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Jack_www
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Well here is our forum for our team. I made this thread so we can disscuss the tatics and strategy we will use in the PTW democracy game.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:23
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Our diplomatic strategy will have to be very subtle if we don't want the other teams to gang up on us at the beginning.
Sun Tzu said the general who underestimates his oppenent is led to make mistakes he'll otherwise not make. Based on this, even if we are strong, we must look weaker than the opponent in the early game.
However, if we look too weak, the others will declare war to us without thinking, and this might end in a wide alliance against us (everyone will want to get bits from our dying empire before the others). That would be our doom. We must be perfectly clear to the other Civs that, albeit builders, we could be a real annoyance if they decide to attack us.
Also, we should make the cost to war against us more important than the hoped profits. For other teams, peace with us must mean :
- complete safety of a border. Never betray another Civ, except if they are the last one standing
- good deals, and cheap luxuries. So that acquiring luxuries isn't a reason to go to war
- gifts when it's fit. Gold per turn can really help acquiring peace, if other teams become dependent of our money. Of course, getting something (tech mostly) from this GPT will be more intelligent
Furthermore, we should always use third-parties wars to make our bargaining position stronger. Say the TTA are extremely agressive in a bargaining (assuming tey want to extort all our gold before attacking), we must make them aware that a war against us will last more than 3 turns, and that Trip's team will profit from the occasion to attack the big TTA threat. If needed, ask Trip's team to join the brawl.
Don't hesitate to give luxuries to two rival Civs warring against each other (later in the game) : the less they suffer from War weariness, the more they'll fight among each other without building infrastructure, the more upwards we'll go.
Ah, and of course, never trade strategic resources to rivals, unless the Roleplayers figure themselves as honorable.
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ZargonX
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Space
Sep 2002 time: 00:23
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The early years of the game will definately be the most critical, and much of that depends on who our neighbors end up being. As redstar said, with some luck we may be near an AI opponent we can take advantage of, but we can't count on that. Furthermore, if there is an AI opponent, odds are that one of our more war-like neighbors will also try to make some gains off of them. In that instance, we must be ready to capatilize on the situation, but not too much.
As Spiffor says, we must be strong without looking strong. If we take too much from the AI, we will have shown our hand. I think the secret will be in discreet gains from short wars, clever diplomacy, and all the while a constant strenghthening of infrastructure.
Defenses will definately be key, as we must make it more worthwhile to deal with us than to fight us. By being reasonable and trustworthy (and well defended) trade partners, we lessen the chance that someone will attack us outright over a resource. I also have a feeling that we may become a tech dealer as well, as others may be too caught up in war to devote the proper resources to development.
I also think that redstar's suggestion about playing a sample 100 turns is a good thought. I haven't played with the Carth yet at all, so I need to learn their strenghts and weaknesses.
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ZargonX
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Space
Sep 2002 time: 00:23
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On the subjet of government, I think we've had some good ideas set down already.
President: In charge of taking turns, authority to make split-second decisions in the abscence of appropriate parties.
Minister of Defense: Control of military units, war planning.
Minister of Labor: Control of all worker functions, movement. Development of lands, road network, etc.
Minister of the Interior: Controls city production. Selects locations for new cities.
Budget Minister: Slider control, fiscal policy. Also controls research selections.
Miscellaneous positions---
Ambassador: I like the idea that Spiffor proposed of each person being an assigned diplomat to a specific other civilization. I think this will allow the ambassador to develop a good rapport as well as a good sense of their specific team.
Press Secretary: In charge of crafting press releases for public consumption. These will be read by the other teams, of course, so they must not give away any strategic info. However, that is not to say that they cannot contain disinformation...
So, there are my thoughts on the subject. I believe we unanimously decided that Jack will be the first President. I have expressed interest in being the first Minster of the Interior, and I believe redstar mention an interest in being Minister of Defense (correct me if I'm wrong.). I would also not mind taking up the responsibility of being Press Secretary.
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Jack_www
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you guys got a lot of good ideas. We also have to make sure our city placement is good. If we place our cities the right way we can get the most out of the land and have more cities close to the capital and thus less corruption. I also think trying to get alliance to help ouselfs will be a good idea. Really though I dont like the idea of just giving gold to people for free, they will think they can push around and get gold or whatever else they want by just demanding it.
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ZargonX
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Space
Sep 2002 time: 00:23
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No, I don't think we should give in to demands under any circumstances, really. While the AI might make a demand, once you give in to it, they'll back off. However, i wouldn't trust a human player as far as I could throw them. With the exception of the RP team, I don't think any of the teams can be expected to be outwardly trustworthy. What's better, just going to war with someone, or making them give you some gold beforehand, and then invading them? We may not be warmongers, but that doesn't mean we will be pushovers.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:23
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I second expanding as fast as possible. We must build settlers as often as possible in the early game, even if it means they are poorly defended (say, a city can only produce a warrior and a settler every 20 turns, then the settler is only defended by this one warrior).
I support mining 2 tiles near our capital, so that we'd be able to churn out good units to protect our settlers, and more warriors to explore our surroundings.
Once it has been done, our worker(s) should primarily build roads between our cities, and connect goods if possible. I'm against wasting workers to build colonies, except if the situation is extremely urgent.
I support buying workers from AI civs whenever possible. The AI sells its workers for 27 gold (at least in regular Civ3), and they can work in cities as efficiently as native Legolians.
Should we play Carthage, Bronze working should be the first tech to be researched. As we might meet other teams rather than AIs, we risk not to be able to trade for it, so we must have a fairly high research rate (maybe even 100%).
Once we have Bronze working, beeing towards monarchy is a good idea. Masonry and Alphabet are good techs, and we should be able to trade them for Ceremonial burial and warrior code, that the opponent is likely to deem less "sensible" than Bronze working.
Monarchy is a good regime IMO, because it can be discovered fairly quickly, and will allow us to be at war (which will happen without a doubt)
We should build cities relatively close to each other. Since we lack religious trait if we play Carthage, building temples will be much, much more difficult than in religious (we'd have to whip much more people to rush it). So, we must try to avoid too big holes in our borders.
I only endorse going to early war against a relatively weak AI. We should avoid declaring war to any other team, even if it's dying and the loot is attractive : my idea of diplomacy is centered around our "peacemongering" reputation.
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ZargonX
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Space
Sep 2002 time: 00:23
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I am a fan of early mass exploration with whatever cheap unit I have available, and I find that if I run into an AI civ fairly quickly, snagging their free-roaming worker is a great way to cripple them for the first section of the game. Free labor for us, no labor for them.
I think a good base of at least 4 cities, optimily 6, is definately what we should be shooting four. As has been said, a good trade network needs to be established right off the bat, and temples should be a key priority to firm up our borders.
When I play single player, I usually follow this pattern for a new city: defensive unit, worker, temple, barracks. This works well for me, but what do the rest of you do?
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