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[Spoilers] Elkad does it all wrong

And here we go.
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[Image: K3MSQH0.jpg]

Scout hit the hut for 32 gold. Settled in place. Worker first. Scout will hit the other visible hut immediately (I had a horrible death in another MP game that way once. Raging barbs game revealed 7 warriors on turn 5, who all marched directly to my capital..)

Mouseover reveals fresh water to my east around the fogged desert tile, so there must be an oasis there.

I'm not much for doing sims, but I intend to at least attempt it. Early game micro is probably the weakest part of my not-stellar game.

Tech path pre-sims. Probably Hunting, Mining, BW, another defense tech if needed. Then myst-priesthood for early courthouses, get a spy up as soon as I can, and start thinking about a hybrid EP economy. With double costs and no religion discounts, it'll be expensive, but I like the other advantages as well. City visibility on neighbors is very valuable. I've no illusions about my ability to be first to anything, so I might as well steal what I can.

Aggressive barracks covers my early culture needs cheaply, and has the mini-courthouse effect as well.

Since I don't intend to be in the Lib race, and hopefully I'll have a neighbor to steal from, I can zig-zag around the bottom of the tree taking known tech bonuses before heading to Constitution and Democracy for more multiplier buildings.

Of course this whole thing is probably a terrible plan, but I like taking the non-standard route.
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(January 9th, 2015, 18:51)Elkad Wrote: [snip]

Tech path pre-sims. Probably Hunting, Mining, BW, another defense tech if needed. Then myst-priesthood for early courthouses, get a spy up as soon as I can, and start thinking about a hybrid EP economy. With double costs and no religion discounts, it'll be expensive, but I like the other advantages as well. City visibility on neighbors is very valuable. I've no illusions about my ability to be first to anything, so I might as well steal what I can.

Aggressive barracks covers my early culture needs cheaply, and has the mini-courthouse effect as well.

Since I don't intend to be in the Lib race, and hopefully I'll have a neighbor to steal from, I can zig-zag around the bottom of the tree taking known tech bonuses before heading to Constitution and Democracy for more multiplier buildings.

Of course this whole thing is probably a terrible plan, but I like taking the non-standard route.

RtR Changelog, current as of 2.0.7.2 (from here).

Switch Civic, Switch Religion, City Revolt,Counter Espionage, and Destroy Production spy missions removed.

Costs of all active spy missions doubled.

Discounts to spy missions due to religious effects removed (owning holy city, religion present in city).

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:

GSpy points are converted into Great Merchant points.
Espionage no longer gets converted into culture.
Cultural expansion now happens at normal values.
Spies cannot be built.
Graphs are always visible on contact.

To my knowledge, no further changes to espionage since 2.0.7.2. I've bolded for emphasis a couple of items to note, given your comments in your previous post.
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Yup, I said that. Double costs, no religion. Should put it similar to just teching straight out, depending on the distance penalty.

On the other hand, the RNG gods were kind this turn.

[Image: pb24t003.jpg]
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Welp, if we don't reload, this will likely be my last post.

I'll try to outplay the AI while I shop for a sub replacement, but I won't be sinking any great effort into the game.
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Pottery from hut. Opened with Mining, completely unrelated.

Thus the beaker impact of having Pottery on T0 instead of T3 is zero. (obviously I won't change my opening build to a granary prior to T3 either)
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