People use this trait wrong, I think. If you play an imperialistic leader like a normal leader, you're not going to benefit as much! You need to crank out settlers as fast as possible!
Its like mitosis! You build four cities, fast! Simple, right? This strat works best with Julius or Victoria since you want an economic trait and mining/fishing is great for this.
THE PRINCIPLES OF IMPERIALISTIC:
1) Don't grow your cities past size 1 until you have four of them. Food, who needs it?
2) Always beeline bronze working then pottery.
3) Chopping forests is more important than improving tiles, until you have four cities, four workers, and adequate barbarian defense.
4) Even after the initial four, don't be afraid to build a couple more cities than you normally would. They're cheaper!
5) Build cottages everywhere, not just in your capital. You're going wide, not tall.
WHY THIS WORKS:
Because you're imperialistic, a plains hill city working a plains hill mine produces 9 hammers per turn when producing a settler. So from size 1, you're actually producing cities just as fast as a typical pop 3 capital. BUT WAIT, THERE'S MORE. Don't forget, the imperialistic trait also affects the hammers you get from chopping forests.
So lets do a comparison:
Scenario 1: A healthy size 5 cap that averages 4 hammers/food per square, incl base square, for a total of 24 hammers/food. Costs 10 food to feed, so you're doing 14 hammers/turn for settler production. You also have two workers that are chopping two forests every 4 turns, for an average of 10 hammers/turn. So this comes out to: 24 hammers/turn for settler production.
Scenario 2: A size 1 cap that is imperialistic. You produce 9 hammers/turn for settlers. You also have two workers who are chopping two forests every four turns, for 15 hammers/turn. So your total hammers/turn is 24... the same as above.
So -- what does this mean? It means that, accounting for chopping with two workers, a pop 1 imperialistic city churns out settlers just as fast as a 5 pop non-imperialistic capital! So what do you need a 5 pop city for? nothing, that's what!
Here's a rundown of how to get four cities by 2520 BC in normal speed (even sooner than this on marathon):
Turn 1: Settle on plains hill.
Turn 13: Worker in capital. Begin producing settler.
Turn 17: Plains hill mine near capital. 28/100 settler.
Turn 18: Bronze Working researched.
Turn 22: first forest chopped. 103/100 settler.
Turn 23: first settler complete. 8/60 worker.
Turn 25: second city founded (preferably on another plains hill somewhere nearby).
Second city immediately starts producing a settler.
Turn 26: Second forest chopped. 46/60 worker. 7/100 settler.
Turn 29: second worker complete. 3/100 settler. 28/100 settler.
Turn 30: third forest chopped. 42/100 settler. 35/100 settler.
Turn 33: fourth forest chopped. 99/100 settler. 56/100 settler.
Turn 34: second settler complete. Capital starts producing warriors for barbarian defense.
(you can chop a few warriors sooner than this for barb def if necessary, depends what the map looks like and what difficulty you play.)
Turn 34: fifth forest chopped (near second city). 93/100 settler.
Turn 35: Third settler complete (from 2nd city).
Turn 37 +: From here you have four cities! Next chop a couple more workers, plus some warriors for barb defense, then start developing your civilization!
Now, you may be thinking "But if i just have one pop 5 city, my population is higher than your 4 1 pop cities". That may be true, but it's the wrong way of looking at things. Think about it: I'm working four different base squares -- and you're not! Total squares worked for me: 8. Total squares worked for you: 6. 8 > 6.
Discuss.
Its like mitosis! You build four cities, fast! Simple, right? This strat works best with Julius or Victoria since you want an economic trait and mining/fishing is great for this.
THE PRINCIPLES OF IMPERIALISTIC:
1) Don't grow your cities past size 1 until you have four of them. Food, who needs it?
2) Always beeline bronze working then pottery.
3) Chopping forests is more important than improving tiles, until you have four cities, four workers, and adequate barbarian defense.
4) Even after the initial four, don't be afraid to build a couple more cities than you normally would. They're cheaper!
5) Build cottages everywhere, not just in your capital. You're going wide, not tall.
WHY THIS WORKS:
Because you're imperialistic, a plains hill city working a plains hill mine produces 9 hammers per turn when producing a settler. So from size 1, you're actually producing cities just as fast as a typical pop 3 capital. BUT WAIT, THERE'S MORE. Don't forget, the imperialistic trait also affects the hammers you get from chopping forests.
So lets do a comparison:
Scenario 1: A healthy size 5 cap that averages 4 hammers/food per square, incl base square, for a total of 24 hammers/food. Costs 10 food to feed, so you're doing 14 hammers/turn for settler production. You also have two workers that are chopping two forests every 4 turns, for an average of 10 hammers/turn. So this comes out to: 24 hammers/turn for settler production.
Scenario 2: A size 1 cap that is imperialistic. You produce 9 hammers/turn for settlers. You also have two workers who are chopping two forests every four turns, for 15 hammers/turn. So your total hammers/turn is 24... the same as above.
So -- what does this mean? It means that, accounting for chopping with two workers, a pop 1 imperialistic city churns out settlers just as fast as a 5 pop non-imperialistic capital! So what do you need a 5 pop city for? nothing, that's what!
Here's a rundown of how to get four cities by 2520 BC in normal speed (even sooner than this on marathon):
Turn 1: Settle on plains hill.
Turn 13: Worker in capital. Begin producing settler.
Turn 17: Plains hill mine near capital. 28/100 settler.
Turn 18: Bronze Working researched.
Turn 22: first forest chopped. 103/100 settler.
Turn 23: first settler complete. 8/60 worker.
Turn 25: second city founded (preferably on another plains hill somewhere nearby).
Second city immediately starts producing a settler.
Turn 26: Second forest chopped. 46/60 worker. 7/100 settler.
Turn 29: second worker complete. 3/100 settler. 28/100 settler.
Turn 30: third forest chopped. 42/100 settler. 35/100 settler.
Turn 33: fourth forest chopped. 99/100 settler. 56/100 settler.
Turn 34: second settler complete. Capital starts producing warriors for barbarian defense.
(you can chop a few warriors sooner than this for barb def if necessary, depends what the map looks like and what difficulty you play.)
Turn 34: fifth forest chopped (near second city). 93/100 settler.
Turn 35: Third settler complete (from 2nd city).
Turn 37 +: From here you have four cities! Next chop a couple more workers, plus some warriors for barb defense, then start developing your civilization!
Now, you may be thinking "But if i just have one pop 5 city, my population is higher than your 4 1 pop cities". That may be true, but it's the wrong way of looking at things. Think about it: I'm working four different base squares -- and you're not! Total squares worked for me: 8. Total squares worked for you: 6. 8 > 6.
Discuss.
