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Arrian
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Kneel before Grog!
Jul 2001 time: 00:25
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Nathan,
I had thought of the same trade idea: writing for contact with Civ X plus something else, where "something else" could be a cheap tech (like what, though?) or money.
Option #2: Mapmaking.
Option #3: Monarchy beeline
Going with #2 slows us down in terms of going for a government, but it does allow galleys & map trading (yeah, right). We can then circumvent the chokepoint, and possibly give the Voxians something to think about should they want to attack us (galleys dropping troops behind their lines).
#3 is tricky. The AI loves to pay for the techs on that route, and we've all used it in SP to trade our way to parity while going for a good military government and hoarding upgrade cash. But if I was a human player researching toward republic, and somebody offered me Polytheism for trade... I might offer them something minor, but I'd rather just head to republic, get the commerce bonus and then research polytheism at reduced cost myself than pay through the nose for it. Accordingly, unless we intend to get to Monarchy and then try to kill Vox, I think we should go toward republic.
-Arrian
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Dominae
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As far as I know, there is no WW in MP (can someone prove them wrong on this?). So The Republic is always better than Monarchy. After Alphabet, we'll be 4 techs away from either, so I see no reason to go for Monarchy other than tech costs or the HG.
Dominae
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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Well.. I think writing would be the best way for now. And mapmaking, depending on whether we will be able to trade it with RPG or not... we definately need galleys, if only to settle our abundant settlers on some other continent.
But here's another idea to throw into the group: why wouldn't we use the same tactics as we would in SP: research something completely off the wanted route, trading it to all other civs for something nicer? I was thinking of going for construction after writing: probably, all the other teams will be going for a government, which should leave the path to construction wide open. In case we get enough contacts after writing, and in case we can make some deals beforehand, this could be a better option if we would be comepletely alone to research it.
Plus, in our fast expanding world, construction wouldn't be a bad idea anyhow, it's just that normally a government tech takes priority. After that, currency would again be a good one.
As always, this is not a real proposal, just something to bend your minds on... it might be exactly the crazy thing we need to get well on top 
DeepO
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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Interesting idea, DeepO, but Construction is more expensive than Philosophy and Code of Laws combined and Currency is only one cheaper than Philosophy and Code of Laws combined (not to mention the need for Mathematics). Looking at tech costs, our fastest route to Republic would be a combination of:
1) Research Code of Laws ourselves (unless someone has a head start) because we're the fastest researchers in the game.
2) Arrange for someone else to research Philosophy so we can trade Code of Laws for it.
3) Arrange for a third civ to research Literature and trade Code of Laws for that once they get it. (The two techs are equal cost.) That might let us build some libraries along the way to Republic, but we wouldn't have to wait for it before we start on Republic.
(If we find out someone else has a head start on Code of Laws, it might be worthwhile for us to go for Literature to trade for it.)
In regard to getting galleys in order to settle other land masses, I'm skeptical that it would be worthwhile due to corruption, not to mention that off-continent posessions aren't exactly the easiest things in the world to defend. I'd rather wait until we can swing some kind of trade deal for Map Making or, if we can't get a deal we like, research it at the faster rate Republic will make possible. (Assuming, that is, we can trade for contact with most of the other civs, either through Vox or by having another civ get Map Making and come to us.)
One last thing: having galleys to do an end run around Vox is a lot more important in an offensive war than in a defensive one. In an offensive war, Vox can attack first, so a head-on clash between our entire military and Vox's entire military at a single point would give Vox a huge advantage given equal force sizes. But if Vox attacks us, especially if we can settle #12 and clear some land around it, we would have the initiative advantage in a straight-up fight. Certainly, it would give us some added benefit even in a defensive war if Vox can't be sure we won't sneak troops around behind them, but the difference would not be nearly as great.
Nathan
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Dominae
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Arrian, there have been tests done (at CFC, I think) that showed no WW effects in human-only MP games. This, plus the fact that no one has bothered to disagree with it, makes me relatively certain. So, I suggest we either trade for Mysticism and Polytheism, or research them last.
Dominae
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Dominae
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If we want to trade for contacts, we're going to have to make an offer Vox cannot refuse. If I were in Vox's position, I would expect great compensation for letting GS into the trading circle. Construction for Code of Laws and all contacts will simply not cut it.
Dominae
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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quote: Originally posted by DeepO
Hmmm... what about this: Vox goes for writing, we go for mathematics. We trade, and direct research to construction. Trade for Vox's code of laws + all contacts (if we haven't met anyone yet), after which we trade it onward to the rest of the world. If we still have a shot at it, start on currency (could also come before construction).
Not ideal, I agree. But maybe we can insert it in our plans... I like the idea of having a tech we could trade to at least 4 teams... it should net us a lot. Of course, the diplomatic timing would be enormous, but I wouldn't mind using some techs to get a GoW contract on someone that is getting close to us |
Mathematics is the same cost as Writing, so by the time we could get Construction and make all those deals, we could have researched Writing, Code of Laws, and Philosophy all ourselves. And that's not even considering the potential time savings of having someone else research Philosophy while we get Code of Laws. Worse, if someone else does the Philosophy-for-CoL thing, we could actually find ourselves starting work on Republic after someone else, robbing ourselves of the advantage of having a monopoly on that technology for a while.
I also dislike how complex and long-term the Construction-based scheme would be. If we can't make the right deals at the right times on terms that would protect our patent rights, we could find ourselves in a rather awkward position.
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Dominae
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Hm, you point makes sense Nathan, but I'm not sure the advantage gained by trading with us independentely outweighs the advantage they get by brokering to the other civs. Sure, we could get MapMaking, but they can keep a close eye on this (since we're tech partners now, sort of), and will not be caught in the sort of situation you mention.
But we can our inital offer as low as we want. I'm just warning that we should not base our strategy on it, as I think Vox will be reticent to let us "meet the world".
Dominae
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Dominae
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quote: Originally posted by nbarclay
Once we start working on Map Making, any hope Vox has of selling us contact is probably gone. (And we can spell that out explicitly if they get fussy with us.) |
I think that's a good threat, but it might not come out in the execution. I would rather trade for contacts ASAP instead of waiting to get MapMaking, divert some resources to build a boat, and wait to actually contact another civ (what is that, like 30 turns from when we begin researching Map Making?...admittedly a slightly pessimistic estimate).
We're not stupid AIs (I'm not!) that will trade Contacts when contact is inevitable. In fact, we're smart enough to figure out when it is worth it, and when it is not. Up until our boat is happily about half way up the coast (East, presumably), I think getting their contacts is a smart move.
Dominae
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Dominae
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Extended wars are a great reason to use Monarchy. My AU202 game was a good example of this.
Nathan, the way you play the game involves focusing on economy and building up overwhelming force. When you finally attack, the wars are usually over in short order, so you do not have to deal with WW. Please let me know if any of this is incorrect.
But generally, it is very possible to run into WW problems when in Republic, especially if the AI is of the "Killer" variant. Even if you run up against a strong AI and the Luxury slider is not more help, it is all too easy to sign a peace treat and avoid the problem. I imagine this is not possible in MP. Thus, if WW were a factor, I believe Monarchy would be a very good option.
Edit: Hm, I did not address your main point. Basically I'm arguing that Military Police and Monarchy would be very useful in MP, where you need to defend your cities better already, and WW would likely be a major factor (if it were to, in fact, exist).
Dominae
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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quote: Originally posted by Shiber
From my experience, being two techs behind in the ancient age is often enough to be called backward by the science guy. |
If that's true, we might be back on par (or at least very close to it) when (and assuming) the Alphabet for Iron Working deal goes through.
quote: Not to mention that they might have gotten several techs from goodie huts and then traded them around, while we only got one hut which contained a settler (our crazy luck). |
The only way they'd get very far from huts is if they'd already done a fair amount of trading before popping the last huts. Huts in Civ 3 (in stark contrast with the CTP games) yield the lowest-value tech that you have the prerequisites for and aren't already researching, so until civs start trading, they're likely to get stuff others already have (Mysticism being the most notable exception, but it's cheaper than Alphabet).
Last edited by nbarclay on 18-01-2003 at 17:03
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