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ramses II.
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Essen, Germany
Feb 2002 time: 06:25
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In the beginning, during the pre-monarchy and monarchy phase, I have at least one settler per city for roadbuilding and irrigation and mining purposes.
Some German players say that's a waste - but my experiences are very good with this.
The high food cities (2x irrigated wheat or more) are my settler breeding farms are good for expansion, the high production cities are good for building caravans and sometimes a diplo (for barb bribing) or a trireme.
Normally I manage to build some ancient wonders as HG, MP, GB (won't let it to the AI, I don't put the focus on it), Colossus (no problem if a neighbour civ gets it  
Then Mike's, Bach's, Leonardo's, Adam Smith's, Magellan's - (for I need not a great army, I let the AI build STWA, and the Eiffel Tower, too - but the rest of the wonders is mine!)
Having 20 or more cities, I keep up to three of my core cities building wonders.
So back to the thread. Let's speak about the first 3 milleniums.
One settler per city (sometimes 2) - how many do you use?
I always try to make my strats better.
I must say that most of my games end in an eternal war with all the other civs (except, maybe 1 or 2 allies) and that I always go to AC - with a population between 400 and 800 million people (when I decide the spy war and power democracy way).
Last edited by ramses II. on 24-01-2003 at 01:53
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:25
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quote: Originally posted by ramses II.
Some German players say that's a waste - but my experiences are very good with this. | I agree with them. Build roads only.
(For next purposes I will define 1resource=1food(F)=1shield(S)=2trade(T).)
Compare 2 possibilities:
Possibility 1: Build a settler and found a new city:
input: 40 S (settler), 20 F (so that the former city is not disbanded), 10-20 S (units - defense,martial law). Total input: 80 resources.
output: Usually the neat (you spend 2 food per turn) output from a 1-sized city is about 4-5 resources per turn.
So you invest 80 resources and you produce 4 resources per turn: in 20 turns you will have a new settler, then you will need say 4 turns to reach the square for the new city: you invested 1$ and after 22 (=20+4/2 - your first city produces new things these 4 turns) turns it was doubled into 2$.
Possibility 2: Delay a new city and Irrigate
Irrigating lasts 5 turns, but usually you need some time to get on the sqaure and from there, so say 6 turns.
input:
max. 1 S + 1 F (settler support) per turn, but sometimes settler has no shield support or food goes from a city that don't need food. So say 1 resource per turn. Also a settler transformed into a city would produce those 4-5 resources per turn.
So say input is 5.5 resources per turn, total input is 33 resources.
output:1 resource per turn.
So you invested 1$ and after 33 turns it was doubled into 2$.
quote: Originally posted by Six Thousand Year Old Man
Before Monarchy, why irrigate? | I agree. In deity 1 shield (that is invested into founding of a new city)(or 2 gold used for a rushbuy) is much more effective than 1 food. I start to irrigate only for WLTxD needs under Republic.
But in chieftain it needn't be true. In other words the chieftain level is better than deity: it is better balanced .
quote: Originally posted by Six Thousand Year Old Man
Also, don't keep your core cities building wonders... have them build caravans. IMO | Do you want to say it is better to build a wonder in one turn from caravans? I agree. No shield waste and opponents don't know your plans.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:25
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I recall the thread about irrigating bison, and my objections to that approach 
My point, IIRC, was based on the resource square usage theory. If you irrigate the bison, the city will grow faster - which you don't want in despotism, really. You want to max food at size 1, and max shields at size 2.
At size 2, you don't really WANT a food surplus, because if the city grows to size 3, you'll have unrest. Better to found another city with the settler, or build a road for your mobile defence (and the arrow, incidentally). IMO.
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Bloody Monk

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austin, tx
May 2001 time: 23:25
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RamsesII,
I think your ideas are fine, just not so perfected in terms of "time".
The key to refining one's game revolves around logistics and efficiency. Sequence is important.
Think of this example. Your army (real world) will be conducting operations in the mountains in deep winter. They will need white, winter-weight clothing--then. If you fill up the supply chain with these goods before they are needed it will mean something else will not get done--now.
Eventually, those tiles will need to be irragated; but, if you do it too soon, you give up things that are very important now. It's a concept best expressed in Economics as opportunity cost. For the extra food that you do not need now, you give up roads and new cities that are needed now.
For everything to click with highest efficiency, your logistics have to be in the proper sequence. On time, in time, at the right time.
Well, that's my view. But, if your way is enjoyable for you it will certainly 'work'. Have fun!!
Monk
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:25
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Mm. Tough call there, ramses. My instinct is to say 'no' - rather than spend 2 turns roading a square (plus time to get to that square, if applicable), you could wander further and possibly find specials, OR build a city and collect 2 arrows in the same time frame it takes to create a road that will create one arrow. Bottom line is, 2 arrows in Despotism is still just 1 beaker/turn - same as 1 arrow is. The extra gold is nice, but I don't think I'd spend 2 turns roading before founding, to get it. Those are 2 turns longer to get to Monarchy, 2 turns longer to build your first unit, etc.
The more I think about it, I think I'd wander rather than building roads/founding in a spot with no specials or rivers.
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rjmatsleepers
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quote: Originally posted by Scouse Gits
With only one city you may rush build a settler before the capital has reached size 2. This allows a quick third city or the chance to "b" the extra settler back into the capital as soon as it reaches size 2.
SG(2) |
What is the capital/settler trick?
Does the capital not disband? Or is there some other aspect to the trick?
RJM at Sleepers
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:25
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RJM at Sleepers,
If you have only one your city then it don't disband when producing a settler (even if 1-sized).
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SCG
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of less than all that I see
Jun 2000 time: 00:25
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quote: Originally posted by Bloody Monk
It's been a while since I used this trick, but IIRC, the Settlers are supported by the Capital. So, yes, high food.
The free part is the Capital is not disbanded. Not that the Settlers are NON. Again, this is if my memory hasn't bonked again.
Monk |
Yes, the settler is supported by the city. So its really hard to have more than 2 settlers, since you only get one free shield support, and its rare to have more than 2 spare food to work with that early in the game, not to mention, if you're rush buying to get there, you need a lot of gold too (huts? nearby civs?)
The other main advantage of building settlers before you grow to 2 or found another city is that you don't lose the food stored so far.
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