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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:16
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After reading all the complaints on how the AI spreads like lice on a feral cat, I wondered why I never had that problem. It was only after reading some of the "favoured start strategies" that I realised why. I did my start COMPLETELY differently.
City 1:
- Make sure there is at least ONE super food square.
- Irrigate the super food square (you can mine it later if you want). You want QUICK growth at the start. Quick settlers on the ground mean exponential growth later.
- Expansionists build queue (remember you get a scout): worker, scout, warrior, settler, settler.
- Non-expansion build queue: scout, worker, scout, warrior, settler, settler.
GOLDEN GOAL NUMBER 1!
With the two scouts find super food squares ready to settle.
GOLDEN GOAL NUMBER 2!
Workers build roads to that area for quick deployment. After roads to those two areas move workers back for more irrigation.
City 2+:
- After founding you want quick growth.
- Build queue: worker, worker, warrior, settler, settler.
- Remember, you have a super food square so it keeps up. Irrigate it quickly. 
All cities
After getting through the initial build queues to two settlers, each city does the following:
- Build queue: Temple, Granary. We want culture to grow as well as a granary for quick growth.
By the time the granary is finished in the first three cities, you should have the next few cities producing the two initial settlers. Split the granary cities into quick growth cities, and slow growth cities.
- Quick grow cities build queue: settler, settler, settler (back to size 1/2).
- Slow grow cities build queue: worker, worker, worker (back to size 1).
Once those cities are back to size 1 I build the following (defense needed by now): defender, attacker, wonder. (Pyramids is a good one first up for the granarys).
All cities other than the first 3:
After building the settlers/workers back to size 1/2, I set the city to build: defender, attacker, improv, improv.
Once the two improvs are complete, build settlers/workers back to size 1/2.
ETC!
By following this method, by the year 0, I've had twice as many cities as the next AI. My first three cities all super-food squares.
Notes about this method:
- You WILL need to build courthouses to stem corruption, though it's not all that bad since the cities are kept down to sizes 1-8.
- You keep your culture growing for the all important filling in of gaps.
- Your army grows with the size of your empire.
- You end up with HEAPS of workers. You can spread roads/irrigation/mines around like maggots on rotten meat. 
- You can get twice as many cities than the next best AI. 
Good luck, hope this is usefull. 
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Chillion
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Phoenix AZ
Nov 2001 time: 22:16
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going to check this strat out right now on regent.
on satyas world map with fascism mod on snoopys graphics and the other fellow's (sorry forgot his name ;P) strat resources markers.
apolyton rules made my civ3 experience so much better ;P
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jack_frost
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best start = english.
why? pottery - explorer.
settle, mine a 2food 1shield grass or better depending on whats available. Go straight for warrior followed by granary.
Hope you find a settler hut. And mine a second 2food 1shield grass. You now can produce a settler in the exact time it takes to grow twice. 10 turns.
Your build que should look like this
warrior, warrior, gran (hurried), settler, settler, settler, settler, settler. duh. You want speed.
Second city, exactly the same. Settle it very close, don't get greedy and run for distant resources. Yet. Once your second granary is up I usually have my 3rd or 4th town built. I'm sure this part could use optimization. I use these to pump warriors for placement in the two settlers produced every 10 turns. Or 1 every 5. Depending on space, 3 settler pumping cities, and the rest producing what ever else you want keeps you in good shape.
Mix it up as you need, sometimes another scout is worthwhile if you got someone north and you think someone is south, or something.
Given smooth land, I can pull ahead slightly from most monarch ai with this (just need 1 warrior, or don't depending on if you hurry). An emperor AI beats me a little bit, but I usually stay pretty even at around city 8 I slow down more then the computer here. It all depends on luck/terrain terrain and stuff. Luxuries make life easier, since you can skip the warrior. And just go straight for granaries.
The differance here is the AI just pumps from one city, and cheats I think. So you usually fall behind a little, then catch up around city 4.
Same build more or less can be used for anyone, just make sure you quickly get out those warriors to make contact or find a hut and get pottery. The granary hurdle is the key.
Mix in workers as needed. Just don't develop what you don't need. Get the cities down first. Its important though that you don't waste turns waiting for the city to grow. It doesn't let you know your wasting them. Just waits patiently. Count turns.
Last edited by jack_frost on 20-11-2001 at 17:56
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Grunthex
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Calgary
Oct 2001 time: 22:16
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My only question is how you're bulding scouts with a non-expansionist civ. You can't do it.
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HugoHillbilly
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Ontario
Nov 2001 time: 00:16
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quote: Originally posted by Gaius Marius
That irrigation on the superfood square doesn't help in Despotism, does it? |
Yes it will still add one food. Remember superfood squares normally give 4, under despotism it will give 3, irrigating it will put it back to 4. (would normally give 5)
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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quote: Originally posted by kittenOFchaos
My gripe is that food production in despotism is low -2 food excluding super-kewl squares...p.s YOU CAN'T irrigate flood plains- and that you think you help by talking of utilising a resource that you were LUCKY in having. |
You CAN irrigate flood plains. These tiles qualify as one of the few suited for extra food under despotism. Without irrigation they deliver 2 food, with irrigation 3. Hella sweet considering they usually appear in groups alongside rivers that allow your city to balloon without aquaduct whining.
I do agree the threads' "strategy" isn't very impressive relying so much on special tiles (flood plains would even be secfond-best in this vein).
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SanPellegrino
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I always make my worker join my first city, because terrain improvements are pretty useless at the beginning, but you get a headstart due to your instant size 2 city.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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quote: Originally posted by SanPellegrino
I always make my worker join my first city, because terrain improvements are pretty useless at the beginning, but you get a headstart due to your instant size 2 city. |
Due to the lack of any tile improvements, the revenue is most likely restricted to an extra shield. (In addition, the 2nd citizen is unhappy under Emperor+, and thus completely useless until the first MP hits.)
This extra shield does not compensate for the trade you can get by building 2 roads in your radius (easily feasible mostly) and, more importantly, from building that road to the spot where you'll build the next city -which gets extra trade too AND which is founded quickly as the settlers moves faster over the road. 
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All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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