I was reading a post in the strategy articles on "Moving up to Emperor: Surviving the Ancient Era". It may or may not have had validity in vanilla, I would not endorse it though. Link here:
http://forums.civfanatics.com/showthread.php?t=254588
Two things struck me right away. First the settings, large with 8 civilizations on continents. That yields a lot of space to work with and as an expansionist, you are going to get a lot of huts. To me this distorts the game and does not let players learn to cope. The other thing I do not like to see promulgated is "9 workers, 8 regular spearmen, 4 veteran swordsmen, 1 galley, 4 barracks". Eight spears and 4 swords? I would not like to teach players to build lots of spears in a standard game at this level. I could mention a third thing, the 7 towns. If you are playing as England, an expansionist civ, you should do much better than 7 towns on a large map with only 8 nations.
I understand some times, you cannot, but much of the time you will have lots of land and time. Starting off telling players to use these concepts is like tying one arm behind their backs, not a good idea. The "Attack phase" is another place I would not use. Grab two towns and play defense? You will get bogged down? Well maybe, but I doubt it. My main issue is not with stopping at two towns, but play defense. The proposition put forth is to use horsemen and attack attackers and play defense. It could get expensive as swords could kill any of your units with their 3 attack and you having either 2 defense or 1 in the case of horses. What if they have contacts and can get an alliance.
Remember in C3 you can get them with Writing. "After 8 or so turns on defense, enemy should be willing to make peace on very favorable terms. Try to get 2 Medieval advances (Feudalism and Monotheism) from them." This seems a bit out of step to me as we started a war with swords and we take 2 towns and now they already have Middle Age techs to give up for peace? Not so sure that is going to happen. They now have pikes. In any event they are not going to give up Feudalism. In short I do not agree with anything much in this article and it may be fine in C3, but it is not a good idea. A better idea for players making the jump is to try to stay out of wars, until you are nearing the end of the expansion phase. This is better facilitated with not making spears, but making workers and settlers and warriors.
Early wars tend to slow down your growth. This is especially true as you move up the later in difficulty. I do agree with the idea that you want to get out of a war quickly, unless you can make a significant gain. That would be to eliminate a neighbor or gain a key resource. The higher you are playing the harder it is to "cripple" an AI with a grabbing of a town or two as their discounts let them make it up. What is really needed is an article that is pertains to Conquest.
Let's see if we can come up with anything useful along that line. I will use the learn by example style or here is a game log to follow. Do note that this is just a single game, played with a single style and is nothing more than that. In other words, it not a template or even the best way. It is just one way for one game.
4000BC:
No picture of the start as you can see that anytime in any save or a later pix. It is a good start, from what I can see. The settler and worker are on a hill to start next to a river and I can see cow and wheat and gems. It is as good as you could hope for and there is nothing to think about. You would found on the spot. You would send the worker to the cow. We are not playing Always War, so I can hope to have some peace to expand for a time.
We can see another cow that will be in our border on the first expansion. This means we have 3 food bonus tiles right next to the capitol. I can also see a deer not far away and we do have the gems, but they are on a mountain.
That means lots of worker turns to get them in the box. We have only one bonus grassland that I can see, but we have hills. The cow on a plain is normally irrigated, even in despotism, but do we need the extra food in this town? Will we want to share cows and so want it irrigated anyway? I cannot know yet as I do not see enough land to determine the town placement. Let me say that I have no issue with irrigation or mining of the cows as we have that wheat. Right now we need the extra food, so irrigate is for me. I like to go ahead and set the research now. We have two things to choose 1) the tech 2) the pace.
Normally I would be playing with no huts and a big bonus for the AI, so I would go with 20%, the minimum, until I could drop it to 10%. You could go 100% as you can and gain a few beakers. I prefer the extra cash to pay for later research. This is not a game breaking pick, so do it either way. Then what do you pick for your tech? If this was Always War, I would consider going after the GLB. It is not, so I am not concerned about it. My take on Emperor is you tend to not get a lot out of it for the price. This is a pangaea map, so contacts will be quick and the tech pace should be quick as well.
I am ignoring the shot at an SGL. We are not scientific and will not be first to many techs in this age, so why sweat it. I would normally not bother to check on who is in the game as I would be lucky to be able to met one nation, before my start techs would be known. So I could make my choice without regard to the others. Just for the record, you can use F10 and find the others in the game. We find that we have Celts, Russians, Arabians, Babs, Aztecs, Chinese and Egypt. Here is a summary of the techs they know at the start:
Alpha 1 (us)
Pottery 4
CB 4
BW 2
WC 3
Mason 2
This means we have a monopoly on Alpha and go for Writing, if we like. I do that as once we get down the road to finishing Writing and have met a few of the others, we can peddle Alpha. This may in fact not work as we have two expansionist nations. It could turn out that many of the AA techs will be popped and traded, we cannot know how that will turn out, so I ignore that factor. We can expect that it will not be much of a shot for us though.
The only thing left is to decide on what to build. The game will default to an archer. This is not an awful thing, if barbs are popped near us as on this level, they could be a bother. I do not like to make archers, unless it is AW as they are not very strong and you will not be upgrading them. I also do not like to make anything other than warriors without a barracks. I switch to a warrior. We will need MP units as we only get 1 citizen born content if I remember correctly. We also need to get out and met the others. One more thing to say about the research. Yes we would like Pottery and even Masonry, but four nations know Pottery. This means it will be cheap and we should be able to get it in some sort of a trade or research it fast, once we get going.
I know a lot of people like to talk about the slingshot and it can be done, but it is not a priority for me. Let me state, I am a plodder not a race horse. I will be in no hurry to win and normally will not spend much time with diplomacy. I tend to make trades only when I need them and I intend to just take all the land. I am saying that I will probably try to get Writing and then Philo. What I take for the free one depends on the game.
It does not matter a lot to me, but if you can bust in at that point and trade to get what you need to pick Rep do it. If you have managed to get those tech before then, great. The settings are standard map, pangaea with 7 other nations. I forget what the barbs are and the temp and age or the middle ones, I think. It is 60% water, pretty sure anyway. You can find out with SeedBeast. C3 players take note that the minimum research rate means 50 turns.
3950BC:
worker starts irrigation. Here we are saying that we want the extra food more than the extra commerce. We could swap the citizen next turn to gain 1 food and give up 1 commerce and 2 shields. The shields are going to be lost either way. If you go that route, you leave the citizen on the wheat for the next turn as well. This gives you two extra food and when you put the pop back on the cow it will be irrigated and three more turns needed for the next warrior.
IOW, both the warriors finish in the same amount of time, but you gain what amounts to an extra turn of food as you are at +2 now. The two gold is not that important right now. These are things you can elect to consider or not. In the end, it is not critical. It is more important to manage the empire in terms of structures and workers.
None of it will matter if Montie and Cleo are close and decide to take your land. Their early UU with two moves and cheap cost could be harsh. So we play as if that is not going to happen, nothing we could do anyway for some time.
So we drop the growth from 7 turns to 5 turns and now we are making a road and have +3 food. The warrior drops down to 3 more turns, so we have the same 4 turn output on it. I sent out a unit as we will get the next one at the same time as we grow.
3600BC:
Sent out the second warrior. This means we we have to use the slider at 10% as we grew to size 2. We will have another warrior in 3. It turns out we have a bonus grassland in the borders that I did not see due to the graphic of the town. I have the worker moved to the second cow as we will get a border pop in 2 turns.
3500BC:
I have not seen barbs, so I pull out SeedBeast and see we have barbs turned off? I think the last thing I did was to gen a map for GR25 and they did not want barbs. The funny thing is they got barbs anyway? I could be I went to my other machine to actually make their map and forgot to set it to none. Anyway we have no barbs in this game.
Personally I do not care one way or the other. At DG or less I tend to go with roaming, above I tend to turn them off. If we had the huts we may have gotten something useful like a tech, at least some gold here and there.
I am slowly getting back hang of the movement as I had played Beyond the Sword before this and kept trying to move the wrong way.
3350BC:
I am going to make a worker as we have the wheat and the other worker will need two turns to get back. We can put off a 4th warrior so we can have two MP's and two roving. I dial down the slider as we have an MP now.
These are the things that can help, pay attention to the sliders on growth and research.
3250BC:
Worker is out and moves to wheat. We need food with no granary. We found water on two sides. I have both cows irrigated and I am working on the wheat. I am playing a bit loose as I make a barrack as I wait to grow.
Veteran archer and then will start on a settler. We have not met anyone and are not growing fast enough to want to make a settler before size 4. The good news is the AI will see us as stronger and will not try to demand anything. If they do, it will be war. On emperor, I treat them with contempt. Let them jump if they feel like it. I do not expose enough land to know if the water is all the way around. We make shields so the rax is 4 turns.
3100BC:
Worker on the gems now as we have both cows up and have +4 food at size 2.
3000BC:
Size 3 and I have to move the new pop to the wheat as the Gov drops him on a forest tile. We now have +6 food. Sure wish we had Pottery, but if I had not miss clicked I would be meeting someone next turn as I see China. Did I mention we dropped research to 10?
2850BC:
It turns out it was Arabian border and they want Alpha for Pottery, not doing that right now. Archer in and I start the settler. I move the worker that was on the wheat to road toward the next town. I am going for the hill with a river. It has the deer and a wheat flood tile is near. Those flood plains will get the settlers going. The hill is partially in the dark.
http://forums.civfanatics.com/showthread.php?t=254588
Two things struck me right away. First the settings, large with 8 civilizations on continents. That yields a lot of space to work with and as an expansionist, you are going to get a lot of huts. To me this distorts the game and does not let players learn to cope. The other thing I do not like to see promulgated is "9 workers, 8 regular spearmen, 4 veteran swordsmen, 1 galley, 4 barracks". Eight spears and 4 swords? I would not like to teach players to build lots of spears in a standard game at this level. I could mention a third thing, the 7 towns. If you are playing as England, an expansionist civ, you should do much better than 7 towns on a large map with only 8 nations.
I understand some times, you cannot, but much of the time you will have lots of land and time. Starting off telling players to use these concepts is like tying one arm behind their backs, not a good idea. The "Attack phase" is another place I would not use. Grab two towns and play defense? You will get bogged down? Well maybe, but I doubt it. My main issue is not with stopping at two towns, but play defense. The proposition put forth is to use horsemen and attack attackers and play defense. It could get expensive as swords could kill any of your units with their 3 attack and you having either 2 defense or 1 in the case of horses. What if they have contacts and can get an alliance.
Remember in C3 you can get them with Writing. "After 8 or so turns on defense, enemy should be willing to make peace on very favorable terms. Try to get 2 Medieval advances (Feudalism and Monotheism) from them." This seems a bit out of step to me as we started a war with swords and we take 2 towns and now they already have Middle Age techs to give up for peace? Not so sure that is going to happen. They now have pikes. In any event they are not going to give up Feudalism. In short I do not agree with anything much in this article and it may be fine in C3, but it is not a good idea. A better idea for players making the jump is to try to stay out of wars, until you are nearing the end of the expansion phase. This is better facilitated with not making spears, but making workers and settlers and warriors.
Early wars tend to slow down your growth. This is especially true as you move up the later in difficulty. I do agree with the idea that you want to get out of a war quickly, unless you can make a significant gain. That would be to eliminate a neighbor or gain a key resource. The higher you are playing the harder it is to "cripple" an AI with a grabbing of a town or two as their discounts let them make it up. What is really needed is an article that is pertains to Conquest.
Let's see if we can come up with anything useful along that line. I will use the learn by example style or here is a game log to follow. Do note that this is just a single game, played with a single style and is nothing more than that. In other words, it not a template or even the best way. It is just one way for one game.
4000BC:
No picture of the start as you can see that anytime in any save or a later pix. It is a good start, from what I can see. The settler and worker are on a hill to start next to a river and I can see cow and wheat and gems. It is as good as you could hope for and there is nothing to think about. You would found on the spot. You would send the worker to the cow. We are not playing Always War, so I can hope to have some peace to expand for a time.
We can see another cow that will be in our border on the first expansion. This means we have 3 food bonus tiles right next to the capitol. I can also see a deer not far away and we do have the gems, but they are on a mountain.
That means lots of worker turns to get them in the box. We have only one bonus grassland that I can see, but we have hills. The cow on a plain is normally irrigated, even in despotism, but do we need the extra food in this town? Will we want to share cows and so want it irrigated anyway? I cannot know yet as I do not see enough land to determine the town placement. Let me say that I have no issue with irrigation or mining of the cows as we have that wheat. Right now we need the extra food, so irrigate is for me. I like to go ahead and set the research now. We have two things to choose 1) the tech 2) the pace.
Normally I would be playing with no huts and a big bonus for the AI, so I would go with 20%, the minimum, until I could drop it to 10%. You could go 100% as you can and gain a few beakers. I prefer the extra cash to pay for later research. This is not a game breaking pick, so do it either way. Then what do you pick for your tech? If this was Always War, I would consider going after the GLB. It is not, so I am not concerned about it. My take on Emperor is you tend to not get a lot out of it for the price. This is a pangaea map, so contacts will be quick and the tech pace should be quick as well.
I am ignoring the shot at an SGL. We are not scientific and will not be first to many techs in this age, so why sweat it. I would normally not bother to check on who is in the game as I would be lucky to be able to met one nation, before my start techs would be known. So I could make my choice without regard to the others. Just for the record, you can use F10 and find the others in the game. We find that we have Celts, Russians, Arabians, Babs, Aztecs, Chinese and Egypt. Here is a summary of the techs they know at the start:
Alpha 1 (us)
Pottery 4
CB 4
BW 2
WC 3
Mason 2
This means we have a monopoly on Alpha and go for Writing, if we like. I do that as once we get down the road to finishing Writing and have met a few of the others, we can peddle Alpha. This may in fact not work as we have two expansionist nations. It could turn out that many of the AA techs will be popped and traded, we cannot know how that will turn out, so I ignore that factor. We can expect that it will not be much of a shot for us though.
The only thing left is to decide on what to build. The game will default to an archer. This is not an awful thing, if barbs are popped near us as on this level, they could be a bother. I do not like to make archers, unless it is AW as they are not very strong and you will not be upgrading them. I also do not like to make anything other than warriors without a barracks. I switch to a warrior. We will need MP units as we only get 1 citizen born content if I remember correctly. We also need to get out and met the others. One more thing to say about the research. Yes we would like Pottery and even Masonry, but four nations know Pottery. This means it will be cheap and we should be able to get it in some sort of a trade or research it fast, once we get going.
I know a lot of people like to talk about the slingshot and it can be done, but it is not a priority for me. Let me state, I am a plodder not a race horse. I will be in no hurry to win and normally will not spend much time with diplomacy. I tend to make trades only when I need them and I intend to just take all the land. I am saying that I will probably try to get Writing and then Philo. What I take for the free one depends on the game.
It does not matter a lot to me, but if you can bust in at that point and trade to get what you need to pick Rep do it. If you have managed to get those tech before then, great. The settings are standard map, pangaea with 7 other nations. I forget what the barbs are and the temp and age or the middle ones, I think. It is 60% water, pretty sure anyway. You can find out with SeedBeast. C3 players take note that the minimum research rate means 50 turns.
3950BC:
worker starts irrigation. Here we are saying that we want the extra food more than the extra commerce. We could swap the citizen next turn to gain 1 food and give up 1 commerce and 2 shields. The shields are going to be lost either way. If you go that route, you leave the citizen on the wheat for the next turn as well. This gives you two extra food and when you put the pop back on the cow it will be irrigated and three more turns needed for the next warrior.
IOW, both the warriors finish in the same amount of time, but you gain what amounts to an extra turn of food as you are at +2 now. The two gold is not that important right now. These are things you can elect to consider or not. In the end, it is not critical. It is more important to manage the empire in terms of structures and workers.
None of it will matter if Montie and Cleo are close and decide to take your land. Their early UU with two moves and cheap cost could be harsh. So we play as if that is not going to happen, nothing we could do anyway for some time.
So we drop the growth from 7 turns to 5 turns and now we are making a road and have +3 food. The warrior drops down to 3 more turns, so we have the same 4 turn output on it. I sent out a unit as we will get the next one at the same time as we grow.
3600BC:
Sent out the second warrior. This means we we have to use the slider at 10% as we grew to size 2. We will have another warrior in 3. It turns out we have a bonus grassland in the borders that I did not see due to the graphic of the town. I have the worker moved to the second cow as we will get a border pop in 2 turns.
3500BC:
I have not seen barbs, so I pull out SeedBeast and see we have barbs turned off? I think the last thing I did was to gen a map for GR25 and they did not want barbs. The funny thing is they got barbs anyway? I could be I went to my other machine to actually make their map and forgot to set it to none. Anyway we have no barbs in this game.
Personally I do not care one way or the other. At DG or less I tend to go with roaming, above I tend to turn them off. If we had the huts we may have gotten something useful like a tech, at least some gold here and there.
I am slowly getting back hang of the movement as I had played Beyond the Sword before this and kept trying to move the wrong way.
3350BC:
I am going to make a worker as we have the wheat and the other worker will need two turns to get back. We can put off a 4th warrior so we can have two MP's and two roving. I dial down the slider as we have an MP now.
These are the things that can help, pay attention to the sliders on growth and research.
3250BC:
Worker is out and moves to wheat. We need food with no granary. We found water on two sides. I have both cows irrigated and I am working on the wheat. I am playing a bit loose as I make a barrack as I wait to grow.
Veteran archer and then will start on a settler. We have not met anyone and are not growing fast enough to want to make a settler before size 4. The good news is the AI will see us as stronger and will not try to demand anything. If they do, it will be war. On emperor, I treat them with contempt. Let them jump if they feel like it. I do not expose enough land to know if the water is all the way around. We make shields so the rax is 4 turns.
3100BC:
Worker on the gems now as we have both cows up and have +4 food at size 2.
3000BC:
Size 3 and I have to move the new pop to the wheat as the Gov drops him on a forest tile. We now have +6 food. Sure wish we had Pottery, but if I had not miss clicked I would be meeting someone next turn as I see China. Did I mention we dropped research to 10?
2850BC:
It turns out it was Arabian border and they want Alpha for Pottery, not doing that right now. Archer in and I start the settler. I move the worker that was on the wheat to road toward the next town. I am going for the hill with a river. It has the deer and a wheat flood tile is near. Those flood plains will get the settlers going. The hill is partially in the dark.