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ProbStat
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I managed a v1.16f/Deity/Huge/Random(Small-ish Archipelagos)/Raging/16/Egyptian victory with essentially this strategy. I:
-- did absolutely no research until Steam Engine (then worked toward Theory of Evolution and finally building libraries/universities, and from then was able to maintain a research lead)
-- made no attempts to build Great Wonders (until Theory of Evolution)
-- was lucky in starting position in that:
-- had only one AI civ on my landmass, and that separated by vast tundra
-- had respectable amount of grassland/plains and a couple of rivers (though no luxury resources, which you only seem to get at deity if you are surrounded by other civs that immediately pen you in)
-- fiercely defended my isolated home-territory, but otherwise maintained peace
-- rushed to get contact with all other civs as soon as possible (almost always through trade)
-- managed to maintain parity among top three or four AI civs in research by boycotting whoever started to take a lead, and also technologically subsidized weaker AI civs in wars with stronger AI civs to maintain resource/military parity
-- consistently short-changed neighboring civs by refusing to trade them the latest techs, especially military techs
-- avoided trade embargoes/alliances/mutual protection pacts, which all ultimately limit the ability to trade.
By doing this, I was able effectively to control technological advance, even while doing none of my own research. Also, global technological advancement was kept going at a very high rate (I think I launched spaceship in 1700s AD) because I'd trade new advances to just about everyone as soon as they came out.
Game became quite slow in the late Industrial Age (running on HP 950MHz AMD Athlon notebook). Some threads here suggest that AI civs are more aggressive about trading tech on their own in v1.17f, so it might not work so well in the new patch.
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realpolitic
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Rogue States of America
Mar 2002 time: 21:16
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quote: Originally posted by regoarrarr
So, I finally played a game that I didn't get my head handed to me. After several unsuccessful attempts at Regent,
3. Your treasury becomes enormous. I had anywhere from 3000-6000 gp in the treasury. This allows tons of rush-building of libraries, temples, universities which in turn produces more science and culture.
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Your purpose in trading techs is to gain the maximum distance between you & your opponent in tech so you can get to the victory conditions (you can't take it with you). Rush building improvements is ineffective, since you're paying 4 gold/shield, because of the cost & because many of the distant cities are corrupt. Upgrading units is a better idea.If the other civs, as Ive read elsewhere, pay you 1/2 of what it would cost them and the value declines as the number of civs that get them (Ie if 11 of 16 civs don't have an advance its cost to research is 11/16 of the orginal cost), then the maximum payment you'd get from the other civs is 1/4 x ((the # of civs that don't the advance) + 1 ) x cost of the advance, so the maximum gain in a 16 player game is 4x the cost to you.
At the minumum, in a 16 player game trade I enough since so I can build cavalry and universities while still at 0% tax, although making enough trades to get me close into space might be better.
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Adonias
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where d'you think?
Oct 2002 time: 05:16
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quote: Originally posted by Jack_www
I have found that tech trading gets you large amounts of gold as well. In my current game I am playing on huge random map, 16 civs, level is regent. I am playing as the Americans (Expansionist, Industrous). I used scouts to find huts early to get a lot of techs this way, help alot in the tech race and tech trading. Right now I am in the middle of the Industrial age and thanks to tech trading I am making 1200 gold/turn. This has helped me alot!!!! |
Exactly... this stratagy also works if you play at diety level! The only thin you have to do, is, indeed, get al little jumpstart by getting goody houses...
The other side of the medalion is... you'll never get infront of the others civs, scientificly... and, the game has turned more into "SimTrade"... allas, it is the only way at diety, because the AI "cheats" when it comes to the amount of resources needed for them to do anything (building, growing, and inventing)
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Silpy
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The USA's European Colony
Sep 2002 time: 05:16
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I have some other tricks....
If you descover a new Civ which is their first contact, you can make a hell of a lot of money off it!
1)Trade your maps and perhaps advances to them for their gold/Maps/Resorces. (Doubt they will have worthwhile advances)
2)Go to each Civ. Trade Contact and Maps for Anything you want.
3)Repeat for all Civs.
Note:
a)This must be done all in 1 turn!
b)Take anything for your Maps and contacts! They will get it for free proberly in the next turn!
You will find that you will be 1000+ Gold, 2-4 Advances, Map and 50+ Gold (per turn) Up!
It works on all difficulty levels!
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