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T-hawk
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Hoboken NJ
Oct 2001 time: 00:28
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Warrior-Warrior-Warrior-Granary. First two warriors go exploring; the third one stays at home for police and barbarian defense. That reaches the despotism 4-free-units mark exactly, where the civ stays while the granary builds.
After the granary, it'll be a settler about 60% of the time, a worker 30%, and military to fend off barbs 10%. It's a worker if I'm falling behind on improved tiles. That depends on several factors: how fast the city is growing with food bonuses, whether I'm industrious, the amount of labor required by the tiles at hand, and if I got a free city or settler from a goody hut.
The capital will keep producing settlers at its best rate, building military inbetween if its growth rate can't keep up with its settler-build rate. Cities #2, #3, and #4 will, in turn, be another settler factory at the best food site available (it'll build a granary), a military factory, and either a wonder builder (on lower difficulty) or a second military factory.
Temples usually don't factor in until somewhat later, unless a particular city site REALLY needs it to pull in two or more good tiles. I will usually pick city sites to have good tiles available without border expansion, or by fill-in from adjacent cities.
Just my thoughts, from someone who's registered a half-dozen Deity wins.
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trev
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Adelaide, Australia
Feb 2003 time: 14:58
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I avoid building improvements in the earliest stages of the game. Two reasons for this
Improvements cost money to maintain, I like a very high science rate for the first half dozen tehs or so, so I can keep level or ahead on techs with the ai's, providing better trading opportunities early - also usually play aztecs and use jags as scouts gaining science from huts as well.
Also the time between settler builds is used to build armies, a larger army deters attacks from ai's ( very rarely am attacked when I build plenty of armies) and also gives the option of early attack on the ai of my choice and I have found that all of my good games have resulted from early attacks on ai's
Once I learn republic I change to being a builder bulding marketplaces for money and temples, cathredrals etc for culture and happiness. Depending on tech available from ai may use zero science rate at this stage
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:28
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The effects of a granary early on cannot be understated. Unless your capital is in a horrible spot, it's better to get a granary up ASAP ().
In a current game (which I will likely post to the PUP thread), I had Washington build a granary and pump settlers while I had New York set up shop and start building the Pyramids. Granted, I got lucky and got a free settler from goodie huts, but I didn't get it on the first turn or anything and had to move it about fifteen tiles. The result is that your second city or so can start working on a crucial early wonder like the Pyramids or Great Library, and actually have a good chance of getting it, while you still pump settlers like mad from the first city (switch roles if the city is in a bad spot and your first settler founds a 'settler pump' city).
The third and so on cities build barracks and archers (if close to the target foe, as I was to Germany) or spearmen (if in the core or on a peaceful front). The archers go on the hunt, the spearmen spread out to defend. Doing this, I was able to get a territory advantage even before I cleaned Berlin's clock, snag the Pyramids, and have several strong military cities building horsemen to snag a knight upgrade and blast Montezuma in the early Middle Ages.
And it all started from a Scout-Warrior-Granary-Settler sequence.
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Gen.Dragolen
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cumi,
Thanks for the spreadsheet. Now the only two things to figure out how to include: 'lumberjacking' of an available forests and pop rushing to get the granary built in short order. Those options should be able to build a granary in very short order.
I usually skip the granary and build a settler first if there is a choice site that the AI will take if you don't have that settler ready. And that is in most of my games, unfortunately. I have only played one game where I was able to REX full tilt, and there I had 3 food bonus squares between the first two cities and a river close by. Managed to get a total of 8 settlers out before it was time to build an army and wreak a little havoc on the neighbours...
D.
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Mountain Sage
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quote: Originally posted by cumi
Good questions!
1. I think, Arrian or Dominae didn't wrote anything about barracks. I think the archer-rush can be planed without them. You can train your units on the (poor) barbarians.
2. I don't really think, that rexing and archer rush can go well together...At least for me... |
1. From what I understand (I even do it regularly!), the whole point is to RUSH. If you spend your time chasing barbarians...
2. I would agree with you, but then when do you start it? If you have only 2 cities, you get a weak rush and if you wait until you have 5, then it's probably too late...
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Nor Me
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quote: Originally posted by Mountain Sage
1. If you want to Archer-rush, when do you build barracks and how many?
2. Do you go on rexing, or just build Archers? |
1. As Arrian said, it does depend on the type of archer rush.
As a rule of thumb, I'd count veteran units to be worth slightly more than the number of hit points. So for a militaristic civ a barracks and 3 archers with 4 hit points each is slightly better than the equal costing 4 archers with 3 hit point each. Although you can divide a larger regular army and heal them more quickly, the casualties are higher.
The big disadvantage of building the barracks is that you might miss a opportunistic target. This is why a strategy of hoping for one is helped by building archers before barracks.
So I'd only build a barracks if I knew exactly what the target(s) is (/are) going to be and expect that it might need that many archers.
It's rarely going to be worth a non-militaristic civ building a barracks for an archer rush unless they're waiting to research warrior code or would lose shields switching from a granary or settler due to a change of plan.
Another thing is that regular spearmen are less worse compared to veteran ones than archers so if I need those, they are often built in cities without barracks.
2. Broadly speaking no for a serious rush. Build as many cities as you need for archers then stop until you are fairly certain that you will have enough.
This tends to mean two cities if you have a close rival you want to take out as easily as possible.
In general archer rushes are too dependant of your current knowledge to give any good rules. I've still not worked out how to get them working all the time so you could ignore everything I've said on that basis.
For example, my capital build order in AU401 just doesn't make any sense out of context:
scout, barracks, archer x4, granary, pyramids.
The last time this topic came up, I criticised Datajack Frenit for building a barracks and too few archers before the Pyramids but it can reasonably happen.
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