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delmar
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quote: Originally posted by vondrack
Well, that depends on what you can offer. Map Making for Wheel would be a great deal anyone would happily accept |
MapMaking is worth more than the Wheel and Iron Working together, purely from the cost point of view (12 versus 4+6). And if we are not under the threat of an attack, and especially if we are on our own continent, then other considerations (like how quickly we can research it) are not that relevant, IMHO.
Excellent points otherwise.
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delmar
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Well, I guess from this mini map it is pretty clear that Conan should go straight to the East. If your assumptions are right, then the Voxes are most likely to be there. Only question is: are they separated from us by water?
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delmar
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quote: Originally posted by Sharpe
I am concerned though that there is more talk of delaying these techs even further - Map making then Literature - that would be a tremendous error - would put us 25-30 turns away from beginning to research those techs if we don't trade for them. |
We should clarify why we (you ) feel that these resources are so important. I personally don't think that the extra commerce/shield provided by horses/iron is a huge advantage.
I would start researching Iron Working and The Wheel only if there was a threat that someone else can claim those resources before we do. If we confirm that we are alone on our continent, then researching Map Making clearly won't put us in danger of losing those resources as anyone wanting to settle on our continent will have to research Map Making as well (and they probably won't go there straigth so we can finish it before they can, plus we are here already while they have to build a galley, explore, build a settler, ship the settler here -- why would they do that in the first place is also beyond me, unless their island is really small, etc, etc).
If we meet someone on our land, I agree that we should immediately trade for or (if that fails) research IW and the Wheel.
If we confirm that we are alone, then I simply wouldn't bother researching those techs at all, until we meet someone who has Map Making already. At that point, we should again try to tread for IW/Wheel, or if that fails then start researching them immediately after we finished the current tech (ie. even then I don't think we should be in a great hurry).
This is already somewhat outside of the scope of research but I would try to make sure that we actually have a settler by the time we research either of these resource techs, so that we can really claim any resource as quick as possible.
Edit: Finally, without trying to play down the importance of horses/iron, let me also point out that having the Mercenary as a UU and focusing on a peaceful playing style greatly reduces the impact of (potentially) not having access to these resources. On the defensive side, we will be perfectly fine without either of them, as the next best defender is the Musketman which requires saltpeter not iron. On the offensive side, horses wouldn't be bad for their retreat capability, but archers/longbowmen are not that much worse either. I would be worried about only the cavalry (horses) and railroads (iron). Those are on the other hand far away and if we have a reasonably sized empire by then, then we will be able to trade some other resources (coal seems to be a safe guess, looking at that jungle) for the missing ones.
Last edited by delmar on 20-01-2003 at 01:47
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:24
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quote: Originally posted by Tiberius
Well, we might want to build the GL, don't we?
Sooo ... literacy ? |
I am getting more and more undecided about this... We have learned RPers are currently researching Literature, quite possibly intending to try building the GLib... OTOH, nobody but GoW is researching Map Making...
Now, as things shape out, the world geography is quite different from what we thought. The other two landmasses are very close together (separated by a single tile strait only). The crowded landmass does not extend too far into their East (our West), so it is rather likely there will be no easy naval way to reach it from our Northwesternmost tip... this might make it very difficult to make contacts, suicidal galleys sent towards GoW/ND remaining our only option. And as we now know that ALL the other teams made contact, we are in serious trouble, unless we get into the tech-exchange loop ASAP.
Let's see what our options are (our current research output is 19 bpt, likely to gradually grow to something like 25 bpt, perhaps even more):
Iron Working (144 beakers) would make it easier to select which city sites in the far South to grab first. However, as it is going to take quite some time before we get there, I can't see how we would benefit from learning IW right now (sorry, Sharpe... )
Mathematics (192 beakers) is for the moment out of question, I believe - we have no need for catapults and the possibility to continue with the Currency later does not seem all that great to me (ATM... will change later on).
Philosophy (144 beakers) is a prerequisite for Republic... its importance thus depending on whether we opt to beeline for it or not.
Code of Laws (240 beakers) is like Philosophy, but in addition allows to build Courthouses (at the cost of 80 shields).
Republic (672 beakers) is not an immediate option, but our long term goal, I believe. The question is, how high on our list of priorities switching to Republic is... the total beaker costs of The Republic (including the prerequisites) is 1056. Considering our current and estimated future output, it sounds likely we would be able to get there in something like 50 turns (from now). That roughly coincides with the completion of our wonder in Jackson, IIRC. It seems pretty tempting to me to time our switch to Republic to that time... possibly building a swarm of settlers just before starting the revolution, making it less painful to go through the wasted turns of anarchy... not sure about this, just pondering aloud...
Literature (240 beakers) allows to build the GLib and Libraries. Currently researched by RPers.
Horseback Riding (120 beakers) allows Horsemen to be built, but is inferior even to Iron Working, IMHO. Does not reveal any new resources, just gives us a unit we do not urgently need. To be postponed for later, I believe.
Polytheism (288 beakers) is out of question, IMO, as we do not consider switching to Monarchy ever.
Now, there is one more thing to consider... once we make contacts, we will need something to trade for the techs we will be lacking. We will not want to give out our maps, ever. We will have some decent money from our barbarians and no contacts to trade. As money are unlikely to save the day for us, I believe we will have to rely on some exclusive techs, not spread among the others. This somehow favours the techs from the Writing branch of the tech-tree... everything else will likely be already common.
Thus, I believe that our real choices are:
Literature
Philosophy
Code of Laws
Despite viable possibilities of switching to Republic early, I would probably go for Literature (funny how long it took me to say the same thing as you, Tibi, isn't it? )
My reasons would be best illustrated by the two basic scenarios that may happen:
1) we fail to make any contacts before completing the wonder in Jackson and be thus forced to go for GLh to come out of our isolation. It will then be ok to have Literature, both because of being able to try a late shot at GLib and because of trades (I do not expect RPers to trade it around too much, wishing to keep a good chance of building the GLib for themselves). It would also be fine to have some pre-Republic tech for trade in this case.
2) we do get over the sea with a suicide galley before completing the Jackson wonder, thus being able to go for the GLib, catching up simply by making contacts.
Yep, my current choice would be Literature.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:24
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OK, Tibi - here is something that I was pondering about. It is different from what you suggested - I do not mean to dismiss your ideas... just throwing in few more:
1) delay jumping into the medieval times
I believe it is quite important for us to delay other teams from entering the medieval times. First: we can potentially make LOADS of cash by making everyone stockpile cash, getting a fair share of it, providing the tech to them something like 15-20 turns from now. Second: once there are two teams entering the medieval era, there will be "massive barbarian uprisings" - as we have a lot of territory under FoW, we will have to strategically station our troops first, on order to prevent too many barb horsemen stacks from appearing and messing with our terrain improvements.
Considering this, I would try arranging things as follows:
2) tell GoW we have Construction and pre-arrange a tech-for-cash deal
I would be fair to GoW (they have been fair to us as well) and tell them we got Construction from a hut. I would tell them we do not want to hastily enter the medieval times and would prefer they shut their research down completely for some time, saving cash. On a certain, prenegotiated turn (coinciding with the discovery of the Republic by GS), we'd sell Construction to them for part of the saved cash, letting them trade it to whomever they may have prearranged deals as of now (reflecting the number of deals in the amount of cash asked for).
I would also include Currency in the deal - offering to sell it to them on the turn we discover it for 60 gold on condition they agree to buy it from us even if ND gets it a little bit earlier (+they do not whore it around). The price would be more than generous - getting us back the cash we spent on Polytheism, while making GoW happy, I believe (Currency for 60 gold is an awesome deal).
This way: GoW ends up with all the mandatory ancient techs, but not Republic (subject to a different deal, most probably for cash again). GoW goes medieval later than us.
3) trade Constr+Curr for Republic with GS
no cash balance asked for on condition they will not oppose us making a deal on Construction+Curr with Voxes (see below) and they allow us to resell Republic to GoW and RPers (granting us neverending exclusivity on Republic to these two teams).
This way: GS end up with all the ancient techs + Republic and go medieval later than us. Would probably trade Republic to Voxes for their "free" tech.
4) trade Constr+Curr for the "free" medieval tech with Voxes
That is a fair trade beaker-wise (20+16=36), so no cash balance asked, plus I would promise we would not whore their "free" tech around.
This way: Voxes end up with all the ancient techs and go medieval later than us. Would probably trade their "free" tech to GS for the Republic, getting some cash as a bonus.
A couple of comments on this:
1) GoW should be happy, since we will help them waste no beakers on a tech they can get from us. They should also be happy to trade for the Republic (perhaps paying with the "rest" of the saved cash - getting effectively two techs for the cost of one). We get loads of cash, which is IMHO a win-win deal.
2) GS should be happy since we will help them go medieval at the same time as other teams (if we whore Constr+Curr around ASAP, they would be late due to their research of Republic). Plus, trading Constr+Curr (20+16) for Republic (28) is an awesome deal. We get Republic with some exclusives plus a grateful partner. Win-win again, IMHO.
3) Voxes should be happy, too since they get out of the medieval times almost for free, being able to stockpile cash all along the way. That is good for us, since that would balance the obvious GS advantage on Estonia.
4) We would have an awesome headstart on medieval tech research, being able to start right after the discovery of Currency - going probably for Engineering, to avoid researching the same tech we would eventually get from Voxes. Alternatively, we could shut our research down completely and stockpile cash, rushing city improvements like mad once in the Republic.
5) I would point out to all the teams involved (GoW, GS, and Voxes) that our intention is to make sure all of them go medieval at the same time (that should make them feel quite safe), possibly a bit (1-3 turns) earlier than ND & RPers.
Just three trades and they put us, GoW, GS, and Voxes into sort of a "research alliance", leaving ND and RPers out of the loop... forcing them to pay lots of cash for whatever they may need to go medieval.
What do you think?
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