Sagax
Emperor
- Joined
- Nov 9, 2013
- Messages
- 1,219
I recently moved to King difficulty, as Prince has become an obvious AI stomp. Now there finally are signs of competition from AI, and I must actually think on what I am doing in early game. While I did win a couple of games, there are some bad habits that hinder my performance.
First of all, I`m too location-dependent. A start with neighbors that have obstructed access to your lands is an easy one, but starting with AI on an open terrain is a free DoW. While I don't have problems with defending my cities, a sudden switch to all-out military production is a hit to the initially planned city development.
Secondly, my victories were achieved as Egypt, which doesn't help with wonder addiction at all. I already said goodbye to GL, as I noticed that even with it I am still behind in tech by early-mid. It is the first spy that helps me catch up while my cities grow and reach a strong science output, eventually making me the tech leader. But other wonders like ToA/HG and the Medieval-Renaissance ones seem too crucial to miss, especially for Cultural Victory: they usually end up in the hands of one runaway AI instead of being spread among all civs, and that's what makes me compete for them - to make sure the runaway doesn't snowball out of control.
So my question is what are the optimal things to do in early-mid game on standard speed King (and Emperor), aside from "4-city Tradition NC asap"? I am mostly interested in the production order, since that's where most of my struggle comes from: building units means giving up on buildings and wonders, focusing on buildings means delaying army and workers (don't think worker-stealing is a thing on King), and wonder-whoring is just too risky when your neighbors covet your lands.
Thanks!
P.S. Early-mid wonders that I usually go for:
GL (not anymore)
ToA/HG
Parthenon
Oracle
Borobudur/Hagia Sofia (if found a religion or need faith for future GP purchases)
Forbidden Palace (I always feel I need that early control of WC)
Leaning Tower
Sistine Chapel/Alhambra (for culture output - as an enhancer of Parthenon, Oracle and maybe pantheon)
Chichen Itza/Notre Dame (or at least make sure they're not in the hands of a runaway)
First of all, I`m too location-dependent. A start with neighbors that have obstructed access to your lands is an easy one, but starting with AI on an open terrain is a free DoW. While I don't have problems with defending my cities, a sudden switch to all-out military production is a hit to the initially planned city development.
Secondly, my victories were achieved as Egypt, which doesn't help with wonder addiction at all. I already said goodbye to GL, as I noticed that even with it I am still behind in tech by early-mid. It is the first spy that helps me catch up while my cities grow and reach a strong science output, eventually making me the tech leader. But other wonders like ToA/HG and the Medieval-Renaissance ones seem too crucial to miss, especially for Cultural Victory: they usually end up in the hands of one runaway AI instead of being spread among all civs, and that's what makes me compete for them - to make sure the runaway doesn't snowball out of control.
So my question is what are the optimal things to do in early-mid game on standard speed King (and Emperor), aside from "4-city Tradition NC asap"? I am mostly interested in the production order, since that's where most of my struggle comes from: building units means giving up on buildings and wonders, focusing on buildings means delaying army and workers (don't think worker-stealing is a thing on King), and wonder-whoring is just too risky when your neighbors covet your lands.
Thanks!
P.S. Early-mid wonders that I usually go for:
GL (not anymore)
ToA/HG
Parthenon
Oracle
Borobudur/Hagia Sofia (if found a religion or need faith for future GP purchases)
Forbidden Palace (I always feel I need that early control of WC)
Leaning Tower
Sistine Chapel/Alhambra (for culture output - as an enhancer of Parthenon, Oracle and maybe pantheon)
Chichen Itza/Notre Dame (or at least make sure they're not in the hands of a runaway)