I'm mostly doing fine playing BTS with Solver's patch on Monarch, but there are a few big problems in my game. For one, I most often don't expand enough - I end up building buildings.. Also, I don't seem to keep enough military around most of the time. And when I start building units for offensive, I end up overbuilding my SoD and teching over so the SoD becomes massive but a bit dated.
I run CE almost exclusively. I've tried SE, but I have lots of trouble with the microing needed. I need to reload last turn way too often because I forgot to check cities for whips or specialists or tiles, or mismanaged my workers and forgot to stop their actions so a prechop went over..
Now, I got an excellent start here and decided I really want to get it right, and what better way to do it than to post here? I saved it as scenario file first so I can replay it later if I fail in SE again
So the game:
BTS,
Solver's patch (latest),
BUG 0.15 (will update as released),
XML modifications:
- GG emergence treshold increase lowered (next GG will cost less than it would in original game but more than current one),
- some units can be built even when they would normally be obsolete (units related to events and quests - I feel it more fair if eg. Elite Swords can be built even when maces are available, as they are better city attackers per hammer)
Difficulty: Monarch
Speed: Epic
Map size: Large
Map type: Big and Small, Island mixed in
Leader: Pericles of Greece
Options: No tech brokering, No tribal villages
The game options above are my standard settings. I got rid of huts at some point, as events bring enough randomness to the game already. Also no tech brokering feels fair - it encourages me to trade out the techs as I know they won't be passed around by happy AIs.
Pericles is Cre/Phi, so cheap libraries, theatres, odeons (Greece colosseum, very happy and cultured one) and universities.
Greek starting techs are Fishing and Hunting. Fishing is highly situational (here it's good), and Hunting is useful mainly for scouts (when playing with huts, which I don't do so not important), camps, and as prerequisite to Archery (if needed) and Animal Husbandry (often good idea).
I founded Athens where the settler stood after moving the scout and seeing the stone. Good? Bad? Well, it's done
Save from the start (before settling).
I'm sorry for the low quality of the image - it's resized to half the original resolution for more reasonable forum size.
So I have three clams, hill pigs, five floodplains, plains stone, forested plains hill, three forested grass hills, forested plains and four forested grasses. and only one non-resource costal tile. Cottaging all flatlands would come to 10, and with grass hills to 13 cots. Even then working all the tiles (incl. plains hill mine and stone quarry) the city would have +12 food at size 20. Or I could farm around and have more food than I can use
The general idea I had was to try SE again as I'm playing Philo leader, and with stone I should go for the big pile of rocks (aka Pyramids). I usually grab Great Wall as well when I have stone - it's cheap and gives nice Spy points as well as taking care of any barb issues I might have.
But first things first. The start is the most important time, so shouldn't skip ahead of the time yet.
I'm planning to run a circle clockwise around the city (or rather to the coast) with the scout, then reverse the course and run larger circle counterclockwise. Maybe. Unless I find something interesting This should reveal enough of the surroundings to plan some city sites. The scout will then wander off to meet other civs and whatnot, and I'll train a warrior to escort settler and garrison Athens.
For research, start with Mining (11 turns) -> Bronze Working (23 turns?), but then? Masonry? AH? Masonry would allow us to quarry the stone so Great Wall could be built soon enough that we don't need to worry about barb defenses at all, but this is probably even TOO soon - I'd prefer to kick out one settler first and then build the wall.
As I start with Fishing and I have clams, first build should be workboat. I have to wait 4 turns for borders to pop before I have forested plains hill I could work, so maybe I should just grow to two working floodplains then finish the workboat asap (working hillpigs and forested plains hill)? Growing to 2 working floodplains takes 11 turns and puts 11 hammers to workboat, which will then be finished in 7 more turns if as planned above.
After that - worker or another workboat? Worker should be 15 turns then, so would complete one turn before BW - maybe one more workboat instead (working clams + forested plains hill would mean 12 turns which leaves us at 24/36 food)?
My normal build order would be something like workboat -> workboat -> worker -> warrior -> settler -> worker -> great wall - worker would have enough to do mining the hills (four forested hills) with second worker possibly connecting second city and then improving it. But then there's the stone to quarry and.. Uhh... lots of worker activity needed.
The overall early plan I have is to settle second city, build great wall, settle third city, build pyramids. Having copper and nearby neighbour would of course change this plan, but large map rarely gives me neighbours near enough for axe rush, nor does BTS give me copper so often - and in the end, axe rushes are way more expensive than they were in Warlords so have to be considered case by case. I'm not so fond of early UUs as then you either ignore the UU or go for rush, where I easily end up choosing the former (ignore UU).
I run CE almost exclusively. I've tried SE, but I have lots of trouble with the microing needed. I need to reload last turn way too often because I forgot to check cities for whips or specialists or tiles, or mismanaged my workers and forgot to stop their actions so a prechop went over..
Now, I got an excellent start here and decided I really want to get it right, and what better way to do it than to post here? I saved it as scenario file first so I can replay it later if I fail in SE again
So the game:
BTS,
Solver's patch (latest),
BUG 0.15 (will update as released),
XML modifications:
- GG emergence treshold increase lowered (next GG will cost less than it would in original game but more than current one),
- some units can be built even when they would normally be obsolete (units related to events and quests - I feel it more fair if eg. Elite Swords can be built even when maces are available, as they are better city attackers per hammer)
Difficulty: Monarch
Speed: Epic
Map size: Large
Map type: Big and Small, Island mixed in
Leader: Pericles of Greece
Options: No tech brokering, No tribal villages
The game options above are my standard settings. I got rid of huts at some point, as events bring enough randomness to the game already. Also no tech brokering feels fair - it encourages me to trade out the techs as I know they won't be passed around by happy AIs.
Pericles is Cre/Phi, so cheap libraries, theatres, odeons (Greece colosseum, very happy and cultured one) and universities.
Greek starting techs are Fishing and Hunting. Fishing is highly situational (here it's good), and Hunting is useful mainly for scouts (when playing with huts, which I don't do so not important), camps, and as prerequisite to Archery (if needed) and Animal Husbandry (often good idea).
I founded Athens where the settler stood after moving the scout and seeing the stone. Good? Bad? Well, it's done
Save from the start (before settling).
I'm sorry for the low quality of the image - it's resized to half the original resolution for more reasonable forum size.
So I have three clams, hill pigs, five floodplains, plains stone, forested plains hill, three forested grass hills, forested plains and four forested grasses. and only one non-resource costal tile. Cottaging all flatlands would come to 10, and with grass hills to 13 cots. Even then working all the tiles (incl. plains hill mine and stone quarry) the city would have +12 food at size 20. Or I could farm around and have more food than I can use
The general idea I had was to try SE again as I'm playing Philo leader, and with stone I should go for the big pile of rocks (aka Pyramids). I usually grab Great Wall as well when I have stone - it's cheap and gives nice Spy points as well as taking care of any barb issues I might have.
But first things first. The start is the most important time, so shouldn't skip ahead of the time yet.
I'm planning to run a circle clockwise around the city (or rather to the coast) with the scout, then reverse the course and run larger circle counterclockwise. Maybe. Unless I find something interesting This should reveal enough of the surroundings to plan some city sites. The scout will then wander off to meet other civs and whatnot, and I'll train a warrior to escort settler and garrison Athens.
For research, start with Mining (11 turns) -> Bronze Working (23 turns?), but then? Masonry? AH? Masonry would allow us to quarry the stone so Great Wall could be built soon enough that we don't need to worry about barb defenses at all, but this is probably even TOO soon - I'd prefer to kick out one settler first and then build the wall.
As I start with Fishing and I have clams, first build should be workboat. I have to wait 4 turns for borders to pop before I have forested plains hill I could work, so maybe I should just grow to two working floodplains then finish the workboat asap (working hillpigs and forested plains hill)? Growing to 2 working floodplains takes 11 turns and puts 11 hammers to workboat, which will then be finished in 7 more turns if as planned above.
After that - worker or another workboat? Worker should be 15 turns then, so would complete one turn before BW - maybe one more workboat instead (working clams + forested plains hill would mean 12 turns which leaves us at 24/36 food)?
My normal build order would be something like workboat -> workboat -> worker -> warrior -> settler -> worker -> great wall - worker would have enough to do mining the hills (four forested hills) with second worker possibly connecting second city and then improving it. But then there's the stone to quarry and.. Uhh... lots of worker activity needed.
The overall early plan I have is to settle second city, build great wall, settle third city, build pyramids. Having copper and nearby neighbour would of course change this plan, but large map rarely gives me neighbours near enough for axe rush, nor does BTS give me copper so often - and in the end, axe rushes are way more expensive than they were in Warlords so have to be considered case by case. I'm not so fond of early UUs as then you either ignore the UU or go for rush, where I easily end up choosing the former (ignore UU).