we have:
Paul
RAH
Xin
me (Matthew)
Oedo
Marksuf
Arii
and Bird?
1 too many. Is everyone I mentioned planning on playing tonight?
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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Actually anybody who hasn't built a city yet best not ally with anyone. I heard of someone doing that in MP once, and the civ was destroyed.
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markusf
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arii is on holidays
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