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MysteryMan
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Hey, if you dislike the Expantionist trait, dont' sweat it, you're in good company. The only time it is worth taking is on Large/Huge maps (which for me are impractical as my comp is about as high-tech as today's toaster oven).
On the Tiny/Small settings, it is a pure waste as you take a slot that could be filled with something useful (like, I don't know, industrious) and basically piss it away on an 'advantage' that will be gone by 0AD at the latest.
That being said, I must admit that often the AI civs that piss me off the most are the Expansionist ones. I have been playing around with strategies to manipulate AI civs so they will fight each other and not me. In my last game, I deliberately left a gap in my lines that let the Iraquios expand to my south and the Americans expand to the north. When they met in the middle, there was a BIG boom! When the dust settled, my 'peaceful builder civ' had the largest army on the continent. I could have wiped out the Iraquious more easily, but I eliminated the Americans first (IMHO they are by FAR the worst neighbor of the two). By the time I was done with them, I had gotten so powerful that everyone was afraid of me. No more wars were necessary that game.
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MysteryMan
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I have been playing the last few games of mine as the Aztecs (inspired by a post I read somewhere here) and IMHO the Jag Warrior basically gives the Aztecs the expantionist attribute for free. Maybe the goodie huts are a little less good (although barbarians are just walking experience, waiting to be harvested) but the Jag sure is a lot better than a scout.
However, the aztecs tend to start near expantionist races, so they lose most of the exploration advantage, but hey, they're not only not at a disadvantage, but if an AI civ comes across my undefended city with a scout, big deal. If I come across an undefended city with a Jag, I will take it. Plus they get milataristic and religious, whereas any expantionist civ will only have one trait to stack against that.
Anyways, just my $.02.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:18
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The Aztecs do have an advantage in getting more huts and meeting people faster. However, there are two problems:
1) no expansionist bonus when popping the huts
2) it does take a minimum of 4 turns to build that first Jag. Meanwhile, an expansionist civ has moved their original scout and built another.
There is a third problem with the Aztecs: somebody might just randomly attack one of your Jags... and lose. I've had that happen and it SUCKED. Things were going great right up to the point where some dumbass hit my regular Jag (on mountain) with an elite warrior and lost, triggering my GA in like 1500bc. I was PISSED.
I picked the Aztecs for that game because of the same thing you thought of: "hey, I can basically get the expansionist bonus w/o being stuck with the trait for the rest of the game! Plus, Jags are great for running around and busting up barb camps for 25g each!" But it turns out there is a risk you run.
Plus, I can count the number of times I've seen an undefended AI city on one hand.
Yahweh - I've played the English several times. My team in the PTWDemogameII is playing them right now.
I can tell you that, given time, the English can be solid. Being commercial, they get a valueable tech to trade early on, and a leg up on the race to Republic. But the lack of any building discounts, plus slow workers means they are pretty slow to get going. You need to really concentrate on parlaying any early advantages you get from the exp. trait into something more lasting.
-Arrian
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:18
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quote: Originally posted by Yahweh Sabaoth
I want one of you pros to try the English out - the whole early tech lead thing - just try cranking the tech slider all the way up (without running a deficit) and see what kinda results you get. |
YS I am not sure what you are looking for here! It motivated me to play English (yuck) on a large map at Emperor, so I may not forgive you (map is too big to suit me). I do not really try to have an early tech lead as I will tend to have the research at 10% for the first two tiers of tech and wait for the last ones to up it to what ever I can stand, read no or little defict.
If you are playing on Regent, then you can get out in front and stay there from the start. At Monarch, it is more a case of start location and interest. That is, I some times will hold the lead at Monarch from the start and some times not till the next age.
At Emperor with an expansion civ, I will likely have lots of the early techs, but may fall back a bit and just stay in contact with the tech leaders.
I am not familar with this map size, so I am sort of feeling my way.
I am doing Rep and have just traded all my techs that they did not have , so we are even. I will soon fall behind due to the switch in governents. I suspect I will have contacts first as I have many gallies out and the AI seems to only have one that it is using to ferry a spear and settler.
I am also trying camps for the first time, so who knows what will happen.
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:18
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Vmxa1: Did you try cranking the tech value (research) all the way up, as high as it can go without running a deficit, during the exploration/REX phase? I assume this technique would be relatively worthless without plenty of rivers, or high-trade squares, to found your cities near... but it works wonders, combined with scouting, on Regent. I know Regent is for weaklings and slime, but I sort of assume that, aside from greater threat and more potent scouting on behalf of the AI, the basic principle would be the same on higher difficultly levels.
Obviously, leaving tech at 10% is solid for many strategies, but the whole point of the strategy I was suggesting - JUST for experimentation, mind you, I don't presume that I know this game as well as you - was to crank the tech slider all the way UP (to 80% or 90%, say) and letting the enhanced trade of rivers do some of the research work for you - coupled with roads and lots of scouts, of course.
I'll try it again on Monarch someday. Probably not for a while though. I just played as the Romans and French and need to get away from Commercial for awhile.
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Dominae
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quote: Originally posted by vmxa1
YS during the early part of the game, increasing the slider would have done nothing, but waste gold. |
Not sure what you mean by this. If the satement is to be taken literally, it's false.
The only time you concretely waste Beakers is when you overflow the amount required to research a tech (for instance, you're producing 20 per turn and have already complete 190 of 200).
Even if your research does not appear to proceed any faster when you put Science to 100% in the first few turns of the game, you will (in most cases) get that first tech faster if you do. Here's an example:
You produce 1 Beaker per turn at 50% Science.
You produce 3 Beakers per turn at 100% Science.
You research Alphabet, which costs (say) 150 Beakers.
150/1 = 150 turns to research Alphabet at 50% Science. The game rules decree that it will only take 40 turns, however.
150/3 = 50 turns at 100% Science. Again, the game rules step in and reduce this to 40 turns.
So apparently no matter what you do with the slider, you can only research Alphabet in 40 turns.
But now let's say you put the slider at 100% Science, 10 turns go by and your city grows in size. Now you're producing (say) 5 Beakers per turn instead of 3. Then:
3*10 = 30 accumulated Beakers so far
150 - 30 = 120 remaining Beakers for Alphabet
120/5 = 24 turns to research Alphabet
If you add this 24 turns to the 10 turns that have already passed, you see that your total time to research Alphabet has been reduced by 6 turns (from 40 to 34)!
Like I've said before, if you're really interested in these things, think of research in terms of Beakers instead of turns. This will help you make the right decisions relative to what you want to accomplish.
Dominae
Last edited by Dominae on 24-10-2003 at 21:31
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Dominae
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quote: Originally posted by vmxa1
So all I was saying is until you get to the point where you can have a reasonable impact, I will stay at the most effective rate. |
If you're going to micromanage the Science slider, might I suggest the following heuristic (from alexman):
Always put your Science at 100% (or as high as possible) when you want to research a tech yourself. Then, when within 1-2 turns of completion, decrease as much as possible while retaining the same time to completion.
Obviously a thorough analysis of a particular situation may show that this is not optimal (it's a heuristic, after all). But in general, in the early-game when your pop is going up/down and tile improvements are being completed, this method works rather well (i.e. it will always get you to within 2-3 Gold of waste).
Dominae
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:18
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I should note that when I used this technique, on wussy level (Regent) with stunning success, I got the first entire tier (I believe) of techs, plus Mysticism and, uh, Iron Working I believe (maybe HR or Writing) from scouting... the rest of the techs I got by founding ~10 cities, almost all on rivers, and cranking my tech ALL the way up (short of running a deficit).
So, at first, my tech rate was at a reasonable, or low, level, and I raised it to research Writing, Map Making, Mathematics, etc. - the "second & third wave" of techs.
It was the quickest I've ever gotten ahead in tech, although I also cranked the tech rate all the way playing as several other commercial civs (Spain, India and others) and achieved much the same results, though certainly less dramatic than with those English scouts.
Once again, I'm not stipulating that this is a very effective strategy overall... I just wanted to throw it out there to see what you pros think. I'll probably give it a shot (as the Hittites I guess) on Monarch level myself eventually.
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Dominae
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Arrian, switching from a 40-turn pace half way through is inefficient. If you really want that tech fast, you're better off researching it full speed; if you can wait, you waste Gold changing your mind and speeding up research halfway through.
vmxa1, I'm relatively certain what we're discussing applies to all maps sizes. If you have reason to believe techs will be "accessible" (say, playing a Huge map as Expansionist, or on Deity), then there's no point in even doing a 40-turn pace. Or, if you think you have a chance to research a tech before any other AI but it could be close, you're better off going 100% until the last few turns. Finally, if you're reasonably confident that you a tech will not be accessible and there's very little chance an AI will beat you to it, the 40-turn gambit is the right choice. I'm trying to figure out why one of these three alternatives does not fit your test game.
By the way, the heuristic I mentioned actually reduces micromanagement. Trying to find the right slider setting to get a tech in a certain number of turns is very difficult when your pop goes up and down (as it does in the early-game). So, you might as well just put it at a max value until the last couple of turns, and get that little extra Gold by adjusting the sliders then.
Dominae
Last edited by Dominae on 25-10-2003 at 09:38
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:18
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quote: Originally posted by Dominae
vmxa1, I'm relatively certain what we're discussing applies to all maps sizes. If you have reason to believe techs will be "accessible" (say, playing a Huge map as Expansionist, or on Deity), then there's no point in even doing a 40-turn pace. Then again, if you think you have a chance to get a tech before any other AI but it could be close, you're better off going 100% until the last few turns. Finally, if you're reasonably confident that you a tech will not be accessible and there's very little chance an AI will beat you to it, the 40-turn gambit is the right choice. I'm trying to figure out why one of these three alternatives does not fit your test game.
By the way, the heuristic I mentioned actually reduces micromanagement. Trying to find the right slider setting to get a tech in a certain number of turns is very difficult when your pop goes up and down (as it does in the early-game). So, you might as well just put it at a max value until the last couple of turns, and get that little extra Gold by adjusting the sliders then.
Dominae |
I think the first one does fit and is the one I was comtemplating. I went with the 10% as a lame compromise. I did not want to keep checking to see if there was any increased value between 0 and 10, so I just left it at 10. You know I have been known to be lazy some times or rather most times. I was not very interested in the research part, I was interested in the function of the camps.
I think I may take that heuristic tactic next time around as that idea of not dealing with it as much does appeal to me.
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Dominae
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quote: Originally posted by Theseus
When do you WANT 40 turn research?
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1. When you're planning to play the tech trading game. That is, when you're not able/interested in getting a tech lead, but just planning to be as prosperous as possible.
2. When it would take you over ~25 turns to research the tech at maximum Science.
3. When you're reasonably confident that an AI will not beat you to the tech. The whole idea here is that you're gambling that the one tech you pick for a 40-turn pace will net you a bunch of other techs when traded around. You are thus able to make a lot of money but still keep up in the tech race. If another AI gets that tech first, its trade value is far lower and you may not be able to get back into the race.
Dominae
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