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duke o' york

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I was on the bus this morning travelling to work (this is Leeds, UK by the way) and I saw a sign pointing to one of the universities saying "gifted tech". I was very tempted to go along and see if I could perhaps get Navigation or Chivalry, which would both prove very useful in my current game, but didn't want to be late for work.
Anyway, I'd like to know what everyone thinks about tech gifts. Basically, when do you think that you should give techs to the AI, and which techs, and when should you ask the AI for gifts, aware they may give you a tech that you need or one that will delay a vital discovery until it is too late?
As far as I'm concerned then I hardly ever ask my allies for techs, though sometimes get them when I demand tribute when the lovely cash would have been far more welcome. If I am under attack from neighbours with better troops in the early game then I may go out and shop around in the hope of something to repel them, but more often than not I'll just send a dip to buy some of the enemies. I will rarely, if ever, swap techs with the AI, but if they are fool enough to offer me something with an unfinished wonder then I may go for it to beat whoever is building it.
Gifting techs is wonderful to boost your research rate in OCC, but it shouldn't just be confined to that. I use it in other games to get a tech boost if I'm researching something vital. It may seem to be a strange idea to bring your rivals closer, but in fact you are just using them to catapult yourself away from the competition. My favourite to give away has to be Railroad. They will not get much long-term benefit from the gift of Railroad when your troops find themselves able to cross their continent in a turn and flatten their cities.
Which techs do you never give away? I try to avoid giving out better forms of government if at all possible, though if the exchange is right then I'll go for it. Unfortunately you can't do the Civ 3 "Communism dump" to set back their empires as none of the governments are particularly weak as far as the AI is concerned. By the time I have reached Invention then I find the best time to give out techs has gone, unless I'm feeling sorry for a put-upon civ and want to help them out, and will rarely gift anything but Railroad for the rest of the game. My science by then will no longer need a momentary boost so it just isn't worth it.
What does everyone else do with regard to tech exchange? Would anyone ever give away Advanced Flight (always top of the AI's wish-list in the late game), except as a sarcastic gesture?
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Elephant
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Phila PA
Aug 2002 time: 00:29
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I like to get Marco Polo as early as possible, then gift techs to butter up the AIs till I can get maps. That occasionally happens when they are Cordial, most often Enthusiastic (I play 2.4.2, Spotless rep). I want the maps to find destinations for early caravan deliveries, and see how the other civs are doing.
Sometimes I will gift techs like Literacy or Masonry to get the AI started on dead-end wonders that they (stupidly) value. I am very careful with Astronomy early on; I am often working on other wonders before that, so I dont like a race to Copes.
I try to skip starter techs like Pottery, Horse, Masonry and WarCode, so I am hoping the AI trade those around and work on the follow-on techs I want (Seafaring, Chivalry, Construction and Iron). I will deliberately gift Ceremonial Burial, Mysticism, Currency, Maps, Construction, Bank and Republic ASAP to "pacify" other civs. I often withold Monarchy in favor of Republic, unless a civ that I need to trade with refuses to switch out of Despotism into Republic. If done right I can be past Sanitation, somewhere near TheoryGravity, around tech #20 where the beaker costs go way up.
Later in the game I avoid gifting Nuc Fission (Manhattan Proj), Combustion (precursor to Flight), Advanced Flight (Bombers), Auto (Battleships), Rocketry (cruise missiles), MobileWar, Espionage, Commie&Fundy(they love to switch and lower my Trade Routes), Democracy (kills bribing opportunities), and any spaceship techs. I do give away techs sporadically just to keep their attitude above Uncooperative, which seems to be where they most often Sneak Attack me. Unfortunately they will demand those that I have most recently discovered, rather than something old that they lack like Writing or CodeLaws, so I avoid meetings right after no-give discoveries. I like to give away RailRoad and Explosives for reasons mentioned above and opportunities to bribe Engineers. Giving Railroad also lowers the payout on caravan delivery bonuses, which hamstrings the other civs a bit too. I may give Indust and Tactics for bribing opportunities too, if the cash is good and I've passed MobileWar.
If I'm doing an Early Landing game I have been building Oracle early and avoiding MonoTheism and Theology (several off-path techs needed), so I do not give away Philosophy while I'm depending on Oracle. Later (after the SSC has got Newtons) I will give it to whomever has PT, hoping they will research MT for me so I can barter/steal it and build Mikes. Sometimes building a Wonder pushes the AI to research whatever tech will obsolete it, so I like to have MarcoPolo or embassies to keep track of what the AI is working on.
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rjmatsleepers
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I gift techs whenever an AI attitude slips below neutral. I usually bring them back to worshipful and then ask for maps. Like elephant, I avoid giving them advance flight and nuclear fission. Unlike elephant, I gift space flight to everyone as soon as I get it in the hope that someone else will build Apollo, but they don't often build it in time.
RJM at Sleepers
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:29
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Reading elephant's post, I am struck by the huge difference in AI behavior in 2.42 vs. MGE. As a Mac user, I have only played MGE, and my experience is very different.
Generally, the MGE AI attitude slips immediately after gifting, often dramatically (from Worshipful to Uncoop or worse in a single turn). Within 2-4 turns, they're always back to Uncoop or Hostile, so there's no value in repeated gifting. In fact, my experience is that it's extremely rare to be able to get them to Worshipful a 2nd time -- and I've never gotten maps without a Worshipful condition. (There is some anecdotal evidence that AI cooperation is worse in the Mac version vs PC, but I have no way of knowing.) For clarity, I should note that there is often one civ that seems peaceful and cooperative -- generally the one with few cities and worthless maps.
As for alliances, I just don't see the value. They just request things from me -- techs, help vs. an enemy, etc. -- until I say no, then either sneak attack or "cancel this worthless alliance." So why bother?
Settings -- always Deity Raging.
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Elephant
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Phila PA
Aug 2002 time: 00:29
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Duke:
In RULES.TXT, each tech in the list of Civ Advances has two numbers, the first an "absolute value" for the AI, the second a "value modifier" based on whether the AI civ is Civilized or Militaristic. Someone reorganized that list into three groups once, putting the techs in order of priority for Civilized, Neutral, and Militaristic. I had a copy of it somewhere but I cannot find it at the moment (wish I kept all my civ stuff on one machine!).
The first tech asked for is of greater "value" to them, so it will probably change their attitude more, but you can try gifting the second one with no penalty: if they dont want it, you can go back and gift the first. I think the change in attitude is based on the numerical "values" that the techs are assigned, but I have not seen a formula anywhere. I have gifted things like Gunpowder to a Militaristic civ (I think Mobile Warfare and Gunpowder topped all the lists) and seen them go from Uncooperative to Worshipful.
I only go for alliances when I am playing OCC. The down side of alliances is that an allied civ can freely cross your city borders, so "please move your units" doesnt work. I think punting their Diplomats also doesnt work, but it has been so long since I tried it that I dont remember. Alliances are far easier to get early in the game before the AI civs have met each other. Once they have formed "secret animosities" they will forever beg you to go to war against their "mortal enemy" so-and-so, usually someone you have a peace treaty with. Keeping a spotless rep and gifting till they are Worshipful is the prep work. Not being too far above or behind in Power Rating is also important. Once you sink to Pathetic it gets dicey.
Jrabbit:
Agreed, there is a VAST difference in Diplomacy between 2.4.2 and MGE. The flip side is true as well though: it can be much harder to get the AI ticked off enough to declare war on you in 2.4.2 compared to MGE (while maintaining a Spotless rep).
Duke (again):
That's the right Power Rating list, just add the numbers of Spears/Rifles/Rockets you find on the left-hand panel during negotiations:
0 - Pathetic - White
1 - Weak - Green
2 - Inadequate - Blue
3 - Moderate - Yellow
4 - Strong - Cyan
5 - Mighty - Orange
6 - Supreme - Purple
And the Attitudes:
-Worshipful
-Enthusiastic
-Cordial
-Receptive
-Neutral
-Uncooperative
-Icy
-Hostile
-Enraged
Anyone have a list of the Reputations?
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