View Full Version : Some strategies for new players


Cer
Dec 19, 2007, 01:58 PM
The "most/least flexible player" thread reminds me of a thread I had been thinking about starting-- some suggestions for new players about strategies that you can get away with in almost any kind of game. I'm not a particularly flexible player so there are a bunch of things that I do almost every game. A lot of these require prioritizing particular techs fairly early in the game. Just following these strategies without regard to the kind of land, the neighbors, and the leader you are playing should be enough to help a lot of players to win on Noble level.

One strategy is : YOU WANT WORKERS! Workers are one of the most useful items in the game, period.

Up until 1500AD, I try to have about 2 or 3 workers for every 2 cities in my empire. Early in the game, most of the tiles you can get anything out of out of are going to be grassland farms, grassland (flatland) cottages, hill mines, and special resources (special resources with an improvement are usually much better than other tiles). If you want an easy setup that will give you enough gold and science, make 1/3 to 2/3 of your cities work as many cottages as possible. (these cities will then make some buildings that give bonuses to science/gold.)

Some techs that I prioritize (some of these are sort of obvious or are favorites of most experienced players):
1, food-bonus techs such as agriculture for farms, animal husbandry if my city is next to cows, etc...
2, pottery - I like to build granaries very early. and you can't get cottages without pottery.
3, bronze working, because slavery becomes very useful if you have granaries. chopping forests is great to get more workers and other high-priority stuff. axemen are also good all-around military units.
4, alphabet, because then you don't have to do most of your own research, you can get most of your techs by trading for them and then trading the techs you received in an earlier trade.
5, literature: national epic, great library, and then run specialists all in the same city to get tons of great people. another city, one with plenty of mines or hammer-producing tiles gets heroic epic to get tons of military units.
6, currency gives you an instant economic boost, no buildings required. you do have to build roads, but you have already been following my advice about building workers haven't you?
7, civil service, so you can set your capital up to produce lots of commerce or lots of hammers or both and then get a big bonus. if your capital is the national-epic city, then build a palace to move your capital somewhere else if you want to get the most out of bureaucracy. (there's no bonus from bureaucracy to your food or great people points, nor to gold and science from great people)
8, liberalism- everybody loves a free tech. also running free religion can be nice because you avoid diplomatic penalties from AI's that think you're following a heathen religion. and it's better than nothing for religious civics.

There are a few techs that I sort of treat as second-tier priorities.
Banking (mercantilism is better than nothing for economic civics). Monarchy for happiness and calendar for happiness-resources. I like all of the techs that open up a horse-based unit because speed allows the horse units to be used as defensive reinforcements or to kill off those last couple of hanging-on-by-a-thread defensive units in a city. They also make great city killers and pillagers either when supported by cultural-defense killers (and maybe a couple units that get defensive bonuses) or alone. At any given point in the game, you will also have fewer hammers invested in units that are slogging their way from production city to battle location if you favor horse units.

another suggestion: if you have a lot of neighboring civilizations, think twice before you adopt any religion that most of them haven't adopted. you can get a lot of mileage out of not having a religion, as a way to avoid getting ganged up on or getting into religious wars you're not ready for.

reverend oats
Dec 19, 2007, 02:11 PM
I have to add CoL, rifling, and biology to the list. Col for expansion. Rifling because the ai no longer prioratizes it so you beat up on loads of longbows. Biology for the huge pop boost.

troytheface
Dec 19, 2007, 02:21 PM
pick a civ that starts with a scout and has a 2 movement uu.