I found that it's better to delay construction and go for a lux tech that will get you more gold before upgrading archers. Mining, archery and pottery is needed early on with masonry. If by any chances you can't hook any mining or masonry luxs it's better to pick an extra lux tech(multiple copies if possible) before construction, especially if you have a choke point.
For sure. Even Trapping ones. AH on the way is not bad at all. Sea resources would suck here big time. Other than that, luxes first, all the rest second.
We need a mega thread with all crossroads possible. Maybe a sort of collab? What do you think? Lot of works ahead.
Each guy can try a specific approach. Maybe share maps and share experiences?
You sound very much like my boss.
Will we get payed?
Ok i made a couple more tries at immortal and finally pulled one out :x
The hurdles I have met:
A./ 9/10 Times I start surrounded by jungle or with only calendar resources which means I need IW or calendar or sailing+boat to sell luxuries and upgrade / rush buy archers. Worst case being when I had only jungle calendar resources... I join you on that point tabernak - gold is so critical
Only sea resources are the worst case. You spend the gold on boats instead of archers. Calendar is not that horrible. 6-7 turns won't make so much difference if you're fast enough. 80's are still ok. Em... I think.
And you mean BW, right?
B./ often, the ennemy city is surrounded by jungle or hills which is another problem as cb need to get in very very close
Usually there is more than one possible target. If there is only one, you're screwed. No trades and have to deal with whatever terrain he has. This approach will work better on pangaea, of course. And scouting is crucial even more than gold. I let starting warrior find a potential victim and scouts were looking for trading partners and goody huts.
C./ if ai gangs up then there is no one else to sell stuff to !
True. But isn't Civ about playing the map?
Let's not get carried away and forget about that. You can't take too serious a 'scientific' approach that pretends to find the best possible opening. We make an assumption that everything fits. But if something doesn't, you pick another path.
D./ if you get dow twice early by 2 different sides you are screwed
Depends. If you manage to fend off one of them, and there is no reason for not being able to with bunch of archers, you get penalty free war. They stop coming at you or ask for peace after some time. Try to keep defense for a while and if you see there is no more enemy units approaching your cities, it's usually a sign you can move forward.
E./ I get dowed between turn 36 and 45 usually at which point it becomes a challenge to survive with enough troops to counter attack - and when u counter there is a risk of being dowed on the other side of your mal
That's true. There is always a risk involved. I lost a city once, because all my troops were occupied with another annoyance. Had to go and take it back. While it sucks and is sort of a set back, losing peripheral city is not translated into loosing the game. In a way it's even good to have extra city as target, which keeps enemies away from your major ones.
F./ wall or extra archers !?
Depends on terrain, I guess. With lots of forests and such, probably walls. Archers are no good if they can't move and see. Other than that archers are THE best.
G./ education OR machinery after philosophy ?
That's a good one. More testing is needed.
@Tabarnak
Let us know when you finish that game. I have hard time benchmarking too. Feel so clueless..