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Campo
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Buffalo, NY, USA
Oct 1999 time: 00:12
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I hope it's okay to quote someone else's post in a new thread, because I didn't want to go too far off topic in the previous one.
In the MGE diplomacy thread, Sten Sture said:
"...the primary reason [for giving techs to the AI] is to extend their research time on their next technology. The AI doesn't use infrastucture development as well as people do, and when you have the SSC, they just can't compete for science results. Therefore giving them a tech they might otherwise skip, especially early ones, actually slows down their tech development on later, more important techs."
I've seen similar reasoning from other people, but Sten's got me thinking hard about this philosophy. Is it really valid?
I'm not talking about OCC here. The reasons for giving techs are a little different there. I'm asking about standard SP games.
On the one hand, it makes sense: give them "lesser" techs to slow down their progress on "better" techs.
On the other hand, there are three possible flaws:
1. You can't always choose what tech to give; when you offer a gift, your options are limited. So maybe they get a desirable tech.
2. Even a lesser tech is usually a prerequisite to a better one, so a small gift early can end up helping them reach an important goal later.
3. While it's true that giving them techs slows down progress on subsequent techs, it (obviously) speeds up their acquisition of the techs you give them. Unless you can be sure you only give them techs they wouldn't have researched, isn't it possible that you're helping them more than hurting?
Sten, I'm not impuning your reasoning. You may well be right. I just can't sort out the implications clearly enough to be sure. I'd like to hear the group's opinions on this.
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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[EvC mode]WHAT IS THIS HERESY??? ARE YOU IMPUNING MY REASONING???[/EvC mode] 
Ming's points are of course entirely valid, I just play a different style in SP.
Like everything else, my giving techs away to the AI depends on the tactical situation. The way I play SP in the MGE version (I have 2.42, but I never even play SP on it) is usually to try to keep all of the AI civs balanced and as much at war with each other as possible while I develop my infrastructure. It seems to me that my having a large tech advantage encourages hostility from the AI. Now I've played enough not to be overly concerned with the AI's Iranian military tactics, but I don't want them bothering me unless I dictate the time and arena. By preventing them from trading techs among themselves by being the providor, I have found that it extends their own petty inter-AI wars. That may be my imagination, but I overemphasize giving things to the AI partially to encourage a line of thinking that deviates from the conventional wisdom that Ming posted.
Let's think about some examples...
If there is a large-ish civ researching Monarchy, and I want to keep them from it for a while, I may give them Map Making, the Wheel, Bridge Building, Writing, Pottery, and Construction. The effect of this is to push back the research time for Monarchy for them.
On the other hand, if they are smaller and under threat from a neighbor, I may give them Monarchy and Bronze working to improve their defensive capabilities.
If an aggressive civ is in my neck of the woods, I may give them perfectionist advances like Republic (what is funnier than the Mongols trying to sustain all out war in early rep) or Medicine or really anything non-military.
If an AI is researching a tech that will give them Wonder access that I want to build, I might give them several techs.
If there is parity among the civs, I might give them all gunpowder. I know that I won't have any trouble capturing cities defended with a couple of muskets, but the AI sure will.
When you go to gift an AI techs you have a choice of two that they would like, I never worry about which one they prefer, and either give them the one I want, or if that is not one of the available choices, I say "nevermind."
Happy civing... but don't be afraid of the AI.
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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Sten: Superb reasonings as usual. For me, it comes down to whether it's AC or bloodlust (SP of course). In the latter, I tend to follow Ming's approach somewhat where the key is to quickly have superior attack units. By constantly harrassing and eventually clobbering nearby civs, they will slow their science down to concentrate on shields and gold. Alternatively, in the few AC games that I have played, I agree and have done some of the things on your list for the reasons you stated. And yes, I do give them Space Flight only when 1) I have built at least 6 SS and 2) I want them to stop sending their Bombers at my One-City. I have found, at least in my last game, that that is enough of a head start on the ship and that they will slow down production of attack units.
To add to your list, I tend to give techs away AFTER I have built the associated wonder. Theology, Medicine and Literacy comes to mind for those only have a Wonder, no other improvements or units. This is also true for Philosophy where no one can get an extra advance after I have discovered it first. Railroad is another one that works on two levels: 1) Darwin's is useless for anyone else and 2) allowing them to build railroads will eventually benefit me more than them. Overall, if I'm in bloodlust, I will do anything to steer them away from the military wonders/improvements/units.
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:12
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If you're a compulsive micromanager and going for a "fastest" style game, the AIs can help you out with your research. This is particularly easy if you have Marco Polo's Embassy. Use the intelligence screen to determine what each AI is researching. If it's a tech you already have, give it to them. Eventually, some AI will discover a tech you don't have; trade, beg, or steal it, give it away if necessary, and continue the cycle.
At some point (about Automobile, maybe), you'll want to stop doing this to keep the AIs from having really good techs. But you can really speed up your research in the mid-game this way. You're turning the AIs' research handicap to your advantage, as well as having the potential to have 7 civs researching techs for you at the same time.
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War4ever
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I live amongst the Red Sox Nation
Jan 1970 time: 21:12
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i think the biggest reason to give away techs early or to trade period with the ai, is for me to find where everyone is, and to determine who is weak and who is mighty, after all, i am always supreme. Trading of caravans is what maps are for for me on the economic front, while also helping me plan my great military conquests. I find the earlier i make contact with the ai the easier it is to get maps from them. This is why i used to rely on Marco Polos so much in my early civing days.... now i have learned to play without it.
I try not to get involved in AI wars, but when my trading partners are continuosly under attack, well you know how it is.....
if my economic ally should become too much of a pain, well you know how it is....
if i am having a tyrannical sort of evening, well you know how it is... etc.....
partnerships last as long as i need them, and i am very reluctant to give anyone much of anything unless its early in the game and i already have Monarchy and this goes for AC or bloodlust.
While giving tech does hamper the ai research, it does inevitably give them more tech than they already had. Therefore i only see it worthy if you are trying to prevent them from researching specific techs at specific times
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Improvements and wonders are just big bullseyes for the conqueror.... and i like to think of myself as Robin Hood
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Give? that word is not in my civ2 dictionary
The AI research rates aren't based on any real calculation IMHO. When you are doing good in Democracy, they are doing good- even if still in Monarchy. And they trade with each other any way. I'll trade lesser techs until gunpowder. I never trade away gunpowder. I do trade (sometimes give to the weaker ones) away railroad (as long as I can get Darwin built first) just so they will build them and make conquest eaiser.
[This message has been edited by Black Bart (edited June 01, 2000).]
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:12
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I concur, the only way I give up a tech is in the smoldering ruins of my capital...
Venger
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Gatekeeper
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United States of America
Feb 2000 time: 23:12
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Campo, et al.:
**contented sigh** Whelp, just cleaned the table with the Roman Empire. Gosh, they got nice BIG cities — all conveniently mine, now. Boy, ya should've heard the caesar screeching when I overran the last of his "insta-capitals."
Damn Amazon Empire. Little freaks didn't connect all their cities will railroads. Buttheads. Those women are aggressive! Broke treaty after treaty! Boy, was I satisfied after flushing the toilet with them. Not many big cities, though ... them and their "live with nature" attitude.
The Sioux were fun. I landed 64 divisions of armor and howitzers on their soil ... and had to reinforce that with another 24 divisions in order to fully break their empire into tiny, scattered pieces. Am now mopping up ... well over a dozen size 20+ cities now under Egyptian dominion. Oh, yeah.
All accomplished without sharing technology with the AI, which was doing just fine on its own. **snort** Bastard Sioux blasted six of my howitzer divisions into oblivion on their initial counterstrike ... but the AI Sioux, being dumb butts, offered a peace treaty after reclaiming only one of their cities. And I accepted.
Then fortified and strengthened my significant presence in the Sioux heartland. Then I conquered the rest of their main cities.
CYBERAmazon (the one who doesn't share technology)
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Resistance is futile. Lower your shields and disable your weapons. You will be assimilated into the Borg Collective.
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I always give the AI techs. I give them techs to get maps. I almost always trade in other circumstance, unless I'm building a wonder or solely hold a decisive military tech. Why? Saves me a lot of time. I assume I can always make better use of the techs I get than the AI can of the techs I give. This approach can really get you up the tech tree rapidly, especially if you can trade with several civs.
Its interesting to read the different approaches.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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While I try not to give away techs, I will trade them.
Sometimes I want to deliver a caravan to an inland city and the AI civilizations will make a nasty comment. Rather than risk losing the caravan I'll usually give in to the demands.
I usually won't trade techs that will allow the AI to start a wonder I want to build. Other than that I'm inclined to trade. Sometimes it's hard to get the chance to work on an advance like Astronomy. If some AI civilizations gets it especially early Coperinicus can be gone before the human player gets a chance to build it.
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:12
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There's lots of good discussion here. For my style of Single Player play, I can summarize as follows:
Bloodlust/Larger Maps - I don't give anyone, anything; reputation be d***ed. No reason for alliances, keeping others happy, etc. There are only two cases where I would trade. One, if I were to get a tech that I need for something that would have no impact on me. The other is where I need to get a short infusion of cash, particularly to rushbuild a wonder.
Bloodlust/Smaller Maps - A little more trickier. If there is a neighboring civ that you can't destroy early on, you made need to coddle them a little just to buy time.
AC/All Maps - The only goal is to launch and land a spaceship. That requires getting all of the desired techs ASAP. Trading especially works since you don't need all of the techs and associated wonders. With a number of cities building caravans and military units, you can hold off enemy civs while staying ahead.
OCC/AC - As in all AC games, the goal is to launch and land. With only ONE vunerable city, you got to keep others away, esp. if you have nearby civs on a small map. I think the key is to get to Space Flight first and start building those parts. Therefore, do anything to keep other pacified - give/trade/gifts/ally/etc. Anytime you have to stop and build defensive units will slow you down. Anytime you have enemy units sitting on city squares will slow you down. Anytime you have bombers and howitzers attacking your one city will slow you down.
OCC/Bloodlust - Don't know about that yet.
Just my ramblings for the morning.
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