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Trip
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Hunt Valley
Apr 2002 time: 00:27
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We should figure out our priorities here.
Mapmaking:
Boats and Harbors. Very valuable tech. Probably the most valuable and important tech in the PTW DG.
Thoughts:
I like this tech. I would recommend it.
Mathematics:
Catapults baby.
Thoughts:
Only reason it's useful is because you need it to get to the next era and if you really really want Construction.
Construction:
Lets you build wonders and other fun stuff like that. Pretty useful tech for "builders," and also opens up Aquaducts. Fairly expensive tech. You also need Mathematics to research it. 
Thoughts:
This tech is scary. Your research will be tied up for a very very long time, and you will have a hard time getting a good deal for such a valuble tech.
Literature:
One word: Great Library.
Okay, so that's two words. Also lets you build Libraries, which are most useful under republic.
Thoughts:
Can be useful, if you like Libraries and are in Republic.
Philosophy:
You need it to get to Republic. Need I say more?
Thoughts:
Useful if you want Republic ASAP. Other than that, no.
Code of Laws:
Courthouses. Good for large empires with good land, but lots of corrupt cities. Allows Republic.
Thoughts:
We have a tight city pack, and have little practical use for this tech, other than a stepping-stone to Republic.
Horseback Riding:
Opens up the Horseman unit.
Thoughts:
Only useful if we have Horses, obviously.
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:27
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Agreed on mapmaking- that could be very useful for getting contact first, which could be handy for us for all kinds of reasons. (Selling maps for lots of cash, maybe.)
Construction would be my second choice for purposes of building the Wall to deter the Persians, and have spiffy Aquaducts. But that's a definitely a second choice to Mapmaking by a large margin.
Literature: Feh. Can we get that on trade, please? I hate researching techs we don't need to step between eras, and until we have cities with significant commerce, Libraries won't be that useful anyhow. Low, low priority. The amount of tech trading going around will probably lower the usefulness of the Great Library, too - especially since we'll need large-scale contact for it to be useful.
Horseback Riding: You see horses? I don't see horses. Are we done with The Wheel yet.....? Didn't see, but these would only be useful if we planned on assaulting the Persians; it would be mighty useful for that, though. But since the predominant opinion around here isn't to strike first, I'd put this alongside Literature. S
Why has nothing been mentioned about the possibility of chasing down Monarchy? I know some potential reasons, just curious as to why in this situation.
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wervdon
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+1 mapmaking
After that I'd say go republic if we can't trade for it.
Someone with more multiplayer experience will have to assess the value of the great library in this game. I can see where it'd be really useful if things werent going too well diplomatically....but we aren't exactly in a position to dedicate a city to building a wonder right now anyways.
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Dominae
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Map Making is definitely the most useful tech to us right now and in the immediate future.
But I believe Code of Laws is the right choice. If both teams think that a Republic beeline is the way to go, we need to make ourselves indispensable to that goal. This way we're not as likely to be a military target. Code of Laws is better than Philosophy because it costs a bunch more meaning it really puts them behind in case they decide to backstab us.
We also really want to send some team down the Monarchy route. We really do not want to research that branch ourselves, as its use is nearly zero apart from changing eras.
To repeat my vote: Code of Laws.
Dominae
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wervdon
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Dominae makes a strong case for code of laws, but I still think Map Making is the most beneficial to our situation.
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Dominae
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I still think we have to think about our continued survival with CDG and GCA as neighbors. If they allow us to research Code of Laws (while they research something else), they would have to be prepared to waste time researching it themselves if they want to backstab us and still beeline for The Republic. This side-effect of researching Code of Laws is very important. The effects of researching Map Making are there if we research it ourselves or if we trade for it (we're not going to get that much of a head start on naval exploration if we research Map Making first but plan to trade it). The effect of Code of Laws is not present unless we go for it first.
Dominae
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:27
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Well, it's true that CDG/GCA would "risk" having to research CoL on their own, if we got it first... however, from the strategic point of view, the only immediate effect of CoL is that one is able to build courthouses - after one discovers CoL, Republic is still 672 (816, if considering the need for Philosophy) beakers away. Courthouses will not be needed in 20-40 turns (which is approximately the time span we are talking about).
OTOH, Map Making allows galleys to be built - with them, we would not only be able to explore, improving our knowledge of the (potential) enemy, but we would also be able to make surprise landings anywhere... which would probably do more good - as far as discouraging attacks goes - than "sitting on" CoL. Two vet Mercs landed in the enemy's rear to pillage... now that's something they'd have to think of... and if they fail to... even better... Plus, we might even make a contact with another team... which would be a strategic advantage magnitude bigger than having CoL...
Even though I can see reasons for CoL, I still believe MM is a (much) better choice. Researching Republic on our own is a risky business - we could easily end up having Republic (as our exclusive), but being stuck in the ancient times - if the other teams decide to "keep" us there. Republic alone is less of a blessing for Carthage than it is for Egypt (or India, for that matter - due to the lack of religiousness) - the anarchy period makes it less than a "no brainer" when to switch governments... I would rather keep one or two era-mandatory techs as our exclusives than one government tech. Extra commerce gained by switching into Republic may be to a large extent voided - at least for ~20 turns - by the fact that we might have to research the techs one needs to go medieval. I'd rather have it the other way round...
Especially if we are able to arrange our deals so that we research MM, while others beeline for the government techs... WITHOUT having our deals properly signed, we would then be able to wait for THEM to come to the bargaining table. As we would be holding a tech that actually allows something (quite important), while they would be having something that could potentially be great (for researching medieval techs faster) - but not without "our", "mandatory" techs that actually make researching those fancy medieval techs possible...
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Dominae
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vondrack, researching Code of Laws yields two benefits:
1. "Ensures" relative peace with CDG and GCA, at least until they obtain it through a trade.
2. Gets us closer to The Republic ourselves.
On the other hand, Map Making provides:
1. Harbors
2. Galleys
Harbors are going to be very useful, but they cost a bunch and so we can always prebuild for them. Galleys are obviously why we want Map Making.
But IMO the benefits of Code of Laws outweigh those of Map Making. Obviously we need to get Map Making somehow, which is why we should convince either GCA or CDG that they should research it (which should not be too hard). In this scenario, we get our cake and eat it too, since we get the benefits of Map Making (through a trade) and those of Code of Laws at the same time.
Dominae
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rush
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Tokyo
Jul 2002 time: 12:27
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So, based on what's being discussed, the Tech route appears to be :
GCA : Republic/Monarchy Route
Philisophy (6) -> Code of Law (10) -> Republic (28) OR
Mysticism (4) -> Polytheism (12) -> Monarchy (24)
CDG : Republic/Monarchy Route as above
Apoly : Map Making(12)
Tech not researched by anybody but necessary to move on to to Middle Age : Mathematics (8), Construction (20), Currency (16)
Tech not researched and not essential for Middle Age : Horseback Riding (5), Literature (10)
So, to move forward, my suggestion is :
A. Long Term Technology Co-operation Approach
1. Convince both GCA and CDG especially that we are all stuck in the same island/continent. It's not big, but enough for all of us to grow & prosper. And if we fight, it would just benefit other teams.
2. Convince them that we do not want to lag behind in Technologies when we meet up with other civilisations in other continents
3. So, we should co-ordinate & split the research to get us to Middle age.
4. But we do not turn on our research engine 100%. Maybe 70%, save the 30% for units upgrading to protect ourself.
5. Note - this may backfire badly should GCA and CDG have previlege infor on other civilisations on our island
B. Protection First Approach
1. Simply research technologies that will give us military units that protect ourselves or allow us to explore
2. This would include Map Making, Mathematics, Horse Riding
C. Pragmatic Short-Term Linkup Approach
1. Research technologies that will get us to Middle Age, skip the unnecessary techs.
2. Set up only short term link up with CDG/GCA on what tech to exchange next. eg, we research MM, you research Code of Law. Exchange at completion.
3. A few turns before the tech is researched, discuss what to research next.
I have one question. While both CDG/GCA are interested in Monarch/Republic, which govt type is more appropriate for CDG, and which type is suitable for GCA ?
Link to BigFree's Tech Chart
http://apolyton.net/upload/files/ru...ditorValues.gif
Edited to fix the link 
Last edited by rush on 12-04-2003 at 05:15
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Dominae
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My votes (in order of preference):
1. Code of Laws
2. Map Making
3. Philosophy
Clearly if we're agreeing on Map Making first, I think Code of Laws should be next.
I'm very glad one other team is taking the Monarchy route, as it demonstrates that they're not aware that Monarchy sucks in MP. Maybe they'll even switch to it, to our benefit.
Dominae
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