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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:14
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Basics:
In 2x production, three types of terrain are more useful than others. They are: grass with shield (for food), ocean (for trade), and forest (for production).
Also, specials make a huge difference. Food specials (Oasis, Wheat, Pheasant, Game, Fish, Fruit, Spice) give at least 3x2 food, shield specials (Buffalo, peat, oil, iron) give at least 3x2 shields, and trade specials (spice, gems, wine, gold, furs, ivory, silk, ivory, whales) give at least 3x2 trade icons.
Food is more useful for small cities (requires less food to grow), shield is more useful for large cities (build things faster), and trade is evenly useful for small and large cities.
Food and shield terrains are more important than trade terrains. You cannot grow if you don't have food terrain, cannot build settlers, caravans and wonders fast if you don't have shield terrain, but you can hire specialists for trade. An area with balanced food and shield terrains will be perfect for cities. That said, trade terrains are still very important, especially at the beginning when your cities are too small and cannot hire specialists.
River squares give an extra trade. (I'll not mention river in the strategy part but the trade bonus of river should always be in one's mind).
Specials can be shared by two or more cities.
Example: Three grass with shield terrain (hereafter called grass 1, 2, 3, respectively), an iron special (7 shields under despotism).
Build one city on grass 1, Work on grass 2 to grow to size 2 (4 turns). Then put 1 worker on the iron (the other worker will be put on any square with some shield production) and build a settler in 4 turns. Meanwhile the second settler build a road on grass 2, and build another city on grass 3. The second city will work on grass 2 till grow to size 2, then the second city will use the iron square while the first city will use grass 2 to grow back to size 2. Build a third city nearby and rehome the settlers to the new city. Then build more cities close to trade specials and ocean squares for faster science.
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:14
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Rah, you are right. If there is a trade special then usually it is better to put down a city to it first. Suppose we have one gold and one iron, plus some grass with shield land squares. Assuming it takes 4 turns for a settler to get to a good point and build a new city. The starting point is close to the iron.
Approach 1:
turn#:1234567890123456 Total 16 turns
City 1:1111222211112222 Working on Iron for 8 turns
City 2:0000111111111122 Working on Gold for 12 turns
City 3:XXXXXXXX00001111 New city build next to iron and will start working on Iron after size 2.
Approach 2:
turn#:1234567890123456 Total 16 turns
City 1:1111222211112222 Working on Iron for 8 turns
City 2:0000111122221111 Working on Iron for 4 turns
City 3:XXXXXXXX00001111 Working on Gold for 4 turns
City 4:XXXXXXXXXXXX0000
(X-- settler not built yet, 0-settler built, no city yet, 1- city size 1, 2 - city size 2)
By turn 16 both approaches have 3 cities. Approach 1 has 12 turns working on gold compare to 4 for approach 2, while only losing 4 turns working on iron (8 vs 12); plus, the gold city is bigger for approach 1 by turn 16. Perhaps by now approach 1 has monarchy already.
On the other hand, approach 2 will have another city put down the next turn.
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SmartFart
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Diamond
Mar 1999 time: 06:14
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I shall always go to spit out 1 settler from each of my cities 1st,regardless of surrounding terrain,double or single production.
Next step is 4 warriors for exploring,4 for keep my cities content,then 3 settlers again (my capital builds only one).
Tech path depends alot of map size,number of players and barbarian level.
Bronze should be 1st tech when playing on a small map with 4-5 players and crappy terrain (horse isn't much useful on hills,mountains,forest maps and you can't start a wonder with it).
My capital usually build one settler,2 phalanx and a warrior then I go for wonder w/o temple in most cases.
Of course,specials could change everything. Like RAH,I would also build on gold,but you cannot build settler 1st in that case.
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Caesar the Great
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New York
Apr 1999 time: 00:14
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I was actually thinking about this today...... the strategy for 1x and 2x has to be very different b/c first off, if you build on a food special your city will grow FAST, and after about 10 or 12 turns you 1 warrior or phalanx won't keep it out of disorder.... not to mention the extreme usefullness of forests towards wonders, a city built on a grassland with lots of forests is more effective for building wonders than a city built on iron surrounded by grasslands.... also cities with fishes and lots of ocean spaces become trade centers quite quickly, generally I like to have 2 high production cities, 1 high trade ocean city, 1 high trade special city and 1 big city, but of course situations are different, if I start in the sahara desert I'd probably go for oils/oasis and oceans if I can find any rather than waste my time looking for trade specials or forests. In 1x it is definitely worth spending a few turns looking for a good starting location because it is a huge disadvantage if you don't have something to begin with, but in 2x time is most important, if you spend several turns looking for that 4 whale site, you're going to be screwed... unless you actually find it, but how often does that happen?
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KrazyHorse
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Macedonia
May 2001 time: 00:14
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Sorry to post a third time in so short a period, but it's just occured to me that, continuing the idea that units only have half as many movement points, it becomes vital to gather a large number of settlers in order to develop your land. Also, once you've developed your land, unhappiness is less of an issue, due to the large amount of trade being produced (which can then be put toward luxuries). So, temples, HG, Shakespeare's Theater, etc. are less important. Early expansion is also less important (remember how much you need those settlers) and more difficult, due to the longer "relative" time it takes to move those settlers to their new city site. All of this adds together to result in games where smaller empires of larger cities dominate. Of course, once you've developed your cities to a certain point, it makes sense to slowly (but continuously) build city after city.
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SmartFart
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Diamond
Mar 1999 time: 06:14
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Xin: I was trying to say that I switch workers in my capital from grassland to forest to get settlers when my food box is full and city is size 1. I didn't want to consider specials because there are so many. Hut (and what's in it) in my initial position also makes huge influence on my next few decisions on very opening.
Whenever is possible,I am trying to build my 2nd city inland so I can spit out 3 settlers from it; one for each side (4th side is where my capital is).
Last edited by SmartFart on 13-06-2001 at 09:09
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EdwardTKing
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England
Aug 2000 time: 05:14
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1. In single production the order of importance is:
Food > Production > Trade
but in multi-player it is:
Production > Food = Trade
2. I press the F11 key. If others have more population, land
area, wealth; it does not worry me; but if one opponent
consistently has more production I know that I am
ultimately doomed!
3. Tabulating city starting squares:
Single Production Double Production
Grassland (Shield) Excellent Good
Grassland (Without) Excellent Poor
Plains Good Poor
Buffalo Good Great
Wheat Great Good
Forest Bad Good
Pheasant Poor Great
Silk Poor Excellent
Hills Adequate Poor
Coal Good Poor
Wine Great Excellent
Excellent > Great > Good > Adequate > Poor > Bad
This could be extended for Peat, Glacier, Gold etc etc.
Arguments welcome!
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