Slvynn
Duke Vector fon Pixel
- Joined
- Apr 3, 2005
- Messages
- 2,073
I would like to get some clarification and thoughts of use and gameplay of the Iroquois Civ in Gods and Kings. (There are some additional changes and synergies which could be clarified)
For now I will not format it too much and will leave it for the WA thread. After that, the content will be polished.
Iroquois is one of most underrated civs in Civ 5 GnK because the real power of it is hardly understandable on paper/theory crafting without special clarification, which I’m going to post here. I’ll leave it for replies and judgment before arranging it in fine form, and before I put it into the War Academy as a civ-specific guide.
So the Iroquois, led by Hiawatha is the Civ representing a confederation of 5 native American tribes who lived near lake Ontario.
Link to video.
UA:
The Great Warpath
Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish Trade Routes upon researching The Wheel.
UU:
Mohawk Warrior
Swordsman replacement
No IRON required - no resource requirement
Combat bonus +33% in forest/Jungle
UB:
Longhouse
Workshop replacement
100 cost instead of 120
Does not provide general 10% bonus
Grants +1 per each forest tile worked by city
Terminology:
MPOE = Maximizing Production Output Efficiency, the term I'll use is for a strategy/approach to your building and tech priorities which emphasizes production buildings over everything else. It always prioritizes this way which allows you to increase production output in the city as soon as possible in order to have other buildings built faster. MPOE tries not to lose production time turns, which in the long term will lead to much faster and shorter periods of having different mid game buildings built.
This approach minimizes building times for all buildings, aiming to have the advantage of earlier Turn# in the building of science/culture/faith buildings, and by having their effects as early as possible without breaking the chain of prioritizing production-focused buildings, which allows all the queue times to be shorter.
It have nuance of demanding certain population/population growth to power it, but we'll talk about later more in-depth.
Hammer/food tile coefficient = Average city output of food surplus and hammers – At the end of the classical era it is greater in the capital/few cities of the Iroquois than all other civs, assuming no additional bonuses added like wonders/religion. The greater number of food combined with the greater number of hammers means that city could produce more, having a significant growth ratio at the same time.
So what makes Iroquois different from other civs? Iroquois is one of most Builder-themed civs in CiV GnK thanks to its mechanics and UF developers provided to them.
Its UA and UB are tile based, as well as their UU with its bonus. Forests, nature loving, chopping is the worst thing you could do with such a tree-loving faction. Nature is the way, and this way provides... quite a big advantage during early economic development, production which could be unmatched by any other civ, at least in a Bias-based forest capital. This advantage could be very deciding at later stages, but the point is to use it as soon as it comes. But we'll talk about it later – in the MPOE section, and after we'll list all those benefits we’ll need to use and abuse using the MPOE approach.
So what are benefits of tile-based Iroquois bonuses?
1. Free road tiles. +1 of saved upt per forest tile used instead of a normal road.
== This is a very powerful and most subtle feature, and many people miss its importance. Road cost 1 upt, and having free road tiles which does provide you a trade route, but does not need upkeep = ALOT of gpt saved, and actually means Iroquois in a mediocre case can have 6-7 gpt more than other civs and much earlier trade routes. 6-7 gpt per turn at Ancient/Classic era is really very much. It also ticks earlier and provides much more gold bonus than let’s say Arabia’s UA. Earlier trade routes also add gold, meaning you will have a most flourishing economy and gold if you have enough forests around your capital to use as roads.
More than that those magic warpath forest roads provide bridges BEFORE Engineering, (proof : http://forums.civfanatics.com/showpost.php?p=11686484&postcount=16) , and they act as railroads after research of Railroad technology towards 25% production bonus, saving more upt, but not increasing movement further
2.Saved worker turns.
- You don't have to build as many roads
- Workers move faster through forests going from one job to the other
- When a worker moves into a forest, it can start improving that tile that turn instead of having to wait for a turn
The worker turns you save via that is roughly the same as the 25% you get from the Pyramids
3. Defense. The forest roads mean that you will have roads which grant a defensive bonus only accessible to the Iroquois. No other faction would be able to use it. It will slow the enemy while making you very mobile within your lands. UU’s forest-fighting bonus, and no-resource ability means you could be impenetrable assuming you have some forests around key cities.
4. Early resource-free UU. Even on higher difficulty levels early swordsman could be a powerful tool. The problem is that swords need improved iron. Mohawks do not need iron and also have a forest/jungle bonus. They are forest stalkers, and harder to take if they use forests which do exist even on foreign/neutral territory in the era they come (Classical).
5. High hammer/food tile coefficient in capital/few more cities. The Longhouse. Huge early production tile-tied bonus. The effect +1 per-tile could be very powerful, so much as it could be much better than any other (i.e. Egypt’s) bonuses. The difference between the Workshop and Longhouse seems to be insignificant, without calculation. But let’s check it. The early Medieval age - If we have virtual non-Irouquois capital with pre-bonus production of 14 . It builds Workshop, and its new production 16+1.6 (10%) = 17.6 . Let’s check an Iroquois capital with saved forests, which have lumber mills and Longhouse built. For a city with production of 14 , using 1 2 tiles, it’s necessary to work more tiles like that. The hammer/food ratio is more balanced. While a Farm/Mine nation will use different types of tiles to balance output, Iroquois will use more production tiles (lumber mill forests) to gain the same production, but less food-only tiles. Meaning in order to get 14 base production, the city could work around 5 forest tiles. Meaning the city will gain +5 more with the Longhouse. 14 + 2 + 21. If we’re going to compare the % of production in this case it is almost 30%, !. 28%-10% = 18% building bonus over other civs!. Assuming the capital could generate most of empire production output (up to 70%) at this stage, this is powerful, but that’s not all. The thing that Longhouse comes at discount. 100 hammers instead of 120, 20 saved hammers, earlier build - earlier other buildings like universities being built.
6. Deer Bias. You luckily start with deer which, alas, is an awesome food resource and also subject to the Longhouse bonus. Making it the only food bonus for forest tiles, and assuming the start has some fixed food resource minimum and maximum (distribution mechanics), you will have deer almost guaranteed.
7. It's all one path. The other benefit which is very rare for a civ to enjoy. The UU and UB of this civ lie on one tech path. This path also has a very useful military unit - Composite bowman, and emphasizes more protection/production (quarries/walls). UU and UB come with 1 tech difference on the same path, and this could be abused. It's also the same path for a very important detail required for MPOE - Ironworks.
General benefits: You have an early potent economy mixed with protection, mobility and serious production focus, which is actually one of the most powerful builder bonuses in the game, assuming you have enough forest. Also, those bonuses provide some nice synergies with Wonderspamming, Rexing and Warmongering.
The downsides of being Iroquois, things that you shouldn’t forget:
1. Chopping. While its works well with others, Iroquois save trees and then enjoy production bonus for rest of game.
2. Well, Iroquois are Iroquois. No Diplo bonuses, no straight military bonuses. No culture bonuses. No Faith bonuses. They must take it with their early economy advantage and sheer production – Using the MPOE method.
So let’s have a deeper insight into Iroquois gameplay:
Contents:
1. MPOE - The concept, General Empire Management Notes under MPOE .
2. 3 Style of Iroquois play - Wonderbuilding (Tall), REX (Wide) and Warmongering (RAWR!), and their Policy & Religion choices.
Chapter 1.
Maximizing Production Output Efficiency (MPOE)
1.a. General Concept Explanation.
1.b. Food/Production balance and Growth – What powers MPOE
1.c. Bringing MPOE to action, And how it works.
1.a. General Concept Explanation.
Before we start lets clarify some sub-concepts required for understanding how MPOE works.
Advantage Value Deflation – Civ game advance built in the way, that with game progression and advancing through eras and technology trees, outputs/yields of different in-game values inflate with a time. For simplest example - advantage of +2 beakers nature wonder tile while everyone have ~4 beakers total is huge (50%) , while same advantage will deflate as soon as others have libraries built up. If advantage is not used as soon as it comes (ie for example citizen does not work that +2 wonder beaker tile), and as long as you won’t prioritize increasing your advantage further as soon as possible by building libraries etc, keeping it intact, it will lose its own value. So, some CiV numerical advantages (yields/science/religion/production) deflate if not being used as soon as possible, and in order to exist and develop into more advantage, need to inflate.
So in opposite to AVD – if you rushing, nurturing advantage, and prioritizing to inflate it faster than rivals develop their yields, you winning more advantage, if your rivals will not prioritize to chase you up.
That’s a base of MPOE – to neglect deflation, and to multiply own advantage at fastest, faster than rivals could chase in order to neglect your said advantage. For MPOE its case of Food Growth which powers Production, and then monster Production power everything else - all other yields, so at finale, the advantage of production grows exponentially, and bring in Wonders, Armies and Other yields buildings at swift rate, so little by little it create new advantages c5faith://////), and inflate them, as it did to itself.
At side note that this works also for such “competition” yields like Science/Faith/Gold. Culture does as well, but in lesser regard.
MPOE will grant you Wonders, Armies, and Mega cities faster , providing at mid stage all other yields advantages earlier than rivals could get, creating advantage in other yields.
Dedication – MPOE, and its components, Food Growth and Production Inflation need dedication - Because of AVD. More you dedicated, and less distracted you are, more effective it is.
1.b. Food/Production balance and Growth – What powers MPOE
In order to power advance in such yilds like Science, Production and Gold, Food is necessary. It is a fuel for inflating your advantages in those competitive fields like “Science” and “Production”. So Food/ fast Growth is Priority number 1 at early stage, and key feature at later stage, when MPOE and inflation of advantages is ticking. So, said advantages wont develop, if population is not growing. Growth is part of inflation.
Thus food tiles, food buildings, windmills, food growth wonders, social policies and religion beliefs have UTTER importance. Esp. when you have your cap of happiness easily manageable with Iroquois MPOE – the tech path lies thru quite early Construction with quite hi production yielding start location/bias, Tradition SP tree, and ability to control and switch between food and production tiles. If empire is happy, you use food and grow, so you are dedicated to MPOE. If empire is unhappy, you build happiness buildings with your hi production to allow it to grow, and you use your maximum production output, so you are dedicated to MPOE.
The food tiles, ie Iroquois bias Deers, have very hi value. Food tile also have more priority to work, if you have more free happiness, (which must be used as much as possible under MPOE, hey we are not Persians, and we don’t aim for Nature Golden Ages), and next citizen will inflate growth/production.
In rare occasions (more in "ideal" occasions) when you have too much forest and not enough food resource (you should avoid on settling cities with too few food resources anyways) there is option to chop 1-2 riverside tiles to make there farms - but only if you have all covered with forests - much more forest you could supply working citizens for, too much excess of happiness and too low food output after all means to get more food been used (Food wonders, food buildings build by production, pantheons + beliefs which generated from faith buildings/wonders)
The key "Development stage Food wonders" :
Temple of Artemis - sometimes is hard to get on high levels – because AI prioritizes it, and if other AI builder in game, and esp. if he got free archery from ruins, at Immortal-Deity there big chance you will lose it. So it is very good wonder, but is a gamble. MY opinion that one (at hi levels) should go for it if he got “lucky” advantage – i.e. free archery from a hut and/or marble in capital and/or pop from ruin.
Hanging Gardens – this is monster wonder you will need. Consider it as top priority wonder in your capital. Aristocracy will help you with that.
1.c. Bringing MPOE to action, And how it works.
So how it all works, and how MPOE differs from other approach generally. It requires balance, and threat production times, and effects with higher importance. As said, more and faster built things lead to more and faster advantages. So the in simplicity it would be something like “multiplying advantages balancing growth-science-production”.
MPOE is kind of micromanagement and calculation, which oversees efficiency and the triangle of food-beakers-hammers in such way, that:
I. Food / growth advantage being increased consistently. Granaries, Watermills and HG are buildings of top priority. Fertility rites belief if not much camp resources, and Goddes of Hunt if there much camp resources in the capital and around.
II. Science comes first and then oversees that all-time growing manufacture have something to build AND it advancing it self in same time. In order to walk properly men do steps with their legs in such sequence: Left – Right – Left – Right, and never otherwise. Same here, Your right leg is Science, and Left is Production. Also you need food to live, that how MPOE works. For example lets take build where we need to start with left leg, i.e. production – We have marble in capital, in order to make swift use of it, we need : wonders to build, required tech to work it, worker, and then to make step with right leg, after we stepped with left one – to boost our science after solely production-focused action. No matter what production is for – be it Faith (Stonehenge), More Growth (Artemis ) or GL gamble (science, and in this case we do make right leg step making it more like a dancing ). Lets say we go for Faith (and it worth it), and aim for SH. So our queue will look like:
1. More food. We tech Pottery because need granaries. Building queue: Scout (ruins/forest exploration/barb help/defence) > Worker > Swap to Granary on pottery > finish worker.
2. While we finish worker we tech to Masonry. And then fresh worker goes to build quarry, while we teching remaining Calendar. We grow, and upon Calendar SH starting it’s construction, and we continue to grow.
3. Now time to do right leg step. Writing, and Library. Lib will be next building built after SH, so, we could use our maximized growth pop and library for next left leg step – portion of our Iroquois production focused tech tree.
4. And so on, the principle is same – Left and Right leg of Science and Dedicated increasing of Production speeds. The precise sequence depending of game style you chosen, and this will be described in specific play style description sections.
III. Citizen Working tiles Allocated with growth>production if there happiness and place to grow and work tiles AND every next citizen grant at least 1 extra hammer or food growth increase. We could have example of tile citizen allocation. At early stage, for example, difference between +1 surplus and +2 surplus may lead to major differences of growth., doubled time of growth. In assumption, you have happiness to grow further, it wont be worthy to work [1 food 2 prod 1 gold] over [2 food 1 prod] tile, because if new citizen come early, he will be able to work extra hammer tile, so that -1 hammer will be re-payed back + faster beaker count will increase. There is no exact formula, but as pop used for science and each citizen at later stage means more citizens working those Iroquois forest longhouse lumber mills, so you should carefully check the price of gimping your growth for any reason to come.
IV. There is very high priority of production/hammer building. Unless you finished all of them, its time to make right leg Science step, its not food building, you should not build regular buildings before those.
V. By emphasizing and rushing production progression, you will create holes, made by your quick building advantages, more and more , with progression of the game, you will be able to inject wonders into your building queue. Obcourse, the right-leg stepping science must oversee that there always useful wonders to build, as well.
VI. Units built by purpose of necessity of defence, for Iroquois, till Longhouses are up. After it - by preference of chosen gameplay style (if Warmonger - stamp them up) - see in next chapter
The changes, queues differences, adjustments and different details will change, depending on starting location, map-game settings, and chosen game style: About this in next Chapter
to be continued. 1-8 topics will come in few close days. Output appreciated. After some polishing i will format it in fancy way with pics!
For now I will not format it too much and will leave it for the WA thread. After that, the content will be polished.
Iroquois is one of most underrated civs in Civ 5 GnK because the real power of it is hardly understandable on paper/theory crafting without special clarification, which I’m going to post here. I’ll leave it for replies and judgment before arranging it in fine form, and before I put it into the War Academy as a civ-specific guide.
So the Iroquois, led by Hiawatha is the Civ representing a confederation of 5 native American tribes who lived near lake Ontario.
Link to video.
UA:
The Great Warpath
Units move through Forest and Jungle in friendly territory as if it is Road. These tiles can be used to establish Trade Routes upon researching The Wheel.
UU:
Mohawk Warrior
Swordsman replacement
No IRON required - no resource requirement
Combat bonus +33% in forest/Jungle
UB:
Longhouse
Workshop replacement
100 cost instead of 120
Does not provide general 10% bonus
Grants +1 per each forest tile worked by city
Terminology:
MPOE = Maximizing Production Output Efficiency, the term I'll use is for a strategy/approach to your building and tech priorities which emphasizes production buildings over everything else. It always prioritizes this way which allows you to increase production output in the city as soon as possible in order to have other buildings built faster. MPOE tries not to lose production time turns, which in the long term will lead to much faster and shorter periods of having different mid game buildings built.
This approach minimizes building times for all buildings, aiming to have the advantage of earlier Turn# in the building of science/culture/faith buildings, and by having their effects as early as possible without breaking the chain of prioritizing production-focused buildings, which allows all the queue times to be shorter.
It have nuance of demanding certain population/population growth to power it, but we'll talk about later more in-depth.
Hammer/food tile coefficient = Average city output of food surplus and hammers – At the end of the classical era it is greater in the capital/few cities of the Iroquois than all other civs, assuming no additional bonuses added like wonders/religion. The greater number of food combined with the greater number of hammers means that city could produce more, having a significant growth ratio at the same time.
So what makes Iroquois different from other civs? Iroquois is one of most Builder-themed civs in CiV GnK thanks to its mechanics and UF developers provided to them.
Its UA and UB are tile based, as well as their UU with its bonus. Forests, nature loving, chopping is the worst thing you could do with such a tree-loving faction. Nature is the way, and this way provides... quite a big advantage during early economic development, production which could be unmatched by any other civ, at least in a Bias-based forest capital. This advantage could be very deciding at later stages, but the point is to use it as soon as it comes. But we'll talk about it later – in the MPOE section, and after we'll list all those benefits we’ll need to use and abuse using the MPOE approach.
So what are benefits of tile-based Iroquois bonuses?
1. Free road tiles. +1 of saved upt per forest tile used instead of a normal road.
== This is a very powerful and most subtle feature, and many people miss its importance. Road cost 1 upt, and having free road tiles which does provide you a trade route, but does not need upkeep = ALOT of gpt saved, and actually means Iroquois in a mediocre case can have 6-7 gpt more than other civs and much earlier trade routes. 6-7 gpt per turn at Ancient/Classic era is really very much. It also ticks earlier and provides much more gold bonus than let’s say Arabia’s UA. Earlier trade routes also add gold, meaning you will have a most flourishing economy and gold if you have enough forests around your capital to use as roads.
More than that those magic warpath forest roads provide bridges BEFORE Engineering, (proof : http://forums.civfanatics.com/showpost.php?p=11686484&postcount=16) , and they act as railroads after research of Railroad technology towards 25% production bonus, saving more upt, but not increasing movement further
2.Saved worker turns.
- You don't have to build as many roads
- Workers move faster through forests going from one job to the other
- When a worker moves into a forest, it can start improving that tile that turn instead of having to wait for a turn
The worker turns you save via that is roughly the same as the 25% you get from the Pyramids
3. Defense. The forest roads mean that you will have roads which grant a defensive bonus only accessible to the Iroquois. No other faction would be able to use it. It will slow the enemy while making you very mobile within your lands. UU’s forest-fighting bonus, and no-resource ability means you could be impenetrable assuming you have some forests around key cities.
4. Early resource-free UU. Even on higher difficulty levels early swordsman could be a powerful tool. The problem is that swords need improved iron. Mohawks do not need iron and also have a forest/jungle bonus. They are forest stalkers, and harder to take if they use forests which do exist even on foreign/neutral territory in the era they come (Classical).
5. High hammer/food tile coefficient in capital/few more cities. The Longhouse. Huge early production tile-tied bonus. The effect +1 per-tile could be very powerful, so much as it could be much better than any other (i.e. Egypt’s) bonuses. The difference between the Workshop and Longhouse seems to be insignificant, without calculation. But let’s check it. The early Medieval age - If we have virtual non-Irouquois capital with pre-bonus production of 14 . It builds Workshop, and its new production 16+1.6 (10%) = 17.6 . Let’s check an Iroquois capital with saved forests, which have lumber mills and Longhouse built. For a city with production of 14 , using 1 2 tiles, it’s necessary to work more tiles like that. The hammer/food ratio is more balanced. While a Farm/Mine nation will use different types of tiles to balance output, Iroquois will use more production tiles (lumber mill forests) to gain the same production, but less food-only tiles. Meaning in order to get 14 base production, the city could work around 5 forest tiles. Meaning the city will gain +5 more with the Longhouse. 14 + 2 + 21. If we’re going to compare the % of production in this case it is almost 30%, !. 28%-10% = 18% building bonus over other civs!. Assuming the capital could generate most of empire production output (up to 70%) at this stage, this is powerful, but that’s not all. The thing that Longhouse comes at discount. 100 hammers instead of 120, 20 saved hammers, earlier build - earlier other buildings like universities being built.
6. Deer Bias. You luckily start with deer which, alas, is an awesome food resource and also subject to the Longhouse bonus. Making it the only food bonus for forest tiles, and assuming the start has some fixed food resource minimum and maximum (distribution mechanics), you will have deer almost guaranteed.
7. It's all one path. The other benefit which is very rare for a civ to enjoy. The UU and UB of this civ lie on one tech path. This path also has a very useful military unit - Composite bowman, and emphasizes more protection/production (quarries/walls). UU and UB come with 1 tech difference on the same path, and this could be abused. It's also the same path for a very important detail required for MPOE - Ironworks.
General benefits: You have an early potent economy mixed with protection, mobility and serious production focus, which is actually one of the most powerful builder bonuses in the game, assuming you have enough forest. Also, those bonuses provide some nice synergies with Wonderspamming, Rexing and Warmongering.
The downsides of being Iroquois, things that you shouldn’t forget:
1. Chopping. While its works well with others, Iroquois save trees and then enjoy production bonus for rest of game.
2. Well, Iroquois are Iroquois. No Diplo bonuses, no straight military bonuses. No culture bonuses. No Faith bonuses. They must take it with their early economy advantage and sheer production – Using the MPOE method.
So let’s have a deeper insight into Iroquois gameplay:
Contents:
1. MPOE - The concept, General Empire Management Notes under MPOE .
2. 3 Style of Iroquois play - Wonderbuilding (Tall), REX (Wide) and Warmongering (RAWR!), and their Policy & Religion choices.
Chapter 1.
Maximizing Production Output Efficiency (MPOE)
1.a. General Concept Explanation.
1.b. Food/Production balance and Growth – What powers MPOE
1.c. Bringing MPOE to action, And how it works.
1.a. General Concept Explanation.
Before we start lets clarify some sub-concepts required for understanding how MPOE works.
Advantage Value Deflation – Civ game advance built in the way, that with game progression and advancing through eras and technology trees, outputs/yields of different in-game values inflate with a time. For simplest example - advantage of +2 beakers nature wonder tile while everyone have ~4 beakers total is huge (50%) , while same advantage will deflate as soon as others have libraries built up. If advantage is not used as soon as it comes (ie for example citizen does not work that +2 wonder beaker tile), and as long as you won’t prioritize increasing your advantage further as soon as possible by building libraries etc, keeping it intact, it will lose its own value. So, some CiV numerical advantages (yields/science/religion/production) deflate if not being used as soon as possible, and in order to exist and develop into more advantage, need to inflate.
So in opposite to AVD – if you rushing, nurturing advantage, and prioritizing to inflate it faster than rivals develop their yields, you winning more advantage, if your rivals will not prioritize to chase you up.
That’s a base of MPOE – to neglect deflation, and to multiply own advantage at fastest, faster than rivals could chase in order to neglect your said advantage. For MPOE its case of Food Growth which powers Production, and then monster Production power everything else - all other yields, so at finale, the advantage of production grows exponentially, and bring in Wonders, Armies and Other yields buildings at swift rate, so little by little it create new advantages c5faith://////), and inflate them, as it did to itself.
At side note that this works also for such “competition” yields like Science/Faith/Gold. Culture does as well, but in lesser regard.
MPOE will grant you Wonders, Armies, and Mega cities faster , providing at mid stage all other yields advantages earlier than rivals could get, creating advantage in other yields.
Dedication – MPOE, and its components, Food Growth and Production Inflation need dedication - Because of AVD. More you dedicated, and less distracted you are, more effective it is.
1.b. Food/Production balance and Growth – What powers MPOE
In order to power advance in such yilds like Science, Production and Gold, Food is necessary. It is a fuel for inflating your advantages in those competitive fields like “Science” and “Production”. So Food/ fast Growth is Priority number 1 at early stage, and key feature at later stage, when MPOE and inflation of advantages is ticking. So, said advantages wont develop, if population is not growing. Growth is part of inflation.
Thus food tiles, food buildings, windmills, food growth wonders, social policies and religion beliefs have UTTER importance. Esp. when you have your cap of happiness easily manageable with Iroquois MPOE – the tech path lies thru quite early Construction with quite hi production yielding start location/bias, Tradition SP tree, and ability to control and switch between food and production tiles. If empire is happy, you use food and grow, so you are dedicated to MPOE. If empire is unhappy, you build happiness buildings with your hi production to allow it to grow, and you use your maximum production output, so you are dedicated to MPOE.
The food tiles, ie Iroquois bias Deers, have very hi value. Food tile also have more priority to work, if you have more free happiness, (which must be used as much as possible under MPOE, hey we are not Persians, and we don’t aim for Nature Golden Ages), and next citizen will inflate growth/production.
In rare occasions (more in "ideal" occasions) when you have too much forest and not enough food resource (you should avoid on settling cities with too few food resources anyways) there is option to chop 1-2 riverside tiles to make there farms - but only if you have all covered with forests - much more forest you could supply working citizens for, too much excess of happiness and too low food output after all means to get more food been used (Food wonders, food buildings build by production, pantheons + beliefs which generated from faith buildings/wonders)
The key "Development stage Food wonders" :
Temple of Artemis - sometimes is hard to get on high levels – because AI prioritizes it, and if other AI builder in game, and esp. if he got free archery from ruins, at Immortal-Deity there big chance you will lose it. So it is very good wonder, but is a gamble. MY opinion that one (at hi levels) should go for it if he got “lucky” advantage – i.e. free archery from a hut and/or marble in capital and/or pop from ruin.
Hanging Gardens – this is monster wonder you will need. Consider it as top priority wonder in your capital. Aristocracy will help you with that.
1.c. Bringing MPOE to action, And how it works.
So how it all works, and how MPOE differs from other approach generally. It requires balance, and threat production times, and effects with higher importance. As said, more and faster built things lead to more and faster advantages. So the in simplicity it would be something like “multiplying advantages balancing growth-science-production”.
MPOE is kind of micromanagement and calculation, which oversees efficiency and the triangle of food-beakers-hammers in such way, that:
I. Food / growth advantage being increased consistently. Granaries, Watermills and HG are buildings of top priority. Fertility rites belief if not much camp resources, and Goddes of Hunt if there much camp resources in the capital and around.
II. Science comes first and then oversees that all-time growing manufacture have something to build AND it advancing it self in same time. In order to walk properly men do steps with their legs in such sequence: Left – Right – Left – Right, and never otherwise. Same here, Your right leg is Science, and Left is Production. Also you need food to live, that how MPOE works. For example lets take build where we need to start with left leg, i.e. production – We have marble in capital, in order to make swift use of it, we need : wonders to build, required tech to work it, worker, and then to make step with right leg, after we stepped with left one – to boost our science after solely production-focused action. No matter what production is for – be it Faith (Stonehenge), More Growth (Artemis ) or GL gamble (science, and in this case we do make right leg step making it more like a dancing ). Lets say we go for Faith (and it worth it), and aim for SH. So our queue will look like:
1. More food. We tech Pottery because need granaries. Building queue: Scout (ruins/forest exploration/barb help/defence) > Worker > Swap to Granary on pottery > finish worker.
2. While we finish worker we tech to Masonry. And then fresh worker goes to build quarry, while we teching remaining Calendar. We grow, and upon Calendar SH starting it’s construction, and we continue to grow.
3. Now time to do right leg step. Writing, and Library. Lib will be next building built after SH, so, we could use our maximized growth pop and library for next left leg step – portion of our Iroquois production focused tech tree.
4. And so on, the principle is same – Left and Right leg of Science and Dedicated increasing of Production speeds. The precise sequence depending of game style you chosen, and this will be described in specific play style description sections.
III. Citizen Working tiles Allocated with growth>production if there happiness and place to grow and work tiles AND every next citizen grant at least 1 extra hammer or food growth increase. We could have example of tile citizen allocation. At early stage, for example, difference between +1 surplus and +2 surplus may lead to major differences of growth., doubled time of growth. In assumption, you have happiness to grow further, it wont be worthy to work [1 food 2 prod 1 gold] over [2 food 1 prod] tile, because if new citizen come early, he will be able to work extra hammer tile, so that -1 hammer will be re-payed back + faster beaker count will increase. There is no exact formula, but as pop used for science and each citizen at later stage means more citizens working those Iroquois forest longhouse lumber mills, so you should carefully check the price of gimping your growth for any reason to come.
IV. There is very high priority of production/hammer building. Unless you finished all of them, its time to make right leg Science step, its not food building, you should not build regular buildings before those.
V. By emphasizing and rushing production progression, you will create holes, made by your quick building advantages, more and more , with progression of the game, you will be able to inject wonders into your building queue. Obcourse, the right-leg stepping science must oversee that there always useful wonders to build, as well.
VI. Units built by purpose of necessity of defence, for Iroquois, till Longhouses are up. After it - by preference of chosen gameplay style (if Warmonger - stamp them up) - see in next chapter
The changes, queues differences, adjustments and different details will change, depending on starting location, map-game settings, and chosen game style: About this in next Chapter
to be continued. 1-8 topics will come in few close days. Output appreciated. After some polishing i will format it in fancy way with pics!