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Sauron07
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I have recently become a major fan of the iriquois because of the opening you can utilize due to their combination of religious/expansionist traits.
I believe that one of the most valuable and definately most underappreciated aspect of the civ-specific traits are the techs that civs start out with. Expansionist civs begin the game with pottery allowing you to biuld granaries right out of the gate. When combined with the religious trait and its cheap temples, this combo allows the iriquois to rush a granary and temple earlier than is feasible with other civs. The extra scout unit that expansionist civs obtain also gives you a unit to explore with while allowing your first warrior to garrison in the capitol to quell unhappiness created by rush building. The combination of these factors can give a huge boost to your early expansion,especially on higher difficulty levels where rushing a granary first is not very viable due to the unhappiness beginning at pop 2 or 3.
Here is an example of how this start could work in a city with access to a grassland cow square to begin the game(I realize this is above average but many players appear to "accidentally restart" until they obtain a good initial spot anyway). With 3 extra food, you are growing in pop after 7 turns(turn 8) and producing 2 shields per turn. If you start a granary on turn 1 it can be rushbuilt on turn 11(w/ 38 shields remaining). At this point you will be back down to 1 pop but have 13 food stored and will grow again in only 3 turns. Build a warrior in 5 turns, and then rush a temple in 1 turn(the religious bonus!). At turn 18 you have a temple, granary, garrisoned warrior, are at 2 population and can build a settler in no more than 7 turns(depending on which tile you work with your 2nd pop. point).
Contrast this with a non-expansionist civ who must either research, find in a hut, or trade for pottery - all of which take between 10-32 turns(assuming normal encounters with other civs occur around turn 10 - although I admit pottery is usually one of the first techs you can trade for becuase the other expansionist civs have it and you usually find them first if they are near you). If you start building a settler on turn 1 you will build it in 15 turns provided you can reach pop 3 by then. Most people seem to build a warrior first for exploration purposes and then settler allowing you to complete both by turn 17(assuming you have a 3 food producing square).
What im curious about is how much of advantage is 1 settler on turn 17 with the second not coming until at least turn 31 as opposed to a settler at turn 25 with the infrastructure to crank out an additional settler every 5-6 turns. I have generally ignored the impact of workers improving tiles on this analysis but I know it will have an impact(I tend to mine cow squares rather than irrigate if Im building a granary in order to achieve 5-6 turn settler production) and will try to address the issue in a subsequent post if this topic generates any interest
Feedback is very much appreciated and as you can tell this analysis is far from complete(doing this on a computer w/o Civ III installed so my numbers could be slightly off) so flames are appreciated(I dont want to waste my valuable gaming time if this is a worthless strart/opening). And if you cant tell, I ultimately have multiplayer in mind with this analysis, where I feel the opening will be much more critical and fast starting civs(read expansionist) will have an advantage.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:16
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:;nods:: You make some outstanding points bringing to light the strenght of the Iroquois! IMO, they are one of the most powerful Civs in the game. Their UU just rocks, and their Civ-Traits work very well in concert with each other.
Of all the games I have played, I have to admit that I felt the MOST secure militarily in my game with the Iroquois...able to utterly dominate the continent I was on during the heart of the Ancient Age, which of course, secured the rest of the game.
I would say that they are the strongest of the Expansionist Civs. Good, informed city placement in the early game. Ability to control early contact, outstanding exploration and combat units (and, as a bonus, a half-hidden strengh of the Civ is the fact that a few early wars, and they'll have a crack force of All-Elite Mounted Warriors, and generate a higher than expected number of Leaders, almost making them a triple threat in the sense that they (like the Persians) mimic many of the traits of Militaristic Civs.
Outstanding review of an outstanding Civ!

-=Vel=-
PS: As to your Settler Analysis, I would say this:
To calculate the net advantage of the granary, I'd say you'd have to take a look at the opportunity costs involved, and in this case, I'd say you're right to build the granary first. There is no long-term turn advantage to waiting. True, your rivals may expand from 1-2, and then from 2-4 before you, so on tiny maps, it'd probably sub-optimal, but on standard maps or bigger, I'd say you'll wind up with a long-term turn advantage in overall speed of settlement by building the granary first (possibly even before the garrison!)
Edit: This depends *strongly* on what level of play we're talking about, too! On Monarch +, you'll almost be forced into building a garrison first, and this may impact your overall granary strategy, if it'll cause you to grow faster than you can control....but since the Iroquois are *also* a Religious Civ....
-V.
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Thunderfire
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Iroquois often start next to the americans. Kick
some american butt and you'll get industrious
workers.
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Out4Blood
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You can have a crapload of workers if they are all slave labor. Chances are you will capture some industrious ones anyway. It's far better to have superior military (UU) than a faster worker IMO - especially if u are rush building everything and capturing enemy workers.
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Sauron07
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Dave, as another player who started and became infatuated with the industrious civ trait at first, I agree that it can be frustrating to switch to a non-industrious civ(I hate watching my worker take 4 turns or so on a plains road- It hurts thinking of those lost turns). Generally, I will not fully automate my workers but will use shift-r alot in the early game and even the shift-L(I think thats it, it orders them to create a road network thru your entire civ and to all resources).
Capturing enemy workers in an early offensive is definately a means to eliminate this problem and I agree with thunderfire that the americans are commonly nearby the iriquois(as are the azteks). The big impact of this is that captured workers require 0 upkeep (this will another reason to be offensive in mp - raid the opponents road/resources network and capture his workers).
I also think that a worker factory such as Misterpuppet describes is a very viable option, sort of a "domestic training camp" to utilize velociryx's new ICS terminology. On that note, Misterpuppet I think you would be surprised by how quickly the iriquois can pump out settlers from just 2 cities with granaries, temples and a 3 food square. If you let the pop reach 4 you can pump them out every 5-7 turns. Having your capitol set up a settler factory immediately can really give your start a tremendous boost in producing cities until you research horseback riding and decide to go on the offensive.
Good Luck and LONG LIVE THE IRIQUOIS CONFEDERATION!!!!(this will be a great faction name if mp ever takes off)
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