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GarethDaragon
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since i don't want this to end up at the end of the list before someone (anyone) replies... i have another "newbie" question.
is there a way (other than keeping notes yourself)... to know when a 20 turn deal is about to expire.
specifically in the game above, when the war with china started, i formed an alliance with the aztecs. i had 20 turns left on my great library at the time, so i figured once the gl was built, i could sue for peace with china. three turns after the gl was finished, i settled things with china (they only had a few measley cities left)... and of course the aztecs went from gracious to cautious. sounds to me like i broke the alliance eventhough it SHOULD HAVE BEEN OVER.
any help? anyone?
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:18
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Perhaps your production was increased and you built the GL faster than expected. Anyway, you can check on all your deals with an AI by clicking on the 'active' button at the bottom of the diplomacy screen, beside 'new', which is the default, as you're typivally discussing new treaties.
As to your science problem, it's difficult to say what exactly to do without a game example, but, generally, it's good to have a lot of cities, be a scientific civ, and lots of commerce that goes into science. As you may have noticed, these are vague, self-evident bits of advice, which is why we need a more specific example to determine more specific suggestions. Oh, and build roads everywhere, to produce commerce. Knowing when to switch from tax to science is indefinable, you just have to know when. Generally, you should be even with the current tech leader and be able to research new techs in 4-8 turns, depending on level.
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Shaka II
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I did the same thing in building the GL when I only had contact with 1 civ. Just me and the Russians alone on a small continent. I had a choice between Pyramids and GL to rush build with my Great Leader. I forgot that the GL only worked with civs that you had already contacted.
So, I got busy and researched map making ASAP to find the other civs (asssuming you were also stuck on a small continent). I have done this a number of times before discovering Navigation, etc. This is how I do it, there may be a better way:
Start building a few galleys (2 or 3). At the extremities of you're continent closest to where you think the super continent might be, start in shallow water on a new turn and proceed in uncharted water. Usually you lose one galley or maybe two, but usually the 2nd galley will make it a foreign shore. Standard map size, continents.
Anyway, in that game I was rewarded by not only catching up in tech and not allowing the Russians to meet anyone else, but in the mean time, I had built quite the road infrastructure, etc. so I could assume the tech lead shortly after.
Get used to spending 80% - 100% on science after you're roads and other buildings are in place. Trade techs to finance this (except for wonder techs as Nym points out; at least not until you have them half built). I usually only research up to Horses and Ironworking and buy everything else. V1.17 is forgiving in letting you catch up, but not as easy to be tech leader.
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