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Shiber is offline Shiber
Emperor
Haifa, Israel
Jul 2002
time: 07:24
  Old Post 05-12-2002 14:44
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We're at another scientific crossroad. We can begin research on either:

  • The corporation (7 turns) - gives nothing but opens the way to steel and more important, refining (which gives us oil).
  • Electricity (10 turns) - allows our workers to irrigate without fresh water, but more important opens the way to Scientific Method, which allows the construction of the great wonder Theory of Evolution.
  • Espionage (6 turns) - allows the construction of the Intelligence Agency, but is a dead-end tech.


What should we choose? Do we want to use and trade oil, research towards Theory of Evolution or choose Espionage, which is a tech that we can almost certainly get first (the chances that one of the other tech leaders will research it are minimal) and then techwhore it for another tech and gold?

Aro is offline Aro
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Ipanema
Jul 2002
time: 02:24
  Old Post 05-12-2002 17:15 Visit Aro's homepage!
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Tired of ads?

All things considered, I think that Theory of Evolution is a very useful Wonder. Give us two free techs, if I'm not wrong, and this worth each shield invested...
I support Eletricity.

dejon is offline dejon
King

Sep 2002
time: 00:24
  Old Post 05-12-2002 18:56
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Definitely Electricity.

UnOrthOdOx is offline UnOrthOdOx
Emperor
Hello....
Jun 2002
time: 22:24
  Old Post 05-12-2002 19:09
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beeline to ToE!!!

joncnunn is offline joncnunn
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Maryland Heights, MO
Sep 2002
time: 23:24
  Old Post 05-12-2002 20:44 Visit joncnunn's homepage!
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At least 1 AI is porbably well on the way to discovering Electricity already.

In addition, we will need some more cash for rushing pre-builds of the Iron Works.

So I'd vote for Espionage. This is a low prirotiy for the AI discovering, so even if it takes more than 6 turns, we'll still get it first and can sell it to raise the cash needed for Electrictiy.

Shiber is offline Shiber
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Haifa, Israel
Jul 2002
time: 07:24
  Old Post 05-12-2002 20:51
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True.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:24
  Old Post 05-12-2002 21:58
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Got spare money?

After the Chat was Officially over, we had a Cabinate meeting. After the events of the chat, the President decided, pending full approval from the Senate, that we would:

1) Work at getting Electricity. It was discussed that Germany might again get it again at the same time. So what we figured, We are starting to work on selling the techs to others, we will get a fairly good sum from England and some Ivory from Greece. Also, It would be the LAST tech that Germany will be tying with us ever again, because we will have started to dismantel their Nation by the time the tech after next comes around.

2) That we will go at 80% to get the tech in 6 turns. This will put us breifly at a negative income again, but with the impending Tech sale with England, we will be very close to Zero. In the last gameplay, we were able to tweek the slider back down, not just once, but twice, so quickly after just one turn and having a fairly decent Income afterwards that we will do the same this upcoming gameplay.

3) We have a strong suspician that Germany is running at 100% science and running on just income from the other nations. With our impending tech sale to Greece and England, that takes some future money potenial away from Germany. If we are successful, and are able to get most, if not all of the other Big 4 Nations to be at war with germany, this will completely criple his economy and allow us to make the next set of tech sales to them at a later date.

4) If Germany Is running at 100% and tieing us while we can start at 80% and tweek ours down to 60%, this lets us know that we are succeeding in the Science Research arena. With a few more Universities and Libraries that are soon to be completed, we should be able to compete with anyone for the tech very soon. We are now able to keep pace, we can work on jumping ahead if we go for Theory of Evolution shortly afterwards (requires researching Sci Method after Electricity).

E_T

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:24
  Old Post 06-12-2002 04:09
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Electricity.

roadcage is offline roadcage
Prince
Minneapolis Kansas
Nov 2001
time: 23:24
  Old Post 06-12-2002 04:32
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Electricity, you gotta love that Tech.

Zero is offline Zero
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Bouncing back and forth
Sep 2002
time: 00:24
  Old Post 06-12-2002 11:10
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Electricity

E_T is offline E_T
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Orlando, Florida
Mar 2001
time: 00:24
  Old Post 06-12-2002 17:24
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Got spare money?

And what to research after Electricity?

I say, go for Electronics ASAP, then Replaceable Parts.

E_T

Aro is offline Aro
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Ipanema
Jul 2002
time: 02:24
  Old Post 06-12-2002 19:01 Visit Aro's homepage!
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quote:
Originally posted by E_T
And what to research after Electricity?

I say, go for Electronics ASAP, then Replaceable Parts.

E_T


Agreed. We'll have Hoover Dam (well, possibly), infantry and will double worker's velocity.

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:24
  Old Post 08-12-2002 04:30 Visit realpolitic's homepage!
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Electricty. The war against the Huns must be fought on the economic front, too. If waiting one prebuilding the IW gets us Electricity one turn sooner, let's do it, to screw Germany out of techwhoring it. Those Panzers, and the possible loss of Hoover are still our biggest threat.

Zero is offline Zero
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Bouncing back and forth
Sep 2002
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  Old Post 08-12-2002 11:23
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What I'd do in order...

electricity, Hoover, Sci method (ToE, Replaceable Parts (maybe with ToE), Corporation (ToE)

Apocalypse is offline Apocalypse
King
Lexington, VA: College - Houston, TX: Home
Aug 2005
time: 00:24
  Old Post 08-12-2002 11:31
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It is obvious we should go for Electricity now.

Not sure what to do after that though.

E_T is offline E_T
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Orlando, Florida
Mar 2001
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  Old Post 08-12-2002 12:17
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quote:
Originally posted by Calc II
What I'd do in order...

electricity, Hoover, Sci method (ToE, Replaceable Parts (maybe with ToE), Corporation (ToE)


You have a few things out of order here.

Electricity leads to Scientific Method (which allows building of ToE) and/or Replaceable Parts (Infantry, Artillary & faster workers).

Scientific Method leads to Atomic Theory, which then leads to Electronics (which allows you to build Hoover).

So, The Forbidden City will be building US after a Factory, total time to complete both - 19-20 turns. After, It will either work towards getting ready to build Hoover, or start the builds to have a size increase, then Hoover.

We should get Electricity in 6 turns. If we go for Sci Meth afterwards, it will take Approx 5-8 turns. During this timeframe, it will be two turns to finish the Cavalry in Ghengistown. Then, it should take about 10 turns (hopefully less) to build the Factory. If the Factory Is done before we get Sci Meth, It will work on the Palace as a Sheild storer and then switch to ToE. It will take about 15 turns to get ToE. So, total time to get ToE will be about 27 turns.

We should Beeline straight for Electronics, to get both of those Wonders started. But, because the wonder races have started, we need to try to keep the other civs from getting the required techs for as long as we can. At least, until we have completed US.

After that, we can get Replaceable parts, we'll have the factory base to build Infantry quickly.

E_T

Sheik is offline Sheik
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May 2002
time: 00:24
  Old Post 08-12-2002 19:01
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Electricity! There is no immediate reason to research the corporation and we can get Espionage from Theory of Evolution.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:24
  Old Post 09-12-2002 03:07
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quote:
Originally posted by Sheik
Electricity! There is no immediate reason to research the corporation and we can get Espionage from Theory of Evolution.


I think a Hoover rush with ToE (getting Atomic Theory and then Electronics) would be better than espionage + some other tech.

ManicStarSeed is offline ManicStarSeed
Prince
of my banana plantation
Jun 2002
time: 21:24
  Old Post 10-12-2002 02:41
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Forget espionage.... It is a cheapie, dead end and not required for age advancment.

Getting Scientific Method is good then we can get ToE.

We should then go for Replacable parts (and guard it jealously)

Then get atomic theory and electronics.

If all goes well, we can begin building hoovers dam in 15-20 turns.

We will have double speed workers, artiliary and infantry.

With any luck, we will be able to get The Corporation and Refining from ToE. If not, at least electronics and the Corporation.

Atomic theroy shoulld follow scientific method.

I typically go

Steam Power>Medicine>
Electricity>Replacable parts>SciMethod>Atomic Theory>Electronics

If I avoid espiponage, I can get all the way to refining or refining+ steel (with ToE) by the time Hoovers is long underway.

Get Espionage by trade. maybe even corporation as well.

Using this method, I typically leave the AI well in the dust techwise.

Mss

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:24
  Old Post 10-12-2002 03:01
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Got spare money?

Some of the other Civ's already have Corporation, so we should be able to trade Electricity (if we get it first) for Corporation.

I don't mind going for Replaceable parts after getting Sci Method, only if we are certain of getting the required techs (and the AI isn't) for Hoovers after both of the US & ToE wonders are built. If the AI gets electronics before ToE is built, they can switch to it and get it before us.

This will be a delicate time for the Wonders and the Techs that they require, to Insure that we get all of the Wonders. It's no good if we get US & ToE. and loose Hoover.

With PW & WF changes in The Forbidden City, We will have US in 14 turns (baring any pollution that might occure). I might be able to shave off one additional turn with the cutting of the one Forest Tile that is at that City.

The Factory in Ghengistown will be built in 3 turns. With all things being currently equil (i.e. pop & PW), we should get ToE in 15 turns afterwards. So Approx 18 turns from now (hopefully less) that the AI might get teh required techs for Hoover.

We might want to explore hording the next several techs from the AI, to help Insure this.

E_T

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:24
  Old Post 10-12-2002 03:42 Visit joncnunn's homepage!
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I think we should stop duplicating the AIs reserach plan, reaching it 1/2 a turn after they do (too late to sell) and reserach thing they are slower to get so we can tech-whore again.

The AI already has the Coopration, so we shouldn't reserach that.

We also don't want the AI to get Replaceable Parts and can't keep a tech monopoloy up long enough, so that's out as well, given that any tech reserached lowers the price for others to reserach it.

This leaves 2 choices: Espiosage and Scientfic Method.

If we luck out and get Electrecy first, then go for the Scientific Method otherwise pick Espoisage which the AI is very slow getting around to.

(Esiposiage has a lot of use for an optional tech

1. Potiential storage for shields (even in the capital)

2. Once actually built, attempting to plant spies in countries that we want to declare war on us.

3. Taking spy actions that will probably be caught in order to induce them to declare war on us.

4. Investigaing cities while at war.

ManicStarSeed is offline ManicStarSeed
Prince
of my banana plantation
Jun 2002
time: 21:24
  Old Post 10-12-2002 04:42
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We should dry up on the tech trading untill we are completely finished with hoovers.

We might trade electricity for corporation only if we are 4-5 turns from ToE

Trade Atomic tTeroy only if we are 3-4 turns from Hoovers.

Following that plan, we can have Refining, Steel and Electronics to trade AFTER hovers is built.

The AI will be hard pressed to catch up.

Space the tech sales out so that we sell techs only when the AI can afford an exhorberant price.

Mss

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:24
  Old Post 10-12-2002 20:41 Visit joncnunn's homepage!
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Lose 30 kilos (of popups)

Actually, the AI is currently having an easy time keeping up with the techs, they are in fact slightly beating us.

If we actually get Electrecy first, we need to sell it for Corporation + cash that same turn, otherwise it will proably be common knowledge the following turn.

ManicStarSeed is offline ManicStarSeed
Prince
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Jun 2002
time: 21:24
  Old Post 11-12-2002 03:37
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quote:
Originally posted by joncnunn
Actually, the AI is currently having an easy time keeping up with the techs, they are in fact slightly beating us.

If we actually get Electrecy first, we need to sell it for Corporation + cash that same turn, otherwise it will proably be common knowledge the following turn.


All the more reason to wipe germany out.

Mss

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
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  Old Post 12-12-2002 01:25 Visit joncnunn's homepage!
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I agree.

quote:
Originally posted by ManicStarSeed

All the more reason to wipe germany out.

Mss

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
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  Old Post 12-12-2002 01:42 Visit joncnunn's homepage!
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As to what to reserach starting next turn when we have Electricity:

Theory of Evolution. Regardless of weather we are the first to Electricity. Hopefully we can keep enough reserach on to keep this at 6 turns or less even with the war effort. (Note that if we are beat out to Electricity by 1/2 turn again, there's a significant chance of being beat out to this by the same 1/2 turn margin. Forunteately, the AI often picks cities that don't have a Factory for wonder building.

Atomic Theory. Hopefully ,we can keep enough reserach to keep this under 12 turns even with the war effort. We are less likely to be competing with the AI on this unless the AIs have efficently split up research of the top portion of the tree and thus is on Combustion.

The next tech to research after Atomic Theory should be Electronics for the Hoovers Dam. (I'm hoping for an under 12 turns for this tech as well.)

The next tech to research after that is up in the air at this point. (Depends upon how close Theory of Evolution is too completion, and what additional techs the AI has discovered while we're beeling to Electronics.)

The key city imporvement that needs built the most to boost science is Hospitals in size 10 1/2 + cities.
(10 1/2 = size 10 city with the food basket 1/2 full.) By starting the Hospitals that early we can ensure their completion before the city stops abruptly at 12.99 (size 12 + full basket.) This will also boost taxes, and the completion of the 5th will allow us to build Battlefield Medicine, which in turns allows healing in enemy territory.

Last edited by joncnunn on 12-12-2002 at 03:44

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