Thanks, XC!
Renata raises excellent points about exploration and city founding. To me, these are the most important determining factors. Will we meet an AI soon or be isolated for a while, and how many cities can we settle? How many cities do we need for Oxford and for the FP? That is our minimum!
If we are not isolated: we will need defense and we may need to contend to establish a border. But apart from difficulties this situation also presents the opportunity to harass AI(s) early on. If we can keep them small in the beginning, much less work for us later on.
I think we should do some tests of early war to disrupt their build-up. Since the AI starts with only longbows and keeps the initial ones in his cities, we might be able to prevent metal hookups by simply parking 1-2 longbows of our own in their lands. And of course, there are worker & settler steals.
If we are isolated, then defense can be lighter for a while, and it becomes more important to establish a navy, for contacts. Rapid expansion is still important, to prevent barb cities and overseas' AI cities.
This scenarios should perhaps be tested, too.
In both cases, if we have little land, then Astronomy is a priority.
Yes, I think a 2 turn anarchy starting on the current turn. If we count the current turn as turn 1, then the anarchy then lasts until
after the production phase between turns 2 and 3, right? In that case, we do not need to settle until turn 3, so we can move for two turns.
Regarding initial moves, I would explore with the explorer and both longbows, leaving our towns undefended for a while. (We need to figure out when human barbs appear). On the first turn probably: settler SE-NE, explorer SE-SE, southern longbow SW, northern longbow N. The other settler and worker can be moved once we have an idea where to. Hopefully the first turn on movement gives enough info to decide the location of the first two cities and make a MM plan. Decision on CS vs Serfdom can hopefully be made based on that.
EDIT: added picture below to clarify. I think this unfogs all the indicated tiles (most of them will be water).
Regarding research: if we want to be first to liberalism (for Astro most likely; or perhaps Economics and the free GM?), we can research Edu and Lib and hope to be first. It might work with the 2 gold mines. E.g. a Bureau capital with 2 gold mines and nothing else makes 1.5 * (9 [or is it 10?] + 2*7) = 1.5*23 = 34.5 bpt at 100% sci rate.
Or we can put research to PP, run 2 scientists somewhere (requires CS or a quick library) and bulb Edu, switch research to liberalism.
Or we can use the GS to found an academy and gain another 17+ bpt in the capital.
Or we can concentrate on exploration & expansion for a while, and ignore liberalism.
I think these options need to be tested as well.
Regarding corporations: is Sushi an option? We have 4 bonusses in view already...
can test!
Regarding economy: specialist economy / hammre economy or cottage economy? This doesn't have to be decided before we start constructing cottages or farms (or get access to representation), but
some tests would be nice. Rough early ideas (that have probably been voiced over the forum in many places, but anyway):
- Epic speed means 45 turns to develop to village and 105 to develop to town - or half of that with emancipation.
- during the first 45 turns the average income per turn from a cottage is (15*1 + 30*2)/45 = 1.67 pt. During the first 105 turns it is 3 pt (assuming PP). After 105 turns, it becomes 5 pt (or 7 with Free Speech, and add 1 pt for US).
- A cottage economy is inflexible in the sense that you don't want to change cottages into farms or workshops. It is vulnerable to pillaging. It requires the otherwise useless tech of Communism. It is flexible in the sense that money is: can be turned into with US at 3:1 rate, or 2:1 with Kremlin. So with US but no FS, a town effectively produces 2.83 pt, and 3.5 with Kremlin. (Of course, reality is more complicated because the and parts are multiplied by different factors due to city improvements.) Compare this with a State Property workshop at +3 pt.
The comparison with specialists is more complicated, but I think it goes like this: if the city is not limited by happiness, health or growth rate, then one village or town compares to one post-Bio farm supporting one specialist at 6 :beaker: (or ) per turn, so town is similar and village is slightly worse. If the city is limited by happiness, health or growth rate, then two villages/towns compare to one specialist, and both villages and towns are clearly better.
- A specialist economy / hammer economy is inflexible in the sense that it locks two civics (Repr and SP) and in the sense that the only specialists that come unlimited are those that produce or . It is vulnerable in the sense that specialist cities need to be larger than cottage cities for the same yield. It requires the otherwise useless tech of Communism. It is flexible in the sense that surplus food can be used on specialists or workshops, according to need, and that shifting specialists is an alternative to shifting the slider.
I would really like to do some more testing, but unfortunately my computer is still in repair, so I cannot do them yet.
Gunships need advanced flight
Good catch! This was changed in BtS, apparently. Well, this makes gunships rather useless for our purposes - it takes two techs beyond the requirements for nukes to get them, which negates their higher battlefield speed.