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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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It may be changed in 1.29f (I thought only the AI-to-AI trade was tweaked), but in 1.21f it was perfectly possible to get these high gpt deals for techs as well. There used to be a thread in which someone posted a screenshot where an AI offered 850 gpt for a tech, and even if my record wasn't that high, I've seen 300 gpt deals a lot. Selling a tech for in total 800 gpt is not a problem, the only thing is that you need to make sure the AIs have the cash laying around. That's one of the reasons why I either divide the 20 turns into 2 or 3: selling techs every 10 turns wil mean that when one trade is done, the money is still available for the next one. If you need to be faster, selling techs every 6 or 7 turns (making sure that no trades overlap, and there is no gap) is also very good.
In peaceful standard-map games, it is quite easy to receive over 1000 gpt from the AIs, meaning you can put your tech rate to 100% and still have extra cash laying around to rush improvements (on Emperor level, that is. Deity I'm not sure.)
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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true... the AI should be more rational in their treasury issues. It has already improved over the original though. I don't think it's an easy thing to code, there are many parameters... I just wanted to point out that it is not always a bad thing if an AI offers you 200 gpt for a tech, if they want to research it themselves the cost can be higher then that. In certain situations, I'll gladly offer 200 gpt for a tech, especially if I don't care about my reputation, and don't intend to keep my promises.
Some AIs wil do this too, but I think this depends on their aggresiveness levels. The Indians might want to keep their deals, even if that means they have to sell off improvements, while the Germans would simply declare war on you. And so far, I haven't seen any games in which AIs will sell off improvements just to get to the needed price, it was always some other thing that caused it after the deal. Needing more lux spending, losing cities, etc...
DeepO
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:21
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hi ,
they should stop the AI to make certain deals , or put up some limits , sometimes the AI shall buy something , but sell it , so he gets a break , but sometimes the AI starts to sell all off , including hospitals , then the city goes smaller , then there is less money , .....
and yet with one city states , with empty places , they come up with 450 gpt , ............
have a nice day
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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Oh, I'll gladly help, but really, I don't know anything about cars 
What the tech trades are concerned: it only works if you build up steadily. Once you get a tech first, and want to play that kind of trading game (conquest is most of the times easier), immediately trade it around. At first, the deals will not be so good, but if you get your next tech within 6 turns, do it again. You will notice that at least some AIs have money again, so you trade it to them again (always go for the best offer first, the value of techs diminishes once more civs know it). Continue until the 20 original turns are gone, and the moment that you don't get that income anymore, trade another tech. This will make sure that your deals are better than the first 20 turns, as the AIs will have at least what they offered you at first, and most of the times have a little more. Continue this for some 40 turns (trading 6 techs), and it will be very hard to not get to 1000 gpt (from the 3 running trades).
Additional advantages is that you will make sure that the AIs research is seriously hampered, so you will stay in front, and will make sure all AIs are dependent on you. Further, very few wars will break out, as they simply do not have any money to spend on their army. And lastly, you will gain a good reputation because of all the trades. I do this a lot when I'm aiming for a diplomatic victory: I will get to fission first, be several techs in front when I get there, and many civs will vote for me even without bribing.
On easier levels, I don't think the awards are as high: if you get to 800 gpt on a standard map Monarch game, I think you have done good. On higher levels, the production bonusses will make sure the AIs have a lot of cash too, which you can than trade for your techs.
Also look out for scientific AIs, when they advance to another era, they will sell their free tech immediately to all others. Sometimes this will mean they can break free from your scheme, setting part of their taxes to tech again. Therefore, when you know the AIs will get to another era, trade to the scientific civs first, and trade to the remaining civs the two techs (the one that gets them to the other age, and the free one) at the same turn. If necessary, give it to them in exchange for their world map, just make sure that there can be no AI-to-AI tech trade. If you are enough in front, the AIs will focus on the optional techs, so make sure you trade for these as well once they're available, and distribute them further to the civs that don't have them yet.
Before I get any complaints on this: this is not an exploit. The AIs will do it too, which is the main reason why in certain games you will see one of them having 20K in gold, while all the rest are strugling to get an even balance. So why not do it yourself, instead of being the victim of such a killer research AI?
DeepO
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Lord Merciless
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There are cases in which one AI gets way ahead of others, piling up gold and research at tremendous speed. If you find yourself facing such an AI, the best thing to do is to go to war and raze that AI's cities. You will find plenty of other AIs who are willing to ally with you. If you have Tanks or MAs, and are thouroughly industrialized, it's pretty easy to cripple that AI Civ in just a few turns.
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