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vulture
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Leeds, UK
Jun 2001 time: 05:26
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Two points on the subject of tech trading.
Firstly, it is quite possible to keep up in tech with the AI on emperor, with judicious trading. Typically I will fall a few techs behind at a time, and then get the opportunity to catch up and make a profit in the process. It depends on figuring out which techs yuo can research in 40 turns that the AI isn't going to get any quicker than that, and using that as you bargaining chip. When AI's get map making is also a great opportunity. In my last game (24 civs ) I had no techs to trade with, and there were three techs floating around that I didn't have. By plotting who had what techs, I organised to buy one, trade it for the others and some cash, and then buy a world map, which combined with my map was quite valuable, and sold widely. In the trading session I went from being three techs behind the leader to having those three techs, 200 more gold and a complete map of the continent, despite having nothing to trade with in the first place (so that was all pure profit). Brokering is powerful if you get the right opportunity.
Secondly, as recently illustrated by Catt (I think) very nicely, is the value of giving techs away for free sometimes. In Catt's example, he was getting large gpt from civ A for techs, while civ B was perpetually broke, mostly because B was behind A in techs and was buying them for gpt. By giving B free techs to get them to the level of A, A had nothing to sell, and so Catt was able to then sell his techs to both A and B, getting more of the money at A's expense. Sometimes giving stuff away to one civ can weaken another civ that would otherwise have traded with the first civ. And anything that harms you nearest rivals is good.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:26
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Regarding Granieries, I regard the first one if built fast enough as a REX tactic useful for both warmonglers and peaceful builders. Additional Graneries are more useful for builders.
Regarding cash & tech buying: I use cash as a last resort to buy techs when GPT is maxed out; mostly in the ancient era when I'm still under Despotism, there's no trade network set up, and I have no other tech in return.
quote: Originally posted by yxhuvud
dominae regarding tech brokering: well, I admit it might be a bit farfetched to say that I would never sell replaceable parts, I wouldn't even think on it if I were to wage a war within a reasonable timeframe. On the other hand, this might be kinda influenced that the last games I've played have been largely building a few infantry and a gazillion of artillery
Regarding granaries, check your target audience, are they mainly warmongers or builders? In my experience, monarch players are mostly builders. Arrian not inlcuded.
Joncunn: if you save your incomes a few turns eventually you will be able to buy a tech for the money. It is of course a balance act to choose when to save and when to build improvements. It all comes down to which techs and whcih improvements.
Arrian, you should really take the step up to emperor permanantly. You will not improve unless you take on a challenge, which you don't at that level. At least for me, half the charm in playing the game is the mental challenge and the improvement of my play. Without any such challenge I might as well be playing Hearts.. Not saying that can't be satisfying anyhow, if in a different way.
Hmm. Dave, do you have any suggestions on how to survive the initial onslaught at deity? I feel I have a nice chance of winning as long as noone attacks me first, while if they do I am totally b0rked.
Regarding the spelling of my nick, I happen to live in a country where it is pronouncible and actually almost means something 
#20: Place your cities so that not only you get production from as much land tiles as possible, but as many coast and sea tiles as well. This allows for tighter city placement close to coasts to maximize the amount of tiles you get production from. A wealthy civ have it much easier than a poor one. |
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Dominae
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joncnunn, ever a warmonger-type game can benefit from Granaries. Getting a few "pumps" (large Granary cities with many improved tiles) up and running provides for a very strong economy, which directly supports warmongering. It is not necessary for every city to produce Barracks/unit, and in fact it is undesirable (which is my point). In the 'Dark Side case study' game I posted a short while ago, Granaries were an integral part of the early-game, and could easily be integral to the remainder as well, in a select few cities. This does not take away from the fact that the Zulus were to be bloodthirsty warmongers until the time's end.
Dominae
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yxhuvud
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Regarding how many units you need for an early war, it is highly dependant on what level you are playing, and also on wheather the ai has been in war already.
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Dominae
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Aias, Wonder pre-builds using the Palace are very useful tool. Eventually you should be able "time" your pre-builds for specific Wonders (or two), by estimating how much time is left until that required tech.
Also, do not forget about your Palace build, you could end up with a unwanted Palace relocation!
Dominae
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Napolean
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Hey erm, I'm already in 1400s ad but still did not get a single great leader. Anybody has any suggestions about getting great leaders?
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vee4473
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New Jersey
Feb 2000 time: 00:26
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quote: Originally posted by vmxa1
I don't think he was saying that. It was mentioned to use the money for upgrades. The point is that money is not earning interest unless you have Wall street and then you only need 1000.
I think the point is to use your money, not pile up 10,000, while you could be buying useful structures or units. |
I agree with using your cash to a point, but I always thought it was never a bad idea to pile up some reserve cash.
Because, in the later parts of the game, as in life, you never can tell when you will need some extra cash...Either to rush build the few remaining parts of your spaceship, some nukes to counter an enemy strike, or some battle units to defend against an attack that you never dreamed could possibly break through your defenses.
The above scenarios for needing extra cash relate to the game , not your life...ha ha

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Dominae
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quote: Originally posted by vee4473
Builder or not, the AI senses the lack of military units and decides to pounce. |
True. You really have to acquire a "feel" for when and which civs are going to attack. But there are ways to avoid having to build up a big military just to protect your behind, my favorite among which is signing alliances. I'll pay almost any price if I can get two nearly equally-matched civs to go to war. This removes most of the pressure from you, so that you can continue building "peacefully", with only a token military.
Dominae
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Mountain Sage
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[QUOTE] Originally posted by Dominae
True. You really have to acquire a "feel" for when and which civs are going to attack.
I fully agree with you. But then, you can set a trap for an arrogant Civ. In my actual game, playing the French on a Huge map with 16 Civs, Emperor, I had only a token military force (15 Workers, 1 Galley, 2 Spearman). The Persian already blackmailed me for 100 gold. I kept feeding my World map every turn to all other Civs to keep them happy and disbanded my two Spearmen. The Persians promptly requested 'Economics or...' I said no, they declared war and I traded Economics (or older Techs) to all other Civs for a military alliance. The next turn, Persia was at war with 14 other Civs. Since they are opposite me on the map, my Galley will be my only military force for a while longer...
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Mountain Sage
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quote: Originally posted by vee4473
Builder or not, the AI senses the lack of military units and decides to pounce. |
Are you really sure?
In my last game, Huge map, Emperor, French, 16 Civ I had only 2 Spearmen and 1 Galley (+13 Workers) from 950 BC to 1'000 AD (diplomatic win) without going to war once.
I also won my 1st game on Emperor with a space race without having fired a single shot.
Any 'scientific statistics' or particular thread? I just don't believe I have such exceptional diplomatic skills....
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