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E_T
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Orlando, Florida
Mar 2001 time: 00:25
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As we get closer to the start of the game, we need to start thinking about a few things.
1) Starting Position - Do we settle immedeately or move to a better spot?
Some times, the placement of the first City can be a factor in our future growth. About 1/2 of the time that I have started a game, I have elected to move to a better spot, for various reasons. This allows me to be better placed for future expansion.
2) First Builds - this will partly depend on several factors: Civ choice & Starting Techs; Any Terrain Bonuses; Our first Plans, which is mostly exploration.
The quickest thing to first build is a Warrior, but If our Terrain is favorable (or not), we might want to delay them to build a Barracks for Vet Warriors. Regular Warriors can be promoted from Barb encounters, but you can't always count on that.
Other things are Ganaries (if we need faster growth). Temples (if our growth potential is really good). Walls (for defence, depending on our start position).
Units - Mil Units, Scouts (if Expansionist), Workers & Settlers will of course be needed, but proper timing can be key to getting ahead.
E_T
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realpolitic
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Rogue States of America
Mar 2002 time: 21:25
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No to barracks, unless we're miltaristic.
No to granaries,unless there's spare time before a city reaches size 3. I've gotten burned when I was new to civ3, by building early granaries.
Both of these treads have the pro and con arguments.
Yes to asking us whether we want the original position, if and only if a visible tile looks better.
No to temples, if the growth is too fast, we can use the luxury slider until our expansion phase is over, then build one and have the benefits of expansion for the rest of the game. (An extra settler gives our civ +2 food plus possible settlers of its own, much better than a temple for a religious civ.)
No to walls our 1st units are free, and you need several units to make a wall economical.
With a standard map use
3 or less scouts
OR
5 or less warrior scouts.
Last edited by realpolitic on 12-02-2003 at 01:19
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:25
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1. Depends on the spot.
If we are one tile away from a fresh water source, we should move to it.
If we are one tile away from the ocean we should either move to the coast (allowing harbors) or one tile further back. (Elimating ocean tiles from the CR)
Otherwise we should settle the first turn.
2. None of the top 3 are currnetly Expanisot, so we should build 3 warriors first. 2 of them for scounting, the other for local defense / killing terriorist camps Anything other than that is asking for a quick conquest defeat. After that, the situation will dictate if we can build a settler or if we need a Baracks (if we've received that tech.)
First tech: If Commerical (And Cartherinage is the leading choice): Writing. Use the 1 beaker over 40 turns trick to get this realtively expensive tech on the cheap (initally 20% slider, may drop to 10% if there is a lot of river tiles.)
quote: Originally posted by E_T
As we get closer to the start of the game, we need to start thinking about a few things.
1) Starting Position - Do we settle immedeately or move to a better spot?
Some times, the placement of the first City can be a factor in our future growth. About 1/2 of the time that I have started a game, I have elected to move to a better spot, for various reasons. This allows me to be better placed for future expansion.
2) First Builds - this will partly depend on several factors: Civ choice & Starting Techs; Any Terrain Bonuses; Our first Plans, which is mostly exploration.
The quickest thing to first build is a Warrior, but If our Terrain is favorable (or not), we might want to delay them to build a Barracks for Vet Warriors. Regular Warriors can be promoted from Barb encounters, but you can't always count on that.
Other things are Ganaries (if we need faster growth). Temples (if our growth potential is really good). Walls (for defence, depending on our start position).
Units - Mil Units, Scouts (if Expansionist), Workers & Settlers will of course be needed, but proper timing can be key to getting ahead.
E_T |
Last edited by joncnunn on 10-02-2003 at 22:18
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realpolitic
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Rogue States of America
Mar 2002 time: 21:25
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quote: Originally posted by Arnelos
However, it's a gamble because every now and then building a barracks first (especially if you're a militaristic civilization and it only costs you 20 shields) can really pay off when you're exploring with veteran warriors and building veteran spearman from the start of the game.
I would agree with others, however, that in a game with such high stakes, such a gamble likely isn't what we're after for the start of the game. A more reliable and conservative approach is preferable. |
Even a militaristic civ shouldn't build barracks for warrior/explorers. The sooner they get out, the more they explore. In some cases , we may need 1 less warrior for that purpose. 4 regular spearmen provide roughly the defence of 3 veteren spearmen, A militaristic civ would pay 80 shields for both, so I wouldn't recommend it for an early garrison.
An early garrison is essential, as HE has said, GoW almost lost an undefended city. If that happens in this game, our neighbors might decide to carve us up.
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