 |
What strategy do you use at the very start of a medium to high level difficulty game?
This poll is closed. |
| Loadsa settlers, hence small cities, hence large but poorly defended Civ |
   |
14 |
58.33% |
| Bit o both |
   |
4 |
16.67% |
| A small but very good and well defended Civ, with expansion plans for later |
   |
4 |
16.67% |
| Don't know, just do whatever. |
   |
1 |
4.17% |
| Banana. What is all that about? |
   |
1 |
4.17% |
| Total: |
24 voters |
100% |
|
|  |
 |
|
joony
|
|
At the very start of a game, what strategy do you use for expansion
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:20
|
|
quote: Originally posted by FrustratedPoet
Large doesn't have to mean poorly defended. I always expand like crazy, but on medium to high difficulty levels you need a few defenders in each city just to stop it from going into anarchy so there will always be lots of spearmen around. |
Or crank up your luxury rate a few notches as needed. I've played on Emperor with most of my cities not having garrison troops in them for quite a while. Of course that starts running into problems past a certain distance, at which time I have to decide whether I want to use MPs or do something else with the cities (e.g. build workers to limit population growth or use an entertainer).
Most of the time, I like building a granary in my first city or two to get them really pumping out settlers. In a world without barbarians, that can be done at the very beginning. (On a standard map, I can prebuild something else while researching pottery at 100% if I don't start with it.) With barbarians around, trying a settler pump right off the bat is a lot riskier, although I've been known to do it anyhow. And I build few if any more military units than I consider necessary to provide some semblance of defense for my borders.
Another starting strategy I've been known to use is almost diametrically opposite to that one: the Archers Explore opening. That one is specific to civs that start with Warrior Code. The idea is to build a barracks first thing and then turn out archers in between settlers, using veteran archers instead of warriors for exploration. When the archers find a target, a group of them converge. (I usually try for about four to play it safe.) If all goes well, the rival capital is suddenly mine and I have a huge edge for the rest of the land grab. The down side to that strategy is that it only works if a suitable target is available; otherwise, a lot of early energy is wasted. By the way, in this opening, the ONLY goal is to capture the enemy capital (or maybe more than one enemy's capital if I have multiple targets in range). I don't count on having enough survivors to finish the rival off, and I want to settle into builder mode fairly quickly if the terrain allows for it. And besides, a weakened civ is really just building cities for me, whether it knows it or not. 
Either way, my city build pattern is based on building lots of cities quickly, with the side effect that the cities stay relatively small until I start running out of room to expand. That (1) gives my eventual empire a large core to work from, (2) creates an illusion of power due to my size, (3) avoids "wasting" production on MPs, and (4) keeps me from having to push the luxury rate so high I don't have enough gold left for science. (On Monarch, where I've played most of my games, I'm generally quite willing to compete with the AIs as an active researcher even in the early game. On Emperor, a lot more depends on the game situation.)
Nathan
|
|
|  |
 |
|
Cort Haus
|
 |
London
Apr 2002 time: 05:20
|
|
Peacemongers have to expand rapidly in the landgrab to race for what they won't be taking later (except by culture) - so settlers are a high priority.
With Egypt, a cheap, early temple between settler builds is a possibility, esp with favourable terrain (shielded grassland) which can be quickly developed with the industrious worker.
I balance this with spearmen to defend and warriors to explore, deal with barbs and bump the unit count to keep the AIs off my back. I check the F3 advisor regularly to see relative strengths.
The early culture pushes out your borders & allows profitable ROPs, reduces infiltration, improves the negotiating position, sets up culture bombing potential and can eliminate later flipping if warmongering.
After 4-5 cities I try to have a barracks city pumping out veteran defenders, and a wonder city is nice, but early wonders are tough on monarch and stunt growth.
I also try to buy workers from rivals to save crimping city growth - it's great to build roads out to distant sites, but every two workers costs a city.
|
|
|  |
 |
|
Papa Chubby
|
|
Iceland
Jun 2002 time: 05:20
|
|
My preferred strategy is to pump out settlers and spread like the plague. It can mean that somebody catches you unaware, but you can usually stop them pretty quickly and then gain some land back. Also I usually go after and get the Pyramids, so the cities I´m building ain´t that small.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:20. Apolyton Time is 00:20. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|