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Adam Smith
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Maryland, USA
Jan 1970 time: 00:19
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Current game:
Diety, large map, raging hordes, large continents, seven civs, etc.
I am on the bottom leg of a huge Z-shaped continent, with the Germans to the east, Zulus to the northwest, Egyptians to the north.
It is 100 AD, in democracy, and have eight cities, seven of which are size three. My SSC is size 15 and has all available research infrastructure in place, including Copernicus, Newton, Colossus, Shakespeare, library, university, marketplace, etc etc.
I have been managing beakers and gifting techs to the key civ (Indians in this case), so I can research a tech every two turns with science at 70 percent. Since I can still grow the SSC, and can eventually pick up automobile and computers, so it looks like I can keep going at two turns per tech pretty much indefinately. By doing nothing much more than hitting the return key I can land on AC sometime around 1600.
The question is how to do better. The key seems to be to get to one discovery per turn, and the sooner the better. This will eventually happen when I get computers, but I am trying to figure out how to do it by about the time I hit automobile, 30 or 40 turns from now. I can think of four possible strategies:
1. Build Mike, Bach, and expand the number and size of cities. There is room to grow existing cities, and room for eight or ten new cities before running afoul of the Zulus. Problem is it may take too long to establish and grow the new cities.
2. Foreign trade. The Germans have some good sized cities I can trade with, and repeated commodity trading would probably help alot. Problem is that this would involve a long sea voyage (30 some squares around a peninsula) or an enormous road construction project (about 15 squares through hills and mountains). It would be difficult to get caravans and freights through consistently every turn.
3. Domestic trade. Establish three trade routes to every domestic city, build Marcus-roads in the correct path to increase trade route bonus (need to learnn more about this), and then build libraries to boost science. Question is whether this would be enough science in total to get to one discovery per turn.
4. Grow the SSC to max size (what is max size?) using food caravans from other cities. This appears to give the biggest science per number of shields expended.
5. Other bright ideas?
How and when do people usually make it to one discovery per turn? Which of these or other strategies works best. Other ideas?
Adam Smith
Old posters never die,
they j.u.s.t f..a..d..e a...w...a...y...
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Adam Smith
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Maryland, USA
Jan 1970 time: 00:19
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OK, just for grins here is a somewhat later save, at 220 AD.
I misremembered the location of the mountains relative to the Germans, but as you can see reaching them would still require a pretty substantial road building project.
Though the plot has advanced somewhat beyond the original description (researched Monotheism, two new cities, one of which could be used as a port), all the basic options are still open.
My questions primarily apply to games which finish really early (which I consider before 1500 on a large board). I know I will need to build more than my usual 8-10 cities, and I suspect that the best strategy involves boosting the SSC as big a possible as soon as possible, as Xin Yu suggested. But I also suspect that other conventional strategies might be overtaken by events or more pressing needs. For example, a ship chain might be outmoded before it is completed, and the shields used to builld Magellan might better be used on the SSC.
Any further thoughts?
Attachment: wi_a220.sav
This has been downloaded 4 time(s).
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La Fayette
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albi, france
Oct 2000 time: 06:19
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Thank you, DrSpike.
I started that thread and just gave it a bump, so you can find it on top of THIS forum NOW.
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Adam Smith
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Maryland, USA
Jan 1970 time: 00:19
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Thanks to all for the information and the bump.
Hope I have the time to turn this strategy loose tonight.
Now for a further set of questions related to highway planning:
Does anybody have specific knowledge or link to a thread on how to set up the roads and railroads to boost the per turn bonus? (A quick search of the stretegy archives did not turn up any obvious threads) Somewhere I have a graph of the supposed road configuration, but still have additional questions.
1. Does the increase in the per-turn bonus apply only with railroads, or with roads and railroads?
2. Is connectivity reciprocal? In other words, if I connect A and B using the optimal path from the graph, does that mean that B and A are also considered to be optimally connected? (According to the graph, the optimal road configuration from A to B is not the same as from B to A.)
3. Does the direction in which the roads are connected have any implication for the direction in which the caravans need to move? In other words, if A and B are optimally connected, do I only get the increased per turn bonus by moving caravans from A to B, or also from B to A?
4. Lastly, is connectivity additive? In other words, if I optimally connect A to B, and optimally connect B to C, are A and C considered to be optimally connected and get teh increased bonus, even thought the road between them does not follow the optimal path? I did some fiddling around which suggests this may be the case.
Thanks again.
Adam Smith
Old posters never die,
they j.u.s.t..f..a..d..e..a...w...a...y...
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La Fayette
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albi, france
Oct 2000 time: 06:19
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From memory:
1) Yes, roads= 50% and RR=100%
2) No, not reciprocal (a superb graph coloured orange and black has been published on this forum by a Swede who had chosen a viking boat for his avatar, but I fail to remember his name)
3) If the connection is optimal both ways, the bonus is valid both ways (this is the cornerstone for my strategy named 'twin cities' that I shall try to dig and bump)
4) I don't know whether this has been studied thoroughly. IIRC it has been demonstrated that only the first steps were important (and you could for example get the RR bonus without having the 2 cities connected by RR)
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