opening moves

wdepner

Chieftain
Joined
Dec 14, 2006
Messages
71
Location
Summerland, B.C.
Hi Everybody,

I would like to get some feedback on this general series of moves.

1. build city (on first or search turn); research pottery at maximum possible science; farmer (depending on the location) then looks to get the best of the land
2. build warrior (to defend city)
3. build warrior (to find huts and make contact with other civs)
4. create wealth (until pottery becomes available)
5. build granary
6. build settler for second city. once that city is established, build barracks, pump out military units
7. build settler for third city, once that city is established, pump out works,

what do people think?

cheers,

wolf
 
You could use a barracks as a pre-build for you granary. Try building your warriors first, then start up a barracks as a pre-build for your granary until you get your pottery researched. Once you have pottery, then you can use your shields on the barracks for the granary. Try to time it right for the best possible benefit.

After you have your granary, it is a matter of figuring out the fastest way to jam out workers and settlers, which depends on the terrain you have in your cities.

Only build the granary if you need to. Sixty shields is a lot of shields that early in the game. I would probably only build a granary if you are planning on using the city as a settler and/or worker factory.

NEVER create wealth in your core cities. Many excellent players will tell you to never create wealth in any city.
 
warrior/warrior/settler (or warrior/spear/settler) is what I do. I think getting a second city established ASAP is more important than building infrastructure in the early game. I also race for COL/Philo to shoot for the Republic slingshot and try to get pottery from a hut or trade. Without a forest chop, a granary can take a while to build.
YMMV, & I'm no expert.
 
2. build warrior (to defend city)
3. build warrior (to find huts and make contact with other civs)
4. create wealth (until pottery becomes available)
5. build granary
First, I would switch 2 and 3. You don't need defense in the first few turns, as it is VERY unlikely that anything threatening will show up. Go get those huts first.

Second, NEVER build wealth early in the game. You don't need the money you're getting. What can you do with it? You're in despotism. As said, you can build barracks, you can use it as a prebuild, or (what I usually do) pump out more warriors.

Third, you're building settlers much too late. Buy the time you start building your first, the AI will have three or four on higher levels. You want your first settler out there as soon as the city reaches size three. After that is when you build the granary and more workers.
 
The best succes you get in your civ games if you look at only 1 thing in the beginning. What brings the most surplus food per turn. Your civilisation should grow large and eventually have many cities and citizens. All these have to be grown by food. You want to become big as fast as possible. You do this by focussing on food. The rest (research, military, culture etc) will come automatically. The more citizens, the more you can make of everything.

A new settler gives you 2 food surplus per turn usually. More if there are food bonusses. A granary will double the value of your food surplus in that city. Of course, you also have to note the time it takes to build these 2. A granary takes longer than a settler.

Therefore, you should build granaries / settlers and workers pretty much whenever possible as only these really increase your fpt.
A granary should be build if your city has more food surplus than the next city you plan to settler. A settler should be made if they have equally much food surplus or the next city will have more food surplus than this one.

Warriors should only be build when you have production to use, but no citizens to build a settler or worker.
 
Warriors should only be build when you have production to use, but no citizens to build a settler or worker.

I completely agree with your analysis - I would just add one rider to this part. It is a good idea to make a few exploration units (warriors, curraghs,scouts) for making contacts.

Apart from that pump settlers, and workers and build the odd appropriate granary until you run out of room.
 
My first city usually produces: warrior, warrior, settler, granary (if possible, with prebuild placeholder if necessary), settler, warrior. Sometimes a spear or or occasionally an archer instead of the second warrior, or if I'm expansionistic, then a scout. A city with more production than food may have to generate an extra warrior or scout before the settler. You need to get that settler out as quickly as possible, to get a start on expansion.
 
If I'm agricultural and I start next to a source of freshwater, I do exactly what desertnow does except I just keep on building settlers since I probably have a settler factory.
 
As you get fewer and fewer content citizens, extra warriors become more important to keep people happy, and on high barb settings, they are good for either taking out barbs or defending your fragile settlers/workers from the ravaging hordes.
 
Stop having a plan.
Start thinking every single game.

Thats by the way a lesson not only for civ: always keep thinking and avoid using standard patterns where situations are not always the same.

Every game, you should think about how you can expand fastest (what gives you most fpt) and what other factors there are for this game and how important they are. Always make a good reasoning if you should build a granary or a settler. Don't just f..ing build things because you always do.

Other factors are very rarely worth enough to build more than 1 unit (warrior/worker/curragh) before you start making things that provide food. (settlers/granary)
 
Agree with WackenOpenAir. When agricultural and foodbonus i will build worker, chop trees to get granary then have 4 turner after 20-25 turns. But other advice he makes is even better. Every game is different, every game requires different strat. Food is however the most important, you need to grow to become strong. But in some cases it can be better to grow slowly at first to grow faster lateron. e.g. when having just good land for 3-4 cities it can be more benefitial to focuon production, baracks and unis and take cities of the ai in expansion mode (durin that time there will be just a few defenders).
 
so under this food priority logic than basically if you don't start with
flood plains or wheat or cattle around then you should reset....

As well all know depot. doesn't let ou irrigate to get more than 2 food.
 
so under this food priority logic than basically if you don't start with
flood plains or wheat or cattle around then you should reset....

I've seen many people post that they actually enjoy the "challenge" and play whatever map is generated. ;)
 
It helps to jump alevel to first play some good starts, but it's also lot's of fun to play terrible maps as the kicof winning is bigger. The vicories I like most are both the best and the worst maps. Starting on deity in the middle of a fast mountain or tundra, and still win is great, probably more rewarding then a pre 1000AD launch on a good map.
 
My first move includes:

Setting research bar to 100%
Roading the best terrain
Mining the best terrain after roading it
Building a Barracks first (so units come out veteran)
Then Spearmen
And then the granary
 
My first move:

Warrior->warrior->granary if I have food bonus and freshwater. Or a settler before granary if I see good spots nearby with food bonus or shield bonus.

If there's no food bonus near the capital, then I forgo a granary and go rax instead after setting up other cities as settler factories.

Roughly something like that in every game. ;)
 
I'd rather have a barracks before building units, it takes longer but the stronger units do seem to be the benefit.
 
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