What's Your First 100 Turns Strategy Guidelines?

ZooBooBooZoo

Chieftain
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Oct 7, 2011
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Hi all,

I wonder what's your first 100 turns strategy is like.

Obviously it differs depending on the location, civilization, and other conditions specific for each game, but I want to know what are the guidelines to your start-of-the-game decisions.

Usually I settle, explore with warriors, build scout, research lux techs, go for writing, build a monument, build a library, another settler, and go from there.(Not very sophistcated :mischief:)

Thanks for sharing, ZBBZ.

BTW - I know already raised this debate about CIV5, but not CIV5 BNW...
 
meet a lot of AI / CS (everyboy if possible), build 3/4 city and grow them, get a good Beaker per Turn and keep happyness up.

it's not only for the 100 first turn, it's good for the rest of the game too :p
 
By turn 100, I need to have discovered all CS and AI on my continent. I should have 3 cities, National College, and 1 Wonder, depending on other factors. Stonehenge, Oracle, or Hanging Hardens most likely. By turn 100 I should also have a clear idea of VC I am to pursue, and what I should do next: ie more settling or start conquering.

[Emperor / Standard / Standard]
 
Like others said - scout aggressively. Find as many CS and AIs as you can (sometimes geography get in the way, depending on the map - fractal for instance often block you from finding more)

Then it's about picking the best spots possible for 3-4 cities. If, however, you're very close to a AI neighbour and there isn't a lot of good spots to expand, an early war against that AI might be preferable. I just started a game where I was stuck on a small sub-continent with Germany, and I wiped Germany by about turn 80. Otherwise there was no space for even a second city.

Then it's all about getting science up and running ASAP - science drives everything, so make sure you got that part of the game down.
 
Build 2 scouts. (Pangaea, Continents)

Settle at least 4 cities.

Get 1-2 workers per city.

Get national college before turn 90.

B ready to discover education in few turns.

Have 6-7 units running around doing quests or harassing some neighbor.

Choose victory condition: Science/diplomatic --> scientific theory; domination --> dynamite, flight; culture --> archaeology, scientific theory, radio and maybe dynamite..

Make friends, sign research agreements, sponsor wars between civilizations.

Get consulates policy, if possible, after full tradition/liberty.

Aim to always stay happy, if possible. It usually is.

Best early game wonders: Great Library, Pyramids, the Oracle, Leaning Tower.

B sure to run at least 1 specialist in writer's guild before turn 100. (or close)

Don't neglect caravans/cargo ships.
 
Immortal

t100 is about 450BC on standard?

My cap is size 10+
I have a wonder giving me GE points.
I have MC + NC and an engineer working or all this is coming soon.
I have trade routes going to my neighbors so they wont attack me.
I am showing strong units near my cap so they wont attack me.
I have a religion and I am making good FTP.
I have 1 or 2 other cities depending.
Tradition is finished or almost finished.
Hopefully I got the Oracle.
2 scouts are out searching.
 
Immortal

t100 is about 450BC on standard?

My cap is size 10+
I have a wonder giving me GE points.
I have MC + NC and an engineer working or all this is coming soon.
I have trade routes going to my neighbors so they wont attack me.
I am showing strong units near my cap so they wont attack me.
I have a religion and I am making good FTP.
I have 1 or 2 other cities depending.
Tradition is finished or almost finished.
Hopefully I got the Oracle.
2 scouts are out searching.

Thanks for the reply Budweiser, I have a few questions:
1) What is MC / NC ?
2) what is ftp?
 
On king/emperor, continents, standard:

My first build is always a scout. Beyond that it is situational. Research pottery, lux tech, archery, writing. Get monument, shrine, granary, worker, first settler in capitol (order depends on situation). Get national college before turn 100 (hopefully when I have 2 cities but sometimes I already have 3. Have at least one crossbow per city and at least one upgraded melee unit. (Obviously more if there is an early war.) Check demographics and make sure my military is at least 5th or 6th in strength--if not, build more.

Note: I almost always play tall--3 to 5 cities. BNW seems best suited for the tradition opener, but I've found liberty opener to be viable as well, particularly if I have lots of gold-producing tiles and/or good trade possibilities in the early part of the game.

Oh, and NC is national college. MC is metal casting. FTP is...hmmm, maybe faith points?
 
The hard part of responding this question is that I tend to play extremely differently depending on the civ I'm playing. The maps and even difficulty also play a part in decision making, and I'll skip Scout in island maps and research Sailing earlier for example.

For a Domination civ, like Aztec or Zulu, I'll go with Honor and rush straight away to Composite Bowman. Something like Scout-Monument-Granary-Worker (if I can't steal a Worker early)-Barracks and proceed to flood the map with units.

Quite often with more peaceful civs I like to go Pottery-Writing and rush Great Library before Turn 50 - followed up by going Philosophy and getting National College.

It's rare but I'll go Liberty with civs like Shoshone and Piety for Byzanthium, but Trad and Honor are my favorites.

Deciding where to settle your first city is a lengthy discussion on it's own. But do start near a mountain if you're going Science and remember that rivers are *always* good.

In short, Civ 5 is about efficiency, so you gotta know from Turn 1 which route you're going to win the game.
 
This is my strategy I usually play when playing the celts (still in development). Note that the first part is good to play with every other civ:

Build order capital: scout, monument, worker, Pictish Warrior, Pictish Warrior, Stone Henge, library, shrine, (circus,) settler, Pyramids, Oracle, temple, market, National College, settler, amphitheatre, writer's guild, settler, university, settler, Oxford university, ceilidh hall.

Build order other cities: monument, Pictish Warrior (or composite bowman), shrine, library, market, temple, (circus,) amphitheatre, university, Ceilidh hall.

Tech Order: animal husbandry, mining, bronze working, pottery, calender, lux tech, writing, archery, the wheel, lux tech, lux tech, construction, philosophy, horseback riding, mathematics, currency, optics, engineering, drama and poetry, theology, education, acoustics (perhaps with Oxford university), Guilds, iron working.

Social Policies: Liberty opener, republic, collective rule, citizenship, Piety opener, organized religion, Religious Tolerance, Reformation, Theocracy (with Oracle).

This is my strategy I play with the Celts. The beliefs are +2 gold from every city, Pagodas, Mosques, 30% further away. As the extra belief I take Sacred Sites. This is primary for a cultural victory, but with a lot of cities domination will work well too.

If this isn't your aim, just remove the settlers from the build order. Just aim for 4 cities with all universities so you can build Oxford university in your capital. After that look if you got:
1. A civ that supports expansion
2. A map with enough room left for some cities.

If you haven't got both of them, don't expand and play peacefully with science or go for a domination victory. If you know your civ isn't good for rapid expansion, go tradition.

I think this is it, if you got some questions just ask them!

BTW I tested this on emperor/king/prince, where you are able to build this amount of wonders!
 
Most important thing is have NC built before turn 90 for Tradition / Turn 100 for Liberty.

Second most important is either go full Tradition first or full Liberty first.

To accomplish this, see the War Academy and S&T articles dealing with Tradition & Liberty.
 
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