 |
|  |
 |
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:23
|
|
Most if not all first-tier techs can be sped up by maxing the science slider, especially if we start on a river. I routinely max the science slider going after pottery early, but I agree that bronze working and the wheel are higher priorities with human warmongers around. (Note also that since we're playing on Monarch difficulty, we'll have two innately content citizens, so the luxury slider won't divert gold away from science quite as early as it would on Emperor.)
All else being equal, I'd prefer not to pop a hut founding our initial city, but odds are that all else won't be equal. My inclination is to make building the city quickly in a good location our top priority.
If we have other huts near the capital, I would advocate making sure our capital and initial worker are defended and then using a warrior to pop the hut. We also need to try to manipulate things so we don't give up shots at free settlers unnecessarily (although if we get a great starting position or a free settler, there will probably come a time when we should start assuming we're too big to get free settlers anyhow, not that that's likely to be a "first ten turns" issue).
Nathan
|
|
|  |
 |
|
zeit
|
 |
Meet my blade!
Sep 2002 time: 06:23
|
|
quote:
Maybe a small pauze when we get the to the first turn, it is a quite important one, then play 10 quick turns
|
"A beginning is a very delicate time" (I think that's how it goes...)
We should hold a quick discussion at the first turn, as alva suggested, but that might not be possible, as other teams might push for a quick session.
I agree with Mesh. poping huts with worker, especially early on can be most dangerous, and as an Industrious civ we can't afford to lose workers early on.
On the matter of an early Settler, i favor quick deployment over ldeal location, but common sense should be applied, a real bad site should be denied, even if that means we have a second city beofre 10 turns end.
I also wouldn't mind placing that city without protection, but only for as little time as possible.
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:23
|
|
My views: Don't pop huts with workers, but popping with city placement would be acceptable. I hope barbs go after the city instead of after the worker (is this so in PTW?), so that you could move the worker out of harms way, and only lose 1 or 2 turns of sacking in the capital.
Further: research bronze at max, later on we can adjust if needed. And it does matter in the first 10 turns what we set the slider to, as long as more then 1 beaker is generated. say a tech would cost 100 beakers, you will only get 1 beaker each turn when setting the slider to minimum, meaning that if you don't do it the first 10 turns when you could get 2 beakers, it will be harder later on.
I mean: consider 2 beakers in city first 10 turns. If you set to 100% research, of the 100 beakers you will get to 80 beakers. With 20%, you will get to 90 beakers left. After the first 10 turns you receive 4 beakers, which means that in the first case you are left with 20 turns, while in the second you still have 23 turns left... so the total becomes 30 turns, or 33 turns.
As to quickly going through the first 10 turns: it would help if there was a pauze of 15 minutes, in which to decide fast. And, it is rumoured that initial saves don't work, only the poster can download them. Further, a IRC chat will be better then the forum when it comes to playing the first few turns, it's faster and more direct.
Oh, if we would get a settler fast, plop it down, but try to do it more or less considerable: if you already explored a bit of land, and within 1 or 2 moves you see some better land, go there. Also if possible try to take the city placing scheme of SR to heart, don't plop him down with 3 tiles spacing, if moving one tile would mean 2-spacing (diagonal).
DeepO
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:23
|
|
Tech: BW @ max, or 20% if you can't get it much below 40 turns.
Build orders: I'd go 3-4 warriors, then settler. # of warriors depends on how much food we have. If we have a high-growth site, then 3 warriors, settler. If we have a slower-growing city, then 4 warriors, settler, and hope we get pottery from a hut.
Huts: no popping with worker. Warriors ok, so long as if we get angry barbs, our city(ies) are defended.
Early settler: yeah, right. But if we do, I'd say optomize placement as best you can, but plunk down a city w/in a couple of turns.
-Arrian
|
|
|  |
 |
|  |
 |
|
Dominae
|
|
I like everything I've heard on this thread concerning the first 10 turns. Some comments (which hopefully aren't too repititious):
1. Science slider should always go as high as required to research a tech in the least number of turns (for any tech). If the least number of turns on our chosen tech is 40, then obviously the slider should go to 10%. Falling behind in research is a real possibility in this game.
2. I think the build order should be such that we produce as much as we can before we reach size 3, with a Settler produced on exactly that turn (I believe most people use this strategy already). This may mean switching worked tiles around to produce fewer shields in favor of extra trade (the shield will go to waste anyway, so there's no loss here).
3. Any tile with a bonus that produces food should be irrigated (if it falls within the city radius). This gets some good REXing going, and still leaves some production available for defensive units. Flood Plains are interesting scenario, the best case being irrigated Flood Plain with shielded Grassland (which should go first?).
4. Is it possible to get Barbarians when a hut is popped by expanding borders (i.e. when our first city is founded)? If so, should be move away from that spot, even if it's a good one?
5. Granary isn't a bad idea depending on the workable tiles, but I don't this decision needs to be made in the first 10 turns. The real question is whether a Granary should be produced before the first Settler.
Dominae
|
|
|  |
 |
|
Dominae
|
|
Should we go for Bronze Working first, or The Wheel (assuming we do get Egypt, which seems a good bet at this point)? Even if one of the other civs is Japan, The Wheel will be a great commodity in early trades. Plus, it's a safe bet to assume that most civs will be researching Bronze Working themselves (especially the AI, from alexman's work).
Dominae
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:23
|
|
I've done some thinking, and if we do get super-lucky and start along a river with three or more food bonus tiles, including two or more cattle, it might be good to go with a granary/"settler pump" opening after all. I'm thinking in terms of a build queue of two warriors to explore, than two to defend the capital, and then the granary (with Pottery as our first tech). If our exploring warriors find a warmonger nearby, we could switch production to a settler during the first 30 shields of the granary or a barracks in the next ten. After that, we'd be within three turns or so of finishing the granary and being able to start something else (and we'd have the population up to a point where we could produce something else pretty quickly).
The down side is that the delay in researching Bronze Working could get us in big trouble if we start right next to a warmonger that's willing to gamble on a nearly all-out militaristic start. But the potential payoff of having a four-turn settler pump/2-turn worker pump would be enormous, setting the stage for a truly fantastic builder game (and the latent military advantage that goes with good building) if we have room. (And a high-food capital with a granary can also turn into a production powerhouse with proper use of the luxury slider should circumstances so dictate.) Further, in a game with few if any expansionists (at least that I've noticed so far), Pottery might be a useful tech to trade.
Nathan
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
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
|
|
|
|
|
|