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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:24
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Ministry of the Interior: The Fastest Way to Expand
I did some research to determine when we should build warriors, when to build settlers, and when to build city improvements.
The Excel file showing this is on our server, in the 'analyses' folder. If you don't have Excel, you'll find some Excel screenshots, too.
Anyway, with "only" 2 bonus grasslands near our first city, we should not let our city grow beyond size 3 for too long - ideally, we'd like to build a settler the same turn the city grows to 3.
This is the plan:
Worker Actions
One worker can keep up for a while. It'll have to work on 2 or 3 tiles near every city:
first, build a mine, then give it a road. Also, road connections are needed to get settlers to city founding sites fast.
Tech
We'll need a Granary by Turn 30 (or so). This means we'll have to have Pottery by then. I think we can make it when we research Pottery after Iron Working, or when we trade for it, of course. The appearance of Iron on the map may help to determine city locations.
Turn 2 (BC 3950)
Found City One - start building Warrior One
Turn 6 (BC 3750)
City One builds Warrior One - start building Warrior Two
Turn 10 (BC 3550)
City One builds Warrior Two - start building Spearman
Turn 12 (BC 3450)
City One grows to size Two. Culture expands.
Turn 15 (BC 3300)
City One builds Spearman - start building Settler
Turn 22 (BC 2950)
City One builds Settler - start building Granary (or Barracks if not possible - then, switch later) (two turns of production will be "wasted" waiting for the city to grow; we could squeeze in another Warrior)
(settler walks one turn - if more are needed due to city site considerations, so be it)
Turn 23 (BC 2900)
Found City Two - start building Granary (or Barracks - see above)
(I assume that this city is 3 tiles away from our capital, so only the 5th shield gets corrupted)
(I also assume that this city also has 2 bonus grassland tiles - or better)
Turn 23 (BC 2900)
Found City Two - start building Granary (or Barracks - see above)
(this city should already have a mined tile nearby)
Turn 32 (BC 2510)
City One grows to size Two
Turn 33 (BC 2470)
City Two grows to size Two
Turn 38 (BC 2270)
City One builds Granary - start building Settler
Turn 41 (BC 2150)
City Two builds Granary - start building Settler
Turn 44 (BC 2030)
City One builds Settler - start building another Settler
(now it goes fast and the granaries start to pay off)
Turn 45 (BC 1990)
Found City Three - start building Granary
Turn 49 (BC 1830)
City Two builds Settler - start building another Settler
Turn 50 (BC 1790)
Found City Four - start building Spearman (or whatever)
- and so on.
Three Granaries will probably be enough on this map size. The first three cities will continue to serve as Settler factories.
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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:24
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The building of granaries makes it possible to build settlers more quickly after turn 44. This will pay off, as shown in the above example: both city One and city Two build two settlers consecutively. Also, after that, growing from size One to size Three will only take 10 turns instead of 20 *.
The limiting factor in the beginning is not production, but food.
(Edited for correct number of turns)
(* Edited again: for growing from an empty food store at size 1 to size 3 (without granary) will take 20 turns; from a half-full food store at size 1 to size 3 (with a granary) will take 10 turns)
Last edited by BigFurryMonster on 09-12-2002 at 02:35
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:24
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quote: Originally posted by BigFurryMonster
The building of granaries makes it possible to build settlers more quickly after turn 44. This will pay off, as shown in the above example: both city One and city Two build two settlers consecutively. Also, after that, growing from size One to size Three will only take 10 turns instead of 20.
The limiting factor in the beginning is not production, but food. |
I recognize what granaries do, however, I find that it's typically much better to just build settlers straight. Granaries take time to build which could have been better spent on immediate settlers. Do not doubt the effect of doubling. Also, granaries cost money, and will be quite useless once the expansion phase is over. What are going to do, sell them off? Also, if we want to palace jump, then the building of the granary will have been even more of a waste of time.
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CiverDan
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I dislike this plan because at the end of the sequence we have 4 cities, but only 2 warriors (presumably scouting) and one spear (fortified in the capital). This means we will have 3 undefended cities. If an opportunistic civ or barbs show up we would be in a lot of trouble. I am OK with the granary in the capital, it will allow faster growth of city, which is important for wonder building, and allows faster settler production for REX'ing. Putting the granary in the second city could create a military liabilty and will also contrain our scouting ability. I want more than 2 warriors scouting,
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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:24
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quote: Originally posted by CiverDan
I dislike this plan because at the end of the sequence we have 4 cities, but only 2 warriors (presumably scouting) and one spear (fortified in the capital). This means we will have 3 undefended cities. If an opportunistic civ or barbs show up we would be in a lot of trouble. |
When things get going, a city with a granary could output exactly 1 Warrior plus 1 Settler in 10 turns. True - they're only [edit] Warriors [/edit], but 10 turns is very fast. The plan above holds some risks, but if successful, could yield us a large advantage over the more conservative Civs.
I wonder if any human democratic team would opt to go to war that early. They'll probably need a 2/3 majority or something, which is something not easily achieved so early. Plus, they'd know to have made an enemy for the rest of the game.
Last edited by BigFurryMonster on 09-12-2002 at 21:00
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WarriorPoet
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My thoughts...
City one: warrior, warrior, settler, warrior, warrior, settler, spearman, settler, temple, settler/wonder
Additional cities: attack unit, worker, spearman, settler, attack unit/temple, settler
Only after Rex, build granaries to increase usefullness of cities
Build improvements as such:
temple/barracks, library/barracks, marketplace, granary, courthouse...
Keeping cities slim and efficient is best in the beginning.
The Pyramids really do take too long...
I like the Oracle and the Great Library, personally
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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:24
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quote: Originally posted by WarriorPoet
My thoughts...
City one: warrior, warrior, settler |
Stop right there and take a look at the excel file I put on our server. After 2 warriors, 9 turns have elapsed (forgetting the one for moving our initial settler). Our first city is then only size 1. It takes 11 more turns to grow to size 3, which is needed to produce a settler.
quote: Originally posted by WarriorPoet
, warrior, warrior, settler, |
Again - producing two warriors takes 8 turns (due to the presence of a mine). The city will need another 12 turns to grow to size 3.
quote: Originally posted by WarriorPoet
spearman, settler,
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Similar argument. Even stronger, since a spearman only takes 7 turns.
quote: Originally posted by WarriorPoet
Only after Rex, build granaries to increase usefullness of cities
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This is where granaries come in. Before the building of all the settlers. The city will grow in 10 turns instead of 20 (from size 1 to size 3).
quote: Originally posted by WarriorPoet
Keeping cities slim and efficient is best in the beginning.
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Agreed. That is to say: we should work only grassland, irrigated plains, and maybe forest until we turn to a production economy instead of a growth economy.
quote: Originally posted by WarriorPoet
The Pyramids really do take too long...
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Agreed again.
quote: Originally posted by WarriorPoet
I like the Oracle and the Great Library, personally
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My favourite: the Great Library.
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CiverDan
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The GL...IF we can get it, which is is probably a long shot at best. I personally like the Oracle because it keeps cities cities on rivers growing longer without unhappiness problems.
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