First, a couple of changes to what I said last turn about potential war against Serdoa.
- Serdoa didn’t move up his worker last turn. This means that he needs to move
two workers (or a settler) to the tile 1E of cows t71 for us to risk losing the city plant.
- I moved the scout 2W this turn. This means we don’t need to move the chariot to the hill in order to see what’s going on with Serdoas units (what a lovely neighbor we are…
)
(October 28th, 2015, 00:39)reddog Wrote: Lets discuss about what we research because as i said is very important. lets see the options:
1.CoL pro:
-gave us a religion , later a shrine
-for sure we can use OR later
cons:
-religion will do nothing for us for next 40 turns(as we are creative and helping in poping borders is very small)
-we have to invest in tech path which i dont see necesary to get the shrine which will cam in like 50-60 turns from now if not more
-we are not spiritual so we get a cheap temple or to swap to caste for several turns
-missing the religion will let us with tech which dont need 40 turns from now and i think that from 20 players at leas one will go for col and for example Comodore hasa big capitol early so he migh go for CS so COL is a very good tech for him.
Generally I agree with you, but I’ll still comment on a few things:
- CoL is a kind of high risk – high reward alternative, just like building a good wonder. There’s not
that many turns between when we could switch to IW at little cost and getting confu though.
- We are organized, so CoL (as a tech) is better for us than most
- I’m considering whether we shouldn’t build AW if we get the religion. Instead we could research myst + med, send the free missionary to a city that can afford chopping/whipping out a temple and run a priest specialist for 59 turns (67 – 8 in a GA). It’s a ridiculously long time, but still not that much longer than quick AW path. This way our tech path isn’t affected nearly as much, but it kind of pushes us towards military. (For instance because no academy means vassalage is more tempting).
- I tried looking through the most likely candidates for CoL in civstats, but didn’t see a perfect fit.
* Dtay I didn’t see a single score increase over 5p the last 15t. If he belined CoL early with weak economy I guess it’s possible that he’ll get it in 1-2t and for that reason I’d feel like still saving gold.*
* Yuri has gotten two classical techs, but was either
very quick to currency or isn’t going this way (got an ancient tech last turn).
* Krill, hasn’t gone currency yet and I don’t see a quick succession of ancient techs to priesthood. (same with Barteq)
* Commodore might have gotten currency same turn as us. Generally doesn’t prioritise religion. Is creative, but not organized so CoL in itself holds very little value other than route to CS.
Quote:2.IW pro:
-improve gems at pulkkila very fast, getting better gnp
-more power
-cheaper , big ktb , know by the neighbours
-get swords, reveal iron.
cons:
- dont see any
The obvious tech to go for in a “safe” expansion mode. Good for safety (projecting power), conquest (can start swords), [production (if we have iron)] and gnp (jungle on gems).
- I wouldn’t say it’s a “big” ktb. It’s 2% per met player and isn’t REM the only one we know who has it?
- Might take until late renaissance or something before we can start to spread a religion.
- We might have a great empire, but it’s looking like we’re lacking on that something extra (shrine, mids, mom etc) that will make it a winning empire in the later eras (and no easy way to conquer something like that). (Still, we’ve got one late-game trait and a late-game civ, so as long as we keep up initially we might still be in with a shot).
- Do we have enough workers now to fully take advantage?
Quote:3. Sailing , alpahbet
pro:- i think we can get open borders with rem and and maybe even with the impi guy, will be good for economy
-can send some boats on scouting without declaring war
cons : we dont have many people discovered so will not benefit great so maybe better after IW.
- I first thought that we couldn’t use sailing yet, but actually our new city will connect us with REM through the inner sea.
- We might be short on worker turns soon, but lighthouses in Pulkkila and Pyhäjoki would help the situation.
- Moai is cheap (with stone that need masonry), so settling that city north of the cap soon and look for creative whipping would be advisable.
Quote: From this options depends on what we want to do from now , if we want to go to war and expand like that we must go for IW and after that consider if get sailing calendar or go straight for construction. MY strong opinion is go for IW and military route and forget about CoL as we need to invest too much for the return , even if we get the religion and if we dont get it is a complete waste for a very long ter.
I honestly don’t know how I feel here. I kind of got my mind set on the CoL route (as long as confu is available), but IW definitely is a useful tech at this stage. I guess that no matter what, we’re fairly set on attacking DZ at some point, question is only when? Now, when he’s relatively strong, but terribly underexpanded at three cities or later when he’s built us a few more cities, but has better opportunities of whipping/chopping defenders during the war? Will the ten extra turns or so of developing peacefully matter much in when we attack, considering we’ve still got regular expanding to do?
I also
believe that if we wait a bit, we’ll get a distraction from CH also attacking DZ, but as he’s also underexpanded I don’t know if that’s something we can afford waiting for.
Quote:For any options you prefer is better to turn tech on now because after planting 1-2 more cites the cost will increase great and we will research less with same amout of money.
Is this really true? Our break even research rate might go down due to higher expenditure, but surely that doesn’t mean that we’ll get less total research done with our money? Sure, if we can get the tech now it’s better to do so for the benefits of the tech (especially if it’s a passive economic tech like say currency
), but it won’t affect the timing of a tech bigger than we can afford now, just the matter of if we want to tech slowly with an almost finished or hardly started tech.
Two small techs that we might want to fit in somewhere in the future:
Masonry - Makes Pulkkila much better, small help for Revolahti, "necessary" for Moai or other (fail gold?) wonders.
Archery - We'll have border cities on hills against three different opponents soon. Cheap, versatile defenders (especially against roaming galleys).
* to be honest I kind of hope that Dtay will get CoL next turn. That way we don't have to consider that option anymore.