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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:12
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After cruising to victory on emperor, ive been trying to win on diety, using a peaceful expansionist strat on real earth maps. have played with 3 or 4 civs, rt or rh. have gotten starts anywhere from no free techs (aside from basic 3) to 7 tech starts.
Yet ive lost every time, falling behind early or mid game, seeing research big down, getting beat to SOL, etc. I find it techs great discipline to avoid early wars, especially offensive ones, but that this is essential to maintaining tech lead.
Ive finally got a start where i have maintained this discipline, - im persians playing against celts greeks and sioux. Tech is going quickly though im behind greeks and sioux in power. Ive just built leos in 1000 AD. I have colossus and mikes. I will play this one out, but i fear i am already hopelessly far behind.
Im thinking the following things.
1. this strat might work better on a smaller map, where earlier republic makes more sense (though this conflicts with my sense that a smaller map favors conquest and war)
2. I need to do more naval research, to leverage trade.
3. I need to figure out how to optimize use of that second settler, so i dont fall behind early.
your ideas, especailly re: use of the second settler, are appreciated
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SandMonkey
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"What do you do with the second settler?"
Wasn't it decided that you should build a city right away? I thought there was a study done and it showed it was more beneficial throughout the game. Maybe build a road or two if desparately needed (i.e. no rivers or trade specials).
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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Some suggestions:
Use the second settler to found a city asap. Go for monarchy first. Make hanging gardens your first wonder and keep building small cities. On your first encounter with a civ, give them what they ask to get peace. Build up some gold and bribe cities if war is forced upon you.
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after a few weeks (even only days) of playing on Deity, you'll find it's not too hard. but after playing it for years and then being challenged by EyesOfNight and forced to play on King, you'll notice how hard King actually is when you'reused to Deity! 
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Ribannah
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The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
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Ming, I have to disagree.
First of all, the number of turns you lose is already less than the number of turns to build that first supported Settlers (since you do a bit of growing, taxing and research while you're at it). Whether the growth path is exponential or not (it isn't, because distances increase) is irrelevant, unless you play on a tiny map and are fighting for room from the start.
But it will be less because of the following:
[1] At some point you will hit the (first, or maybe second in ICS) unhappiness mark and you'll have to consolidate a bit;
[2] So maybe you'll be a little behind at first, this gives you cheaper research and easier diplomatic relations. Chances are that you can simply trade for that one tech you still missed, or get it as a gift;
[3] Those NONE Settlers will keep building roads & stuff, they won't get tired even after 6000 years! 
The above three factors also strengthen each other.
In the end you may even have won turns. Much depends on the terrain, luck from huts, the type of game you play
(ICS, Perfectionist, SSC and obviously OCC), if you start on aan island or a large continent, etc. If you can build those first supported Settlers at size 1, you almost have your NONE Settlers for free.
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If you have no feet, don't walk on fire
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Ribannah,
I will suggest another way of development for a comparison:
if I understand well you suppose first settler always builds immediately a city and then produces a settler.
Let the second settler build a granary first. Slow down a food production when the city reaches size 2 and accelerate a shield production so that granary is built simultaneously with a settler in the first city (in order to be able to compare).
Now we can compare (A: a non-settler game, B: a granary game):
A: you gain max. 1-2 food and 1 shield per day. If a settler has set his home city properly then you gain nothing. Moreover, one food is not a relevant, essential is the part of food storage the food represents: one food will represent a smaller part of the food storage in the future.
B: you gain 1, more like 2 food per turn immediately and much more in the future. One food will represent always a relatively big part of the food storage (you will produce settlers here and keep the size of this city low). You lose one gold per day.
I think this is much better for B.
A: you gain some revealed terrain and irrigated/mined/roaded squares (effectivity depends on type of city squares very much; I agree that possibility to "build two non-overlapping cities on river squares" decreases effectivity of irr./min./roads).
B: you gain practically two squares besides.
I think this may be better for A, but not so much.
[This message has been edited by SlowThinker (edited February 13, 2001).]
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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:12
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If you're playing perfectionist, builing Wonders may be another thing that affects your decision. Especially at Diety, I want the Gardens, and I always want the Colossus for an SSC. I find I have to build them at the same time, in my first two cities, since the AI makes the Gardens a high priority and the Colossus a medium one (and the Colossus is also the "consolation prize" it often goes for when it misses the more-desired Gardens and Pyramids). If I keep my second NON working, I find it nearly impossible to get both wonders (though, of course, this could also be because I'm not very good. ). So the sooner I get two cities down, the sooner I can kick out four more settlers, found four more cities, and then get started on two wonders while continuing to expand.
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Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
[This message has been edited by Rufus T. Firefly (edited February 13, 2001).]
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Ribannah
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The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
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Guys, all of you are still overlooking the fact that keeping the second NONE Settlers doesn't mean you lose fast expansion. All you lose is a few turns - temporarily and compensated.
On several occasions I've played the same map with both approaches and more often than not the outcome was in favour of keeping the NONE Settlers.
SlowThinker, long ago I did built granaries all the time, but I've given that up because it simply doesn't
pay. If I play Monarchy, and can't get the Pyramids, I built a granary in just a couple of cities that have the right terrain mix to produce settlers after settlers. In Republic, Love days do most of the growing.
War4Ever, if you produce Settlers at size 1 AFTER your second NONE Settlers founded, your capital WILL be disbanded.
Ming, in MP it sure is a little different - though still only if contact is to be expected early on. But the thread is about SP.
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If you have no feet, don't walk on fire
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Ribannah
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The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
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quote:

<font size=1>Originally posted by SlowThinker on 02-12-2001 08:28 PM</font>
BTW, Did anybody try to disband the second settler in deity immediately?
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Arrrrghhh!! 
In OCC games the question of JOINING immediately (or after the city hits size 2) can come up, but so far it has never been efficient.
quote:

It is sure the exponent of such function varies depending on the time. I am not sure if it decreases or increases.
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The expansion is not exponential at all. If only your outer cities produce settlers for new villages, it's quadratic (well, slightly above in the beginning) - until you hit the shoreline, that is, and not counting unhappiness marks, corruption, waste, terrain and meeting other tribes.
If your inner cities keep producing settlers for new foundings as well it's better than quadratic, but still not exponential, because those settlers will have to travel ever longer to reach their destination.
Whether an earlier contact with other tribes is beneficial or not depends on the situation. It can just as well be your downfall 
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If you have no feet, don't walk on fire
[This message has been edited by Ribannah (edited February 13, 2001).]
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Ribannah
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The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
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My NONE Settlers can at least prepare a road to the spot for my next city, if they have nothing better to do (like irrigating the wheat or mining the wine). This alone already reduces your lead from 13 to 10 turns. Meanwhile, my capital has some food accumulated and I will have researched Alphabet and possibly Code of Laws. And my NONE Settlers are still there, paving the road to the next city tile, or maybe tipping huts (seems neither of us made Warriors first ). My fourth city will come only 7 turns after your fourth, and I will have a new government at that time as well, which you didn't have when you started your fourth city. My cities are connected by roads, hence also have more trade, my capital is slightly larger, and I STILL HAVE my NONE Settlers.
I will typically catch up with you around the time city 10 is founded. I will have just as many cities, lots of roads, more techs, and I will still have my NONE Settlers 
So the only question is, are you significantly safer than me during the finite era that your Empire is larger. Again remember that I have roads ....
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If you have no feet, don't walk on fire
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote:

Originally posted by Rufus T. Firefly on 02-13-2001 05:37 AM
If you're playing perfectionist, builing Wonders may be another thing that affects your decision.
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quote:

Originally posted by Martin Schmidt on 02-13-2001 10:39 AM
well then the important wonders are build by your enemies first and all you have to compensate is a Settler, not very much
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Yes, another reason that suit for the increase of exponent: that post was edited now.
quote:

Originally posted by Ribannah on 02-13-2001 05:38 AM
not counting corruption, waste,
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Yes, I forgot that reasons that suit for the decrease of exponent: I have edited my post again.
Ribannah,
quote:

those settlers will have to travel ever longer to reach their destination....until you hit the shoreline, ....
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I think all your "pros" are included in a) and b).
But you ignore all "cons":
c) war conditions (small loss may cause a big problem, )
d) doubled research and the effect of WoWs (i. e. doubled for each half of civ)
e) a teamwork between both halves of civ
(BTW, I think we are theoretic too much. In fact, "preserved settler" civilization is not halved (due to improved squares): number of shields, trade and food surplus (more accurately:food surplus/size of food storage) is significant; number of city squares isn't)
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Ribannah
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The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000 time: 06:12
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quote:

Originally posted by SlowThinker on 02-13-2001 03:28 PM
This debate goes pretty well, but we should post faster 
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LOL - the boards were closed for "maintenance". But you're doing quite well on your own! 
Maybe an example will illustrate my points more clearly. Here is a sample double-log, albeit a slow one (mediocre terrain), but it should be illuminating. I can continue the game further if you wish.
NONE-SETTLERS FOUND
-3950 001=55/109 (no specials, but connects 2 oceans)
-3750 002=54/102 (near pheasant)
**********
-3700 001=Warriors
-3550 Alphabet, 002=Warriors
-3400 001=2
-3200 002=2
-2950 001=Settlers
-2900 Code of Laws, 001=2
-2850 002=Settlers
-2700 003=60/104 (near fish)
-2650 004=48/104 (near fish)
***** gold=0, income=0, techs=2, science=4 *****
NONE-SETTLERS WORK
-3950 001=55/109
-3700 001=Warriors
-3400 Alphabet, 001=2
-2950 001=Settlers
-2900 001=2, 002=54/102
***** 17 turns behind *****
-2850 001=rush:4
-2750 Code of Laws
-2700 002=Warriors
-2600 002=rush:4
-2350 001=Settlers, 002=2
-2300 001=2
-2250 001=rush:4
-2150 Writing
-2100 002=Settlers, 003=60/104 (1 road built on the way), hut=Archers
-2050 004=48/104
***** gold=22, income=2, techs=3, science=6, 12 turns behind, all cities connected *****
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If you have no feet, don't walk on fire
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