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Dominae
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Yes, as Kloreep points out, you would have to uplift the Americans quite drastically to prevent them from getting any use out of the Statue of Zeus. This is not worth it: the Statue of Zeus is increasingly worse the larger the map, so on this Huge map its effects would hardly be felt if you were to let the Americans have it. It's better just to keep your tech lead.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:33
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Meh, I was thinking it keyed on the player. Brain cramp, I guess, because I made sure Germany got to education before it could get a post-Ed jump from the GL. I agree that keeping the lead is better, especially since nobody else has discovered chemistry yet, and my lead is about 4 techs on all three overseas civs (more on my own neighbors). Ahh, the joys of an ancient SGL giving the Pyramids to an agricultural civ. 
One side note on the SoZ itself, though. Huge, uncrowded maps slow down the tech pace enough that I've been able to get over 20 ACs out of it fairly consistently. As long as you intersperse them with normal stacks, rather than trying to wait and accumulate one big stack of them, it's still pretty powerful.
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Dominae
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quote: Originally posted by conmcb25
Ok why is SoZ not desireable on larger maps????? |
Compare the number of troops you build in a typical Tiny map game to the number of troops you build in a Huge map game. Since the Statue of Zeus always produces units at the same rate on both map sizes, its contribution to your army is much less percentage-wise on a Huge map than on a Tiny map.
Also, smaller maps favor warmongering in the early-game, while larger maps favor building. A builder game typically has a faster tech pace than warmonger game. Therefore the mileage you get out of the Statue of Zeus in a Huge/builder map is lower.
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:33
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Very effective, Tat. Until recently, I was skeptical, too, not wanting to give up my 100/120 shield metros in the late industrial age, but just one game forcing myself to use CxxC as the standard (while leaving room to deviate for overriding reasons) convinced me.
The first thing it did was cut down the time my settlers were moving to their locations. For this reason, and distance corruption, it also allows more productive cities earlier, which means more possible settler factories. I'm on a huge map with eight civs in this game, so making the most of limited space and using every tile wasn't my overriding concern.
Almost everything else pretty much flows from getting more cities up sooner. I was able to make a good bit of money and still pull ahead in tech by the end of the ancient (on Monarch). It also meant that 1 Mounted Warrior could cover several cities in defending from barbs, thus freeing up tforces for other things (like burning India to the ground ). Fewer workers are needed, though on this map that doesn't mean a lot aren't needed, because a) there are fewer tiles to improve and b) one tile can serve two cities, though not simultaneously (without using the exploit).
On corruption, I used to think "Pfft, one tile closer can't make that big a difference", but where it shines is when a given level of city is three, four, five or more tiles closer than otherwise.
Edit: Just a note that I can still get some 100/120 shield metros in the late game by reworking after RR, bringing some core cities down in pop and building others up accordingly. By 100/120, I mean a city that can hit 100 shields pre-Nuke plants and 120 post-Nuke plants, or 50 raw shields, to put it another way.
Last edited by Solomwi on 05-08-2004 at 02:38
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:33
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quote: Originally posted by Solomwi
Edit: Just a note that I can still get some 100/120 shield metros in the late game by reworking after RR, bringing some core cities down in pop and building others up accordingly. By 100/120, I mean a city that can hit 100 shields pre-Nuke plants and 120 post-Nuke plants, or 50 raw shields, to put it another way. |
This is an interesting point that has not been extensively discussed (at least not that I remember).
I often find myself defaulting to 3-tile CP, just cause it is where I am most comfortable, even though I know that some sort of camp system might be superior over the long run.
I've lately been thinking of exactly what Solomonwi suggests... I've done it, as I am sure many of us have, but never really *systematically*, planned from the get go.
And I like the logic behind the suggested approach: Look at your CP in terms of raw shields, and which sites can get to what level of production when. I'm not sure I would just look to the 50s multiplier... 30s and 40s are important values too.
Hmmm....
Solomoning?
* Theseus , Namer of CP Names
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Solomwi

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Don King of the Apolyton HLA Movement
Dec 2002 time: 23:33
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Now we just have to figure out what Theseusing is. 
You're absolutely right that 30s and 40s are also important. In fact, 30s are more important for my late game than 40s. This is mainly for single turn cruise missiles in the modern era, and two turn MA/Marines. 40s are most important with freshwater (100 w/nuke plant). The 80 multiple is nice (3 turn SBs and single turn cavs, though that doesn't last long), but less important than the 60/100/120 mark, and even 90, for that matter, for single turn Inf.
I don't like planning it from the get go, although I keep an eye on it from the start. I find it best to start planning it in the middle ages, when the core has taken shape. Different early CP roughly along the same 3-tile pattern will tend to work just as well, only with different results on a city by city basis, so it's not important to get the precise CP from the beginning. In other words, you can let early game concerns dictate placement as much as before, and wind up with just as good a late core in the raw shield aspect.
The great thing about it is that you can build workers from the core cities to shrink during the runup to RR, and let them get the railnet up until some hospitals are in place, at which time they become your pop boost.
Maybe I should start a new thread about this. 
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