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Build order on high level difficulty

STMO

Chieftain
Joined
Jun 7, 2012
Messages
79
I am trying to pick a new strategy for R&F on Immortal or higher.
I know it depends of the situation (which leader, religion, ressources etc.), but for arguments sake here is a suggestion. I am very interested in seeing your ways of doing this.
1. Start with a scout (prioritize production)
2. As soon city level=2 start producing a settler
3. Build a slinger
4. Research Writing and produce a Camp
5. Sell luxeries and get around 160 Gold/piece.
6. Purchase a Builder (200 Gold) and improve three tiles
7. Build 2 more slingers (if possible with the policy card supporting this)

This is quite solid and supports the eurekas and not getting into dark age. I am unsure what more I need to start a war from here to gain more land, but maybe a horse and a catapult?
 
Well I go with scout, builder, slinger then spam settlers until I can fill up my area or spam warriors/archers to take the AI city that took one of my spots. If you are going for a religious victory then you have to focus on getting your holy districts up first and use gold to get a shrine. Within 50-60 turns you need to get a prophet so make sure you have enough great person points to get it within that time so you may have to use holy prayers once or twice.
 
Another thing is how many cities to settle (I normally go for 4) before going conquering?
 
I am trying to pick a new strategy for R&F on Immortal or higher.
I know it depends of the situation (which leader, religion, ressources etc.), but for arguments sake here is a suggestion. I am very interested in seeing your ways of doing this.
1. Start with a scout (prioritize production)
2. As soon city level=2 start producing a settler
3. Build a slinger
4. Research Writing and produce a Camp
5. Sell luxeries and get around 160 Gold/piece.
6. Purchase a Builder (200 Gold) and improve three tiles
7. Build 2 more slingers (if possible with the policy card supporting this)

This is quite solid and supports the eurekas and not getting into dark age. I am unsure what more I need to start a war from here to gain more land, but maybe a horse and a catapult?

This looks like a solid plan and should work perfectly fine, except the only luxury you can sell in point 5 is one you settle on. If you're not able to settle on one, you won't be able to sell one to buy your first Builder.

Even if you did settle on a luxury, my only comment is that delaying the Builder means delaying improving 3 tiles around your starting city, which means yields from your starting city are lower, slowing everything else down. Would it be better to swap a Builder into point 2 and around point 6 you can both buy a Settler and hard build a second Settler? Probably depends on how much more quickly you can get your first Settler out under your plan and how good the city site spot is for your second city.
 
This looks like a solid plan and should work perfectly fine, except the only luxury you can sell in point 5 is one you settle on. If you're not able to settle on one, you won't be able to sell one to buy your first Builder.

Even if you did settle on a luxury, my only comment is that delaying the Builder means delaying improving 3 tiles around your starting city, which means yields from your starting city are lower, slowing everything else down. Would it be better to swap a Builder into point 2 and around point 6 you can both buy a Settler and hard build a second Settler? Probably depends on how much more quickly you can get your first Settler out under your plan and how good the city site spot is for your second city.
Thank you, you are right! Actually it is good (I think) to settle on a luxury, but I should switch between 5 and 6.
 
I am trying to pick a new strategy for R&F on Immortal or higher.
I know it depends of the situation (which leader, religion, ressources etc.), but for arguments sake here is a suggestion. I am very interested in seeing your ways of doing this.
1. Start with a scout (prioritize production)
2. As soon city level=2 start producing a settler
3. Build a slinger
4. Research Writing and produce a Camp
5. Sell luxeries and get around 160 Gold/piece.
6. Purchase a Builder (200 Gold) and improve three tiles
7. Build 2 more slingers (if possible with the policy card supporting this)

This is quite solid and supports the eurekas and not getting into dark age. I am unsure what more I need to start a war from here to gain more land, but maybe a horse and a catapult?
Immortal you can get away with it. On deity in half the games you can expect to be attacked during step 2 or even step 1... You wont see this in the online LPs of course... They dont bother uploading their t10+ losses, nor in the Gotms as they would make rather boring games. But in real life this is what happens. Scout first outside of a cooked map carries a lot of risk.
 
I am trying to pick a new strategy for R&F on Immortal or higher.
I know it depends of the situation (which leader, religion, ressources etc.), but for arguments sake here is a suggestion. I am very interested in seeing your ways of doing this.
1. Start with a scout (prioritize production)
2. As soon city level=2 start producing a settler
3. Build a slinger
4. Research Writing and produce a Camp
5. Sell luxeries and get around 160 Gold/piece.
6. Purchase a Builder (200 Gold) and improve three tiles
7. Build 2 more slingers (if possible with the policy card supporting this)

This is quite solid and supports the eurekas and not getting into dark age. I am unsure what more I need to start a war from here to gain more land, but maybe a horse and a catapult?
I am similar when I play deity.
- Production focus (with obvious alterations if some key resource is too good to turn down).
- Scout first, always.
- Builder, because you really need to get the Craftmanship Eureka ASAP, because Agoge is an essential card.
- Settler
- You should be getting Craftmanship researched around now. So get Agoge in immediately. Build a warrior, because I find that building a warrior is far more important than a slinger. You will probably be declaring war a number of turns ago, so the first unit out is important. Slingers are too vulnerable until you get 3-4 of them, while a second warrior means you can hold off most attacks, or even capture a city if they are really close.
- My first expansion city start with a slinger. Capital now builds slinger.
- I like to get 3 warriors (including original) & 4 slingers in total.
- Build 8-10 heavy chariots in capital. Expansion (and captured cities) build monuments.
- Build lots of settlers. 6 is the BARE MINIMUM, I prefer 8 or even 10 if there is room.

Always build on luxury resources, unless there is a particularly juicy bonus resource to build on. Sell everything.
Buy a monument in your capital ASAP.
I don't build another builder until Feudalism. Production focus every city.

War should happen early. I will be at war before my second warrior is complete most of the time, then I stay at war all game. The units I list consist of one "army", then I get a second of the same configuration. Then a third. A fourth. etc. So I will try and have as many civs under siege as possible. Obviously adding in siege towers or battering rams as needed.

Even if you did settle on a luxury, my only comment is that delaying the Builder means delaying improving 3 tiles around your starting city, which means yields from your starting city are lower, slowing everything else down. Would it be better to swap a Builder into point 2 and around point 6 you can both buy a Settler and hard build a second Settler? Probably depends on how much more quickly you can get your first Settler out under your plan and how good the city site spot is for your second city.
The second city doesn't need much to be good. It needs a few shields and that's about it. You probably won't grow it above size 4 ever, and it massively increases how quickly you can get an army into the field. Delaying it means you will probably be under far more of a threat.

Thank you, you are right! Actually it is good (I think) to settle on a luxury, but I should switch between 5 and 6.
It is good to build on them, but often a bonus resource can be better. It depends on the situation. If you have someone to sell to and you haven't bought a monument yet, then definitely a luxuary. If you have a monument and/or you don't have anyone to sell to then it is often better to found on a production giving bonus resource.

Immortal you can get away with it. On deity in half the games you can expect to be attacked during step 2 or even step 1... You wont see this in the online LPs of course... They dont bother uploading their t10+ losses, nor in the Gotms as they would make rather boring games. But in real life this is what happens. Scout first outside of a cooked map carries a lot of risk.
Disagree. I always go scout first on Deity and I do not reload and it rarely causes issue. I have happily played out being swarmed by barbarians (all I do is either go settler 2nd, then get it onto my original warrior for an escort away. Or rush a second warrior if the terrain won't allow my settler to escape. The barbarians really don't matter because improvements aren't overly important until later, so eh). As for getting invaded, I find you need to be aggressive in your defence. If you wait to get DoW'd then you are in trouble as you are defending at your city, so you will be overwhelmed because the enemy has all their units together and at your borders. I will march my lone warrior to my enemy's borders and DoW them. Then I can dance my warrior around to keep in terrain, while letting him get attacked to weaken the enemy. The enemy units are far more strung out this way and you can ensure you can only be attacked by 1 at a time (or none if you choose). Then I am usually back into my borders around the time my new warrior is completed, so my damaged warrior is now fortified on defensive terrain while my new warrior is assisting. This usually means I wipe the enemy's army and can advance on their territory. If it is reasonably far away I will get there and pick off new units, or pillage until more units arrive. If it is close, you can sometimes capture a city with just those 2 warriors.
This is why getting a second warrior before a slinger is so important, because a slinger would be killed while trying to aid your other warrior. A warrior is far more durable.
 
On deity you get a complaint not to settle near AI after settling 2nd city. Many will attack you with their starting warriors. This kind of sets your build order. Fast agoge + archery helps a lot.
 
On deity you get a complaint not to settle near AI after settling 2nd city. Many will attack you with their starting warriors. This kind of sets your build order. Fast agoge + archery helps a lot.
Or you could just build more builders, settlers and buildings, then complain that the AI is broken and Firaxis need to fix their game :p
 
Or you could just build more builders, settlers and buildings, then complain that the AI is broken and Firaxis need to fix their game :p

AI is kind of broken regardless, but not because the player can't win ^_^.
 
My usual start is slinger, builder, settler or builder, slinger, settler. After that it gets situational.
 
Immortal you can get away with it. On deity in half the games you can expect to be attacked during step 2 or even step 1... You wont see this in the online LPs of course... They dont bother uploading their t10+ losses, nor in the Gotms as they would make rather boring games. But in real life this is what happens. Scout first outside of a cooked map carries a lot of risk.

So are you saying everyone that has recommended builder - - - > settler only plays on cooked maps? In that case I need to stop taking the advice. Are those t150 victories not the norm as some claim ?

I also think scout opening is the riskiest one because it doesn't help defend and only delays agoge. It feels like it is the worst of both worlds
 
Thank you, you are right! Actually it is good (I think) to settle on a luxury, but I should switch between 5 and 6.
Do you mean settle directly on a luxury tile with your starting settler? Is that better than the return on improving that tile over the life of the game?
 
So are you saying everyone that has recommended builder - - - > settler only plays on cooked maps? In that case I need to stop taking the advice.

I'd say it`s highly dependent on how good you are at the combat side of the game. The players who can pull it off are adept at defending their initial city with just the initial Warrior and switch out of the ideal build order to add enough military help as needed when trouble is afoot.


I also think scout opening is the riskiest one because it doesn't help defend and only delays agoge. It feels like it is the worst of both worlds

A Scout can be a big help on defence. It can draw away attackers and absorb attacks and protect flanks in some terrain circumstances (behind a river on a hill, for example).

What's risky about it is primarily what do you get from your exploration? Which by it's nature is going to be variable. Early Scout is likely stronger in R&F since in addition to getting possible goody huts and civics boosts, exploring can also get early era scores.

Do you mean settle directly on a luxury tile with your starting settler? Is that better than the return on improving that tile over the life of the game?

Settle on the luxury, sell it as soon as you can for early gold (you don`t need the amenity boost early) and turn the gold you get into an extra settler or builder early. That`s almost certainly a better return than waiting until you have a Builder charge available to spend on improving the tile.
 
So are you saying everyone that has recommended builder - - - > settler only plays on cooked maps? In that case I need to stop taking the advice. Are those t150 victories not the norm as some claim ?

I also think scout opening is the riskiest one because it doesn't help defend and only delays agoge. It feels like it is the worst of both worlds
Haha dont take my word for it... Go ahead and play 10 deity games and see for yourself how often what happens.
Sure... I mean i remember one LP where he opens scout, and was the first to find 2-3 CSs (which remained standing, not getting conquered by AI for all early game) snuck in a quick settler to settle Piopiotahi a long way from his capital without AI attacking it or forward settling him... Got a classic golden age, etc.

If that doesnt spell cooked then I dont know what does. In fact the opening you described if you do scout first on production focus, chances are you cannot do settler immediately afterwards because your city is still size 1 (it usually takes 15 turns to grow when working plains forest hill)
 
Haha dont take my word for it... Go ahead and play 10 deity games and see for yourself how often what happens.
Sure... I mean i remember one LP where he opens scout, and was the first to find 2-3 CSs (which remained standing, not getting conquered by AI for all early game) snuck in a quick settler to settle Piopiotahi a long way from his capital without AI attacking it or forward settling him... Got a classic golden age, etc.

Well that's why I pushed the question forward. Obviously when I play, there is a gap in knowledge and I have no interest in what I can find out myself. So interested in how people do it. But if it's just a matter of luck, well... that's a lot less impressive. Especially if I hear stuff like get Science CS's. Translation = be very lucky.

I did start one deity game. Barbs didn't really attack til turn 30... AI dumb as ever and the only diffrence is they have more cities to capture. Though I gotta admit, them running over all the CS's is kinda funny. Then I wonder what I'm doing with my life and quit.
 
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So are you saying everyone that has recommended builder - - - > settler only plays on cooked maps? In that case I need to stop taking the advice. Are those t150 victories not the norm as some claim ?

I also think scout opening is the riskiest one because it doesn't help defend and only delays agoge. It feels like it is the worst of both worlds
t150 takes things falling into place to get it, but that doesn't mean that the opening itself is bad. You will still win, it just might not be in 150 turns. But the play style is still very effective and generally the most efficient.
Scout opening gives you the ability to see around yourself more efficiently and grab more goodie huts. Goodie huts are better than ever now, so the benefit of them is worth the risk. Even if you don't get (m)any you still get to see the world around you much quicker, while being able to use your warrior more because he isn't off scouting.
Builder first is definitely viable, but it will mean that you don't know what's around you so you can't respond as effectively to barbarians, or push aggressively against other civs (which leaves you more vulnerable to their attacks).

Haha dont take my word for it... Go ahead and play 10 deity games and see for yourself how often what happens.
Sure... I mean i remember one LP where he opens scout, and was the first to find 2-3 CSs (which remained standing, not getting conquered by AI for all early game) snuck in a quick settler to settle Piopiotahi a long way from his capital without AI attacking it or forward settling him... Got a classic golden age, etc.

If that doesnt spell cooked then I dont know what does. In fact the opening you described if you do scout first on production focus, chances are you cannot do settler immediately afterwards because your city is still size 1 (it usually takes 15 turns to grow when working plains forest hill)
Absolutely 100% disagree. I haven't watched a Let's Play so I can't comment on how "cooked" they are, but opening scout is not nearly as dangerous as you suggest. In all my games I have only ever had issues with barbarians a handful of times (and even then they can generally be ignored). Who cares if they are pillaging your improvements? It usually isn't actually a big deal. Sure you won't get a t150 win that way, but you will be just fine most of the time.
As to rival AI, yeah it happens. That's why you need to be declaring on them before they reach you, or marching out to meet them if they DoW you before being on your border. Starting the fight in your territory is suicide. Even a scout/warrior combo, when used away from your territory, can delay them enough to get another warrior.

Settler after scout isn't always (or even genearlly) the best option, as a builder helps get the Agoge card out with better timing. So if you don't get size 2 for 15 turns then it isn't a big issue. But if, for whatever reason, you want a settler second BO then you can manage your tiles to do that.
 
I used to start with scout but now I start with slinger. With the new movement system, starting with a scout feels pretty pointless. Most of the time you just end up following rivers upstream looking for a good second city spot anyway so why not go with slinger that you can upgrade to archer right away?
 
t150 takes things falling into place to get it, but that doesn't mean that the opening itself is bad. You will still win, it just might not be in 150 turns. But the play style is still very effective and generally the most efficient.
Scout opening gives you the ability to see around yourself more efficiently and grab more goodie huts. Goodie huts are better than ever now, so the benefit of them is worth the risk. Even if you don't get (m)any you still get to see the world around you much quicker, while being able to use your warrior more because he isn't off scouting.
Builder first is definitely viable, but it will mean that you don't know what's around you so you can't respond as effectively to barbarians, or push aggressively against other civs (which leaves you more vulnerable to their attacks).


Absolutely 100% disagree. I haven't watched a Let's Play so I can't comment on how "cooked" they are, but opening scout is not nearly as dangerous as you suggest. In all my games I have only ever had issues with barbarians a handful of times (and even then they can generally be ignored). Who cares if they are pillaging your improvements? It usually isn't actually a big deal. Sure you won't get a t150 win that way, but you will be just fine most of the time.
As to rival AI, yeah it happens. That's why you need to be declaring on them before they reach you, or marching out to meet them if they DoW you before being on your border. Starting the fight in your territory is suicide. Even a scout/warrior combo, when used away from your territory, can delay them enough to get another warrior.

Settler after scout isn't always (or even genearlly) the best option, as a builder helps get the Agoge card out with better timing. So if you don't get size 2 for 15 turns then it isn't a big issue. But if, for whatever reason, you want a settler second BO then you can manage your tiles to do that.
I think we all agree that the t150 requires a lot of factors which are luck (although of ciurse luck alone is necessary but not sufficient)
Regarding the scout, probably depends on your style but I for one, hate meeting multiple AI early if I can help it. (you wont have the 25 gold to give all of them) I want to meet them when I have either gifts to buy their friendship or a decent archer group to defend. Otherwise you are just increasing your chances of being attacked early or joint warred (which, though you might survive, really slows down your development) as AI nowadays have no qualms in DoWing a target quite far away from their starting location (even though they are guaranteed to lose the city if they manage to take it, through loyalty)
 
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