Greetings everyone! Although this is my first post, I am a longtime lurker of these boards. I am a big fan of Sisiutil and aelf's threads, both as education and entertainment, and of the active community which powers this forum. I have always wanted to start a series myself to brush up on both gameplay and reporting, and this summer seems like an ideal time, especially with Beyond the Sword looming on the horizon. I've also felt that a lot of my offline games are starting to blur together, so I've decided that the unexamined game of Civ is no longer worth playing.
That being said, I'd like to introduce a new series, A Place in History. I will be playing and reporting games every Wednesday and Saturday, with advanced notification of schedule changes.
I don't have any grand design for how this series will play out yet, but I do have a general outline to distinguish A Place in History. First of all, I'll add a section at the end of each report detailing some generalized strategy which is relevant to that phase of the game. For example, I might compare different opening strategies or Medieval technology choices. Second of all, I plan to play rather long rounds, just because I prefer to feel like I finished up a phase of the game when I save it. As of now, I envision each game lasting for 4 or 5 rounds, or about two weeks. Finally, I'd like this series to be focused on advancement. When I feel like I have a pretty good handle on a certain difficulty level, which is to say, I've won a game under rather non-ideal or bizzare circumstances on that level, I will strongly consider moving up. Needless to say, I will be counting on everyone's support!
A Place in History 1: Carving an Empire
I normally play on Monarch, so this game will be on Emperor.
Settings
A roll of God's dice later...
And it seems that we will be trying to make Mehmed II an Emperor!
Embarassingly, I realized I didn't actually know too much about Mehmed II, so I wiki'ed him up.
"Alright men, kill the women and rape the horses!"
Seems like he was a conqueror in his younger days and sacked Constantinople, and later consolidated his empire by being tolerant. Excellent, he would have made a good CIV player methinks.
Here is our start:
Hrmm.. not exactly what I would consider a standard start, the computer decided to put us on non-irrigated rice. The reason is fairly clear, the rice is the only tile that can reach the fish. Being surrounded by forest is lovely for the early hammers, and since we are expansive with 4 health resources around, we might not even need a fresh water bonus.
However, settling on the rice also wastes our agriculture starting tech, and since we don't start with fishing for boats nor mining for bronze-working beeline, the choice of an opening strategy becomes somewhat hazy.
There appears to be jungle in the north. I generally dislike settling into jungle, as it tends to result in unproductive cities for the first crucial part of the game. Bananas and dye are fairly marginal resources as well, so I wouldn't be averse to moving south and abandoning this spot, and reclaiming it with a later city.
The Save @ 4000BC:
Opening Strategies
I've played my share of games, and although I did not have to worry about the endgame for all of them , I did definitely have to consider an opening.
Now there are a variety of openings I've tried, none of them strictly superior to each other, but all of them tend to result in the fastest start possible given certain conditions:
Prod: Worker-Worker-Settler
Tech: [Mining] -> BW, [Wheel], [Worker techs]
For those who don't take the scenic route, and in fact wouldn't mind razing the scenic route to the ground. Given mining as a starting tech, the first worker finishes at the same time, more or less, as BW. Revolt to slavery once BW is in. Worker then proceeds to clearcut along the capital, speeding up the second worker and the settler. Wheel is there to keep workers employed, as are the worker techs.
If starting without mining, tinker around with the worker while waiting for BW, hopefully there will be something for him to do with your starting techs.
Pros: Although not the fastest settler, by far the fastest to two workers. This could be crucial in getting your second city productive many turns earlier. Bronze Working is .
Cons: Rather inflexible in terms of research. Clearcutting forests may be a bad idea if you want to save them for your army or have an unusual health situation.
Situation: I'd generally call this my standard opening, if there are 3 or more forests around. Speed kills.
Prod: [Start Worker], Workboat-Worker-Settler
Tech: [Fishing] , [Worker techs/Religion]
Pros: A seafood tile is monstrous, and can speed the construction of the worker and settler. Allows your city to grow to size 2 before starting on food requiring builds. Although I'm not a big fan of religion, having a late worker gives flexibility to chase it, and perhaps on to the oracle. In general results in a stronger capital but weaker second city by XXXX BC.
Cons: In general results in a stronger capital but weaker second city by XXXX BC. This could be a big factor. Working unimproved tiles in your second city until worker is free puts a lot of strain on your main city to pump out military, settlers, etc.
Situation: Most coastal starts. Being financial increases incentive to do this, as does starting with mysticism.
Prod: Worker-Warrior/[Scout]-Settler
Tech: Worker techs
Pros: The worker comes out first and improves tiles right away. The warrior allows the city to grow to size 2, to work two good (5-6 food+hammers) tiles, which speeds up the settler.
Cons: Generally you need to keep chasing the worker techs to keep him busy. Once again, you have only 1 worker for two cities until you build another one.
Situations: I would generally use this opening for a non coastal start with few forests. It helps if I start with a lot of worker techs, especially the wheel, as it provides a lot of busy work.
Some other openings:
Prod: Warrior/[Scout]-Worker-Settler
Tech: [Worker techs/Religion]
If you really like to explore and want some insurance against your first man getting eaten by a bad news bear, you can start building a worker at size 2. Generally I find this to be a bit slow.
Prod: Worker-Warrior-Various Things-Settler
Tech: [Worker techs/Religion]
Various Things usually meaning an early wonder. I used to do this quite often, letting my main city grow to the happiness cap before starting a settler. Of course, your second city will be way behind on development, and maybe that ideal spot with bronze is taken by the computer? Anyways, generally I'd consider this more of a gambit now.
The most important things at the beginning, I believe, are getting those worker and settlers out. They are the only builds to halt growth for a reason: because they are the most significant accelerators of growth.
That being said, I'd like to introduce a new series, A Place in History. I will be playing and reporting games every Wednesday and Saturday, with advanced notification of schedule changes.
I don't have any grand design for how this series will play out yet, but I do have a general outline to distinguish A Place in History. First of all, I'll add a section at the end of each report detailing some generalized strategy which is relevant to that phase of the game. For example, I might compare different opening strategies or Medieval technology choices. Second of all, I plan to play rather long rounds, just because I prefer to feel like I finished up a phase of the game when I save it. As of now, I envision each game lasting for 4 or 5 rounds, or about two weeks. Finally, I'd like this series to be focused on advancement. When I feel like I have a pretty good handle on a certain difficulty level, which is to say, I've won a game under rather non-ideal or bizzare circumstances on that level, I will strongly consider moving up. Needless to say, I will be counting on everyone's support!
A Place in History 1: Carving an Empire
I normally play on Monarch, so this game will be on Emperor.
Settings
A roll of God's dice later...
And it seems that we will be trying to make Mehmed II an Emperor!
Embarassingly, I realized I didn't actually know too much about Mehmed II, so I wiki'ed him up.
"Alright men, kill the women and rape the horses!"
Seems like he was a conqueror in his younger days and sacked Constantinople, and later consolidated his empire by being tolerant. Excellent, he would have made a good CIV player methinks.
Here is our start:
Hrmm.. not exactly what I would consider a standard start, the computer decided to put us on non-irrigated rice. The reason is fairly clear, the rice is the only tile that can reach the fish. Being surrounded by forest is lovely for the early hammers, and since we are expansive with 4 health resources around, we might not even need a fresh water bonus.
However, settling on the rice also wastes our agriculture starting tech, and since we don't start with fishing for boats nor mining for bronze-working beeline, the choice of an opening strategy becomes somewhat hazy.
There appears to be jungle in the north. I generally dislike settling into jungle, as it tends to result in unproductive cities for the first crucial part of the game. Bananas and dye are fairly marginal resources as well, so I wouldn't be averse to moving south and abandoning this spot, and reclaiming it with a later city.
The Save @ 4000BC:
Spoiler :
Opening Strategies
I've played my share of games, and although I did not have to worry about the endgame for all of them , I did definitely have to consider an opening.
Now there are a variety of openings I've tried, none of them strictly superior to each other, but all of them tend to result in the fastest start possible given certain conditions:
Prod: Worker-Worker-Settler
Tech: [Mining] -> BW, [Wheel], [Worker techs]
For those who don't take the scenic route, and in fact wouldn't mind razing the scenic route to the ground. Given mining as a starting tech, the first worker finishes at the same time, more or less, as BW. Revolt to slavery once BW is in. Worker then proceeds to clearcut along the capital, speeding up the second worker and the settler. Wheel is there to keep workers employed, as are the worker techs.
If starting without mining, tinker around with the worker while waiting for BW, hopefully there will be something for him to do with your starting techs.
Pros: Although not the fastest settler, by far the fastest to two workers. This could be crucial in getting your second city productive many turns earlier. Bronze Working is .
Cons: Rather inflexible in terms of research. Clearcutting forests may be a bad idea if you want to save them for your army or have an unusual health situation.
Situation: I'd generally call this my standard opening, if there are 3 or more forests around. Speed kills.
Prod: [Start Worker], Workboat-Worker-Settler
Tech: [Fishing] , [Worker techs/Religion]
Pros: A seafood tile is monstrous, and can speed the construction of the worker and settler. Allows your city to grow to size 2 before starting on food requiring builds. Although I'm not a big fan of religion, having a late worker gives flexibility to chase it, and perhaps on to the oracle. In general results in a stronger capital but weaker second city by XXXX BC.
Cons: In general results in a stronger capital but weaker second city by XXXX BC. This could be a big factor. Working unimproved tiles in your second city until worker is free puts a lot of strain on your main city to pump out military, settlers, etc.
Situation: Most coastal starts. Being financial increases incentive to do this, as does starting with mysticism.
Prod: Worker-Warrior/[Scout]-Settler
Tech: Worker techs
Pros: The worker comes out first and improves tiles right away. The warrior allows the city to grow to size 2, to work two good (5-6 food+hammers) tiles, which speeds up the settler.
Cons: Generally you need to keep chasing the worker techs to keep him busy. Once again, you have only 1 worker for two cities until you build another one.
Situations: I would generally use this opening for a non coastal start with few forests. It helps if I start with a lot of worker techs, especially the wheel, as it provides a lot of busy work.
Some other openings:
Prod: Warrior/[Scout]-Worker-Settler
Tech: [Worker techs/Religion]
If you really like to explore and want some insurance against your first man getting eaten by a bad news bear, you can start building a worker at size 2. Generally I find this to be a bit slow.
Prod: Worker-Warrior-Various Things-Settler
Tech: [Worker techs/Religion]
Various Things usually meaning an early wonder. I used to do this quite often, letting my main city grow to the happiness cap before starting a settler. Of course, your second city will be way behind on development, and maybe that ideal spot with bronze is taken by the computer? Anyways, generally I'd consider this more of a gambit now.
The most important things at the beginning, I believe, are getting those worker and settlers out. They are the only builds to halt growth for a reason: because they are the most significant accelerators of growth.