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#1 |
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Warlord
Join Date: Jun 2010
Location: Portland
Posts: 280
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What's your first build in your capital?
Seems to me, that unlike civ 4, the starting techs are always the same. So that means the choices of what to build first are always the same. This means there is more likely to be a single obvious first choice to build in your capital... yet my search of the forms couldn't find one (could be the weak search engine though... some how "first build" was too short to search on... )
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#2 |
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Warlord
Join Date: Nov 2011
Posts: 116
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Scout, unless I know I started on a very small island.
On Inca and Aztecs I sometimes take a warrior instead, since they have abilities to traverse forests (aztec) and hills (inca) without penalty. First actual building is a Monument, unless I somehow managed to pop the pottery tech from an ancient ruin, in which case I might opt for a granary if there's wheat, bananas or deer around. |
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#3 |
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Warlord
Join Date: Feb 2012
Posts: 213
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I've lately been filling the tradition tree first so I don't built the monument, the granary in the case above, scout if big map, if not, I start with a warrior, then a worker or another warrior if there are many barbarians, and if I find a near civ around, I build many workers and beeline ironworking to take em down :P
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#4 |
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cat vision
Join Date: Sep 2010
Location: Québec
Posts: 4,681
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I used to start with a scout but i now find that a monument start is more beneficial in most cases.
__________________
Play the AI for fun. Play humans for a real challenge : www.civplayers.com G&K strategies : Tradition's 4 cities opening/Deity OCC science victory/Mayan/Arabian ICS strategy |
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#5 |
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Warlord
Join Date: Jun 2010
Location: Portland
Posts: 280
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I read somewhere that granaries were no longer an always build type building... was that wrong?
@devilhell, I don't understand, if there are barbs or another civ you build many workers? |
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#6 |
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Warlord
Join Date: Feb 2012
Posts: 276
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I build a second warrior, and use the two warriors to take out nearby Brute encampments and defend my home territory.. This works at middle levels, but you may need to bee-line it for Great Library at higher levels.
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#7 |
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Warlord
Join Date: Feb 2012
Posts: 213
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Nope, normally I build a warrior thena worker, but if there's barbarians or another civ I build 2 WARRIORS maybe three and don't give importance to a worker, you can get it stealing it from a CS or from another civ if attacking it..
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#8 |
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Deity
Join Date: Mar 2008
Posts: 2,505
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Landmass specific:
If known to be a sufficiently large landmass: 1. Scout 2. Monument If not, the Monument will be my first build. If I'm going Liberty, and the Monument finishes before Pottery then I build a Warrior while waiting to build the Granary. I guess I should note I'm playing Aztecs now on a known jungle map; in this case I built their UU instead of the Scout, but they functioned similarly with the added advantage of being able to attack any barbarians found.
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Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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#9 |
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Prince
Join Date: Mar 2009
Posts: 504
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I actually rarely build granaries. I build them in cities I want to focus on production and specialists, but most other cities don't get them.
__________________
Tried of always using the same leader/country. Check out my Leader Chooser program (for Civ IV). Constructive feedback is always welcome. |
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#10 | |
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Deity
Join Date: Mar 2008
Posts: 2,505
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Quote:
Even if that city doesn't need more food; that's at least one more worked mine.
__________________
Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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#11 |
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Chieftain
Join Date: Jun 2011
Location: Williamsburg, Virginia
Posts: 31
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I start by building two scouts. I want to find ruins and a truely great site for my 2nd city. After the scouts, I usually move on to one combat unit and a settler. A worker is likely to follow.
It seems to take a while before I get to add buildings. I prefer monuments and granaries at the beginning, though I don't yet have a rule on which comes first.
__________________
“This royal throne of kings, this sceptred isle…this fortress built by nature for herself against infection and the hand of war, this happy breed of men, this little world…this blessed plot, this earth, this realm, this England.” – William Shakespeare |
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#12 |
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Prince
Join Date: Mar 2009
Posts: 504
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If I can't get a few maritime CS alliances I would tend to agree with you. However if I can get a few CS alliances those will cost less maintenance per turn than granaries and it get the other bonuses of having the CS alliance.
__________________
Tried of always using the same leader/country. Check out my Leader Chooser program (for Civ IV). Constructive feedback is always welcome. |
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#13 | |
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Chieftain
Join Date: Oct 2010
Posts: 86
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Quote:
What about the potential for ruins, increased money from CS, and scouting the land so you know where you want to place your settlers? I'm not trying to argue; just want to hear more on your reasoning. |
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#14 |
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Emperor
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A CS is roughly 8 Gold per turn to keep up, maybe slightly less if you pay 500 gold and maybe less if you can do a mission for them of course. Lets say it averages at 6 gold per turn to keep up a CS-ally. That would be 6 granaries in upkeep. Usually you don't even have 6 cities (apart from puppets maybe). More importantly though a granary gives +2 food per city, possibly more if there are deer/wheat/banana resources while a CS only gives +1 to your cities, so you need to keep up two CS for the same effect (except the capital which will get +3 from one CS already).
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#15 | |
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Prince
Join Date: Mar 2009
Posts: 504
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Quote:
__________________
Tried of always using the same leader/country. Check out my Leader Chooser program (for Civ IV). Constructive feedback is always welcome. |
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#16 |
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2011 Thunderfall Cup
Join Date: Jan 2006
Location: Bear Flag Republic
Posts: 3,596
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Scout.
__________________
And indeed there will be time to wonder, "Do I dare?" and, "Do I dare?". t.s.eliot |
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#17 | |
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Warlord
Join Date: Jan 2012
Posts: 120
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Quote:
Also you can't sell cs resources I don't know what you're talking about. |
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#18 | |
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Prince
Join Date: Mar 2009
Posts: 504
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Quote:
Usually I've found the early limiter of growth to be happiness not food. Of course there are always exceptions to this and it's dependent on the map and starting location. By the time I usually start to see growth limits from food (when I would start to consider granaries) I can start to afford to buy some CS allies. Also my early production is usually consumed by military or other infrastructure so adding granaries is usually a low priority.
__________________
Tried of always using the same leader/country. Check out my Leader Chooser program (for Civ IV). Constructive feedback is always welcome. |
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#19 | ||
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Warlord
Join Date: Jan 2012
Posts: 120
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Quote:
Quote:
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#20 | |
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Prince
Join Date: Mar 2009
Posts: 504
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Quote:
Normally I have 2, rarely 3 cities before NC. I like to play on dense maps and if I wait for NC I will usually lose good city spots. Getting 1 new luxury per city can be challenging looking at the 3rd and 4th city spot (at least when trying to keep the cities close enough so they can be defended).
__________________
Tried of always using the same leader/country. Check out my Leader Chooser program (for Civ IV). Constructive feedback is always welcome. |
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