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Rapid Expansion

bigwinw

Warlord
Joined
Dec 11, 2008
Messages
108
How do others start off at a Civ game, expansion wise?

I tend to create a Defense unit then a settler then a worker in all cities. Sometimes a city that has gone through this progression will then go for another settler.

How do others achieve the rapid expansion without killing the economy? Do you build more workers too so that you can cottage spam? Or do you go for Currency ASAP to be able to trade for gold and build markets?
 
Your talking single player?

In that case: go worker first in your capital, not some useless defense unit. In all other cities, go granary first or monument if needed, not some useless defense unit.
New cities need to be improved as quickly as possible, they can't wait for the first worker they build themselves - send one along with the settler.
By the way, you know the rule of thumb "1 city, 1.5 workers"?

Most of your settlers early on will be built in your capital. Try this build order, approximatly: worker, warriors until size 3-5, worker, settler, worker, worker, settler, worker, worker, settler, worker, worker, settler.

You go to currency ASAP to build wealth, not so much to trade for gold and hardly at all to build markets. In an average 10 city empire, build markets in 2-3 cities, not more.
 
Yes this is single player. Sounds like a cool strat. Do you build warriors even if you have archers?

"In an average 10 city empire, build markets in 2-3 cities, not more. " Do you use these cities to build wealth instead? Or focus on production? or culture? or science?

I normally play on Monarch or higher if that matters at all.
 
You go to currency ASAP to build wealth, not so much to trade for gold and hardly at all to build markets. In an average 10 city empire, build markets in 2-3 cities, not more.

I disagree with your statement on markets. markets are important for all commerce cities and can be good in many cases with production cities, not just with 2-3 overall.
 
I tend to build markets in two types of cities - commerce cities when my slider is putting enough commerce into wealth to generate several wealth per turn, and any city big enough to need the happiness.
 
Yes this is single player. Sounds like a cool strat. Do you build warriors even if you have archers?

Well, they are cheaper. If you expect this unit to see some actual battles, make it an archer.
If it's just a city garrison unit or a spawn buster in a safe area, warriors are fine.

Do you use these cities to build wealth instead? Or focus on production?

Yes.

or culture? or science?

No.

;)

stopstopp said:
I disagree with your statement on markets.

I know you do. But shouldn't you be learning for your finals rather than diagreeing with me? :)
 
Writing is very important, Open Borders for trade can net quite a lot of :commerce: and Libraries offer a cheap :science: multiplier and 2 Scientist slots. You want at least 1 city working 2 scientists as an early GS is a massive benefit.

Getting something to raise the :) cap is another crucial early move, Monarchy for Hereditary Rule is excellent for this (and only gets better if you can still build Warriors for cheap :)) and Calender is a good alternative if you have numerous resources. It mostly comes down to a judgement call on how many resources you have and can trade for, against how much :) you need when deciding whether to go Monarchy early, but more often than not Monarchy wins out, unless you got the Pyramids of course.
There are of course other ways, like Metal Casting if you have gold, silver and/or gems or you could take Drama for Theatres and the :culture: slider for your :) needs. Monarchy is usually the simplest, the culture slider often adds a lot of complication :lol:
You go to currency ASAP to build wealth, not so much to trade for gold and hardly at all to build markets. In an average 10 city empire, build markets in 2-3 cities, not more.
Personally, I find the ability to trade gold more important than even Wealth (though Wealth is very useful and leaps and bounds above early Markets).
You can use it to beg for gold of any AI that is Pleased or Friendly, 150-200 gold every 30 turns from every Pleased or better AI is a major help, selling techs and resources helps diplo a lot as well as your cashflow, and you can even use it to block war declarations as any AI that accepts a measly 5:gold: beg/demand enters a forced peace treaty ;)

And don't forget you can build Research with Alphabet, its very handy for getting to Currency, but Wealth is better in most cases afterward.
 
@bigwinw

Worker first is always a strong opening build in your capital. The only other one that compares is a workboat first when seafood is readily available. Working unimproved tiles is the quintessential sign of inexperienced players.

After making sure to have at least 1 worker/city (more is always better and 1.5-2 is preferred), there are three things required to be able to expand indefinitely without crashing your economy (paraphrase of something TMIT said), currency, code of laws, and monarchy (barring an inordinate amount of early luxury resources or the mids). These three techs unlock the all important build wealth option, courthouses for when # of cities maintainence starts to rise, and happiness to grow your cities into active contributors. Aiming for these techs as early as possible (without neglecting other important worker techs and early resource revealing techs) is important if you want to REX.

@cusanus
The decision to build wealth or research is not always as cut and dried as you may think. In the early game with access to only libraries, it is almost always the best option because libraries are cheaper than markets (90/150 hammmers), come earlier, and provide the same 25% bonus to commerce. However, once banks and universities come into play there's a decision to be made.

Since my analysis/thoughts ended up pretty long, I spoilered them.
Spoiler :
Assuming libraries have already been built in commerce cities and markets and/or grocers have not, you are presented with pursuing either banks or universities. As they currently stand either building provides an equivalent benefit (if rep specialists aren't taken into account). This is because both cost 200 hammers and combined with the dirt cheap and formerly established libraries net a total multiplier of 50% for either gold or research. Thus you will gain similar yields building wealth after pumping in unis(to push the slider high), or building research after pumping in banks (allow the slider to drop lower). Admittedly Unis are usually prefered because they unlock the coveted oxford right away rather then the banks which require more techs to unlock wall street.

However bringing markets or grocers into the picture, if they were built to provide bonus happiness or health, encourages the use of banks and build research since commerce will be multiplied more when it's turned into gold. This means building wealth to push the slider higher is actually less efficient than building research and keeping the slider lower.

Another way to think about it, is in comparison to binary research. One of the reasons binary research is used is to maximize the benefits of multiplier buildings. For example if I'm about to build a lot of beaker multiplying buildings empire wide, it's beneficial to save commerce as gold by turning off research temporarily. Then I can spend that gold after the science multipliers are built generating a greater number of beakers in the same number of turns, because each gold coin is now worth more beakers than when they were originally collected. This also works in reverse, empty your reserve gold before you put in a lot of gold multipliers, and it will be easier to recoup that gold after the multipliers are built. Build wealth and build research work along much of the same principals, in that its more efficient to build the one that has a lower aggregate empire wide multiplier. Of course binary research also has the handy side effect of allowing for easier monopoly tech research which is probably even more important since tech trades can double, triple, and even quadruple your beakers if you're savy and maybe a little lucky.

On a final note I'ld like to point out the usefulness of early gold multiplier buildings in a game that is using a lot of espionage. They come far before any espionage multiplier buildings and allow you to pump the EP slider higher and earlier. I haven't actually done the calculations but I'm fairly confident that 200 hammers for 25% gold boost+up to 4 happy faces>200 gold coins=200 EPs. In the recent NC game I did this to catch up in tech after three early wars and it netted me the lib race when I'ld only teched through Currency and Construction by myself while the most advanced AI was through philo, feudalism, theo, engineering, and civil service.
 
I tried the following last night in a Standard/Normal/Panegona/Monarch.

worker, warriors until size 3, settler, worker, worker, settler, worker, worker, settler, worker, settler

I got to 7 cities rather quickly and my science only got down to 50% for a few turns. I was able to get back up to 100% science by 1200AD. I have a good shot at a few types of victory.

This strat worked very well. I did have to cottage spam to keep the economy up. I will try this again on Emperor and hopefully it will work out. Thanks All!
 
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