Navelgazer
Emperor
- Joined
- Jul 4, 2012
- Messages
- 1,160
I'm a huge fan of naval maps, and so am trying out playing as Dido. I love the UA, and the naval UU, though the UA took some research to figure out (for instance, I'm playing on Tiny Islands maps to maximize Carthage's advantages, and so was skipping The Wheel entirely while I could, making the free Harbor not nearly as useful as I wanted it to be.)
My personal issues are:
1.) I'm finally starting to try to play like an adult, I guess, and so am playing Prince for my first time. That's not a particular difficulty, but I don't know what exactly to expect from the differences in difficulty down the line.
2.) I generally favor mid-game rising civs. Netherlands are a good example, but also Korea, and I'd consider Inca to even be this as well due to the techs required to build a terrace farm (though in reality Inca is pretty pan-era, with a useless UU and a UA which never ceases to be useful.) Carthage is early-rising, and that takes a lot of expertise which I don't yet have in managing them to get them up and running.
Particularly, it seems as though I can no longer blow through individual tech trees, which I expected and is fine, but I still need a strategy for how to handle things now. The free harbor UA lends Carthage VERY heavily towards REX, I would think, and so Liberty would seem to take prominence, but I also need some old standbyes from the Tradition tree (like free monuments in my first four cities, or faster wonder production), and the Quinquerime makes me want to open up Honor early as well to train them up so that I can take out Barbs for CS bonuses early, as well as take advantage of my chances to eliminate a few rivals in the classical era.
How are the more experienced players handling their Carthage starts?
My personal issues are:
1.) I'm finally starting to try to play like an adult, I guess, and so am playing Prince for my first time. That's not a particular difficulty, but I don't know what exactly to expect from the differences in difficulty down the line.
2.) I generally favor mid-game rising civs. Netherlands are a good example, but also Korea, and I'd consider Inca to even be this as well due to the techs required to build a terrace farm (though in reality Inca is pretty pan-era, with a useless UU and a UA which never ceases to be useful.) Carthage is early-rising, and that takes a lot of expertise which I don't yet have in managing them to get them up and running.
Particularly, it seems as though I can no longer blow through individual tech trees, which I expected and is fine, but I still need a strategy for how to handle things now. The free harbor UA lends Carthage VERY heavily towards REX, I would think, and so Liberty would seem to take prominence, but I also need some old standbyes from the Tradition tree (like free monuments in my first four cities, or faster wonder production), and the Quinquerime makes me want to open up Honor early as well to train them up so that I can take out Barbs for CS bonuses early, as well as take advantage of my chances to eliminate a few rivals in the classical era.
How are the more experienced players handling their Carthage starts?
per city w/trade route) or God of the Sea (+1
per fishing boats). I'm generally partial to MotG, unless my start area is riddled with sea resources or someone beats me to it.
At least, I assume they don't; I've never actually checked the math during a game.
) Therefore I can be ultra aggressive towards other civs without fear, I then went for 'tradition' policy and all other border expanding methods in order to get lots of resources, as the mountains create 6 non-productive tiles.
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per turn when Liberty is unlocked (which should happen a few turns after you finish the monument, or earlier if you catch a lucky ruin), while the shrine gets you going towards your pantheon (Messenger of the Gods unless your terrain literally screams for something else). If you have any extra turns between finishing either building and being able to start the next one, put them towards building a worker (but shift to the new building as soon as the tech is unlocked).

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