 |
|
candybo
|
|
Looks great to me. 2 fish, 3 fur, 1 cow, hills, bonus grass, and on coast, to boot!
|
|
|  |
 |
|
Theseus

|
 |
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
|
|
It's a great start... let me point out some subtleties:
* Every tile on a river gets +1 commerce. So, I'd start with the shield tile to the NW, and I'd mine it before building a road. Also, note that the fur, cow, and gold tiles on the river all get +1 commerce too, before you lay down a road!
* The capitol will expand automatically after 10 turns (from the culture of the Palace). It's going to take 5 turns to mine and road that NW tile. I think the next tile to be worked should be the cow, which will take 1 move to get there, and 4 turns to irrigate and then road. Thus, just when Thebes expands its territory, the cow tile will be ready to go.
* Why irrigate the cow? In despotism, the only tiles that can be worked to generate more than 2 food are those that already generate more than 2 food... the cow naturally generates 3 food, so irrigating it kicks it up to 4.
* Next stop, across the river, get those furs hooked up. That'll be a 1-2-2 tile, which will be a good balance to the cow.
* Thebes in general: As it's on a river and a coast, and with such good land (but only one food bonus in despotism), I would lean toward getting it bigger... sometimes you keep pumping settlers every time your capitol hits pop 3, but here I would advise against it. I would try to keep it in the 4-6 pop range. Depending on how the game goes, this should be a GREAT site for the Colossus.
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:22
|
|
Nice spoiler. By moving the worker in each possible direction, you took away the challenge of making the decision based on only the information that's supposed to be available when the decision is made (not to mention the challenge of picking the right direction to send that worker his first move).
My current thinking is that settling in the initial starting position makes perfect sense. Moving to the northwest would get access to the cattle sooner, but taking the time to move would offset part of that advantage and I hate wasting a shielded grassland. Moving due north would avoid wasting a shielded grassland, but would take away the capital's ocean access and stick it with coastal squares that can't be used to best advantage later in the game due to lack of a harbor. On the other hand, moving north or northwest MIGHT result in getting lucky and finding another land tile or two with a food bonus.
One other thing I like about the starting position is how productive a capital positioned there is all but destined to become. Furs bring a production bonus and can have their underlying forests chopped down and replaced with mines, which creates the potential for a size-seven city working nothing but two-production grasslands (or one production but extra food from the cattle tile if it is irrigated instead of mined). Better yet, the gold in two of the hill tiles would help support a remarkably large workforce for building ancient wonders without having to turn the luxury rate up too high. And once the transition to Republic (or Monarchy) is made, a size twelve city working all those hills could be a true marvel to behold. Still later, if I've calculated correctly, with a railraod and hospital, the city's eventual base production (before factory and power plant) would reach at least 51. It could be even higher if there's a shielded grassland lurking under one of the two empty forests or if there's a strategic resource that boosts production around.
Nathan
|
|
|  |
 |
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:22
|
|
quote: Originally posted by Theseus
* Next stop, across the river, get those furs hooked up. That'll be a 1-2-2 tile, which will be a good balance to the cow. |
Chop down a fur forest and replace it with a mine and you get just as good a production under Despotism but better food. The production from chopping down the forest doesn't hurt either, especially if trying to build an early granary (which I think makes lots of sense here; it makes a good settler pump early and allows relatively rapid growth to a large size once other cities are ready to take over settler production).
quote:
* Thebes in general: As it's on a river and a coast, and with such good land (but only one food bonus in despotism), I would lean toward getting it bigger... sometimes you keep pumping settlers every time your capitol hits pop 3, but here I would advise against it. I would try to keep it in the 4-6 pop range. Depending on how the game goes, this should be a GREAT site for the Colossus. |
If my rough calculations are right, with a temple and MPs, the city could probably grow to size 9 at a 20% luxury rate or size 12 at a 30% luxury rate even on Emperor. Between the gold hills, the rivers, and the furs, that city has potential to get a LOT of leverage out of the luxury rate!
Nathan
|
|
|  |
 |
|
Robber Baron
|
 |
Commonwealth of Commonsense
Jun 2002 time: 00:22
|
|
Great thread, Konquest02. Thanks. The level of analysis here hits players like me (played a bunch, but have a LOT to learn) right in the sweet spot.
Suggestion for future thread management:
You should let the current status (starting position, plus a bit of an extended view) collect a few days' worth of analysis, then play, say, 10 turns forward, then stop and post, to gather more analysis on the next round of decisions. (Could be 10 turns -- or a major turning point, e.g., AI civ makes a demand and/or declares war.)
I'd find that depth of ongoing, sequential analysis very helpful. I bet a lot of people would!
In any event, this is great stuff.
|
|
|  |
 |
|
Taian
|
|
Winterpeg
Mar 2000 time: 23:22
|
|
quote: Originally posted by nbarclay
Did you have captured wonders that satisfied (or helped satisfy) what you needed for a golden age? From what I've seen, building a wonder seems to trigger a search through all wonders in your posession (not just ones you've built) to see if you have a combination matching your traits. I'm not positive that it always happens, but I've definitely seen it happen, and so have others.
Nathan |
That might be it. I had captured the pyramids a few turns earlier and hadn't built any wonders since then.
|
|
|  |
 |
|
Taian
|
|
Winterpeg
Mar 2000 time: 23:22
|
|
So pretty much you have to get really lucky or have built very few wonders to have the Iron Works during your GA..
|
|
|  |
 |
|
Theseus

|
 |
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
|
|
No, the Pyramids is the only one that have both Rel and Ind characteristics. Of the others, the one's that are Ind are what to watch out for... Great Wall, Hanging Gardens, and Hoover Dam. All other GWs are OK.
I can live without the first two, but gotta have Hoover, so that's when my GA will come.
(For newer players: Hoover is often the most-guaranteed significant GW... make sure to get ToE and Hoover by timing two pre-builds to the completion of research on Scientific Method; get Atomic Theory and Electronics for free, and voila! This is also a great time to sell techs for mucho gold).
If I do it right, I'll have my cities highly improved, growing over 12 pop, and the IW up and running.
|
|
|  |
 |
|
alexman
|
 |
Hunt Valley, MD
Jan 1970 time: 00:22
|
|
I believe Nathan's point was that if you have captured the Pyramids, since it satisfies your trait combo, you will get a GA next time you complete any Wonder! I don't like this feature/bug, BTW. Captured Wonders should not count for GA purposes just like they don't give culture.
Just to spark a discussion in this Q&A thread, I have a question:
***SPOILER***
We all agree that the first move in this game should be to eliminate Rome before they become dangerous. But what next? Persia is across the channel, Greece is, well... Greece, yet our empire is not very large. So what is the best strategy for Late Ancient/Early Medieval period:
a) Go for Persia
b) Go for Greece, or
c) Build up and wait for Cavalry
I would imagine the best choice would be to go after Greece with loads and loads of Knights. If you can avoid Chivalry until you're ready, and upgrade horsemen all at once, all the better. Immortals are dangerous, and ferrying two units at a time across the chanel requires many galleys, unless you manage to get a foothold on their continent before the war.
In any case, I would definitely keep fighting until I get a GL for a Palace/FP.
Last edited by alexman on 04-09-2002 at 23:10
|
|
|  |
 |
|
Theseus

|
 |
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
|
|
After disposing of Rome, they respawned in the jungle, so I had to take care of them first. Pretty funny actually, as I immediately made peace with them, and took a Worker and 100 gold, same as vulture did.
Greece had not hooked up iron, so all I was facing were Warriors and Hoplites. I don't think 3 defense is the end of the world, especially if you can get to Greece while it's overextended from REXing. And I'd rather face that then Immortals.
So that's what I did... in the Swordsmen war, I took 3-4 border towns, then extorted. As a side note, I also used up the Greek GA early.
During peace, I used the power of Industrious to carve out a clear path and then build a road through the jungle...
When I realized that the only saltpeter was in Greek hands, as well as the wine, I went back, this time with Knights. Captured a couple more cities, got a few GLs, and extorted again. Moved my Palace to Delphi. By this time, Greece is my punching bag, although I still had not captured Athens.
Last night, I had wiped Greece off the continent, with Cavs.
The Persians will be visited with Tanks.
Last edited by Theseus on 05-09-2002 at 06:05
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:22
|
|
SPOILER ALERT: This post contains material indicating who two of the opponents are and a little about what the home hemisphere of the map looks like.
If you build a city on the southeastern tip of the starting area, the Persian Channel is no problem because your city controls two squares on the other side of the channel. Further, even without the Great Lighthouse, a little finesse makes it possible to carry across two sets of units per turn. The sequence is (1) Unload the units loaded at the end of the previous turn. (2) Move into the city. (3) Load. (4) Move to a tile adjacent to both the city and the far shore. (5) Unload. (6) Load more units even though your ship is offshore. With the Great Lighthouse (or galleons), add another cycle of going into the city, loading, coming back, and unloading, and you can get three sets of units across per ship per turn. A single galley can preposition four to six units per turn, and since you unload in your own territory, you can repeat that process for several turns before attacking. That makes the channel essentially worthless in Persia's defense. (I actually didn't work out the entire crossing parameters until after I didn't need them any more for my own game, but the idea is handy for future reference.)
Greece and Persia are near the top of my list of least favorite civs to go after with knights. Both have ancient-era UUs that all but guarantee them (especially Greece) a golden age if you attack (unless they've already used it up, of course). Greece's Hoplites give it a defense as if every single spearman were upgraded to a pikeman, and their low cost makes them even more annoying. Persia's Immortals are much more dangerous to knights than to cavalry because knights can almost never get in attack range without exposing themselves to a Persian counterattack whereas cavalry can usually stay "safely" (barring culture flips if they stay more than one turn) within a city and still be in range to attack the next city. My own approach was to see how far I could get against Greece with an initial force of knights upgraded from war chariots (even cheaper than horsemen in production terms) and longbowmen upgraded archers, but I didn't want to compromise my city development the way I would have had to to keep reinforcements flowing in.
One note: if you wait to get cavalry before launching an attack, always make sure you have saltpeter available. (If you only have one source, it may be very much worth disconnecting or not connecting it until you're actually ready to use it.) If the first you realize you don't have saltpeter is when you're ready to start building cavalry, you're probably in some pretty serious trouble.
If I remember right, it's possible to build the FP in a fairly reasonable location the hard way by around the time Leonardo's would be ready for a reasonably priced upgrade to knights. I built mine in the former Roman city of Cumae, which juts out into the water across from Persia about eleven tiles south of Thebes. That's a reasonably good location for the eventual capital of the western hemisphere, and then I can move my palace to the eastern hemisphere when I capture a good location for it (assuming I get a leader at a reasonable time). By the way, rush-building a courthouse to reduce corruption and a marketplace to help get WLT?D can be a big help in building a FP the hard way in a location not all that close to the capital.
Nathan
|
|
|  |
 |
|
ducki
|
|
First off, great tips on the opening.
Second, *bump* for everyone doing AU 205.
Third, ack! I read a spoiler!
Hehe, just kidding.
Great starting info, though.
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
|
|
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
|
|
|
|
|
|