This will be an attempt to document some sort of tutorial for players that are having trouble at the Regent level. I think the problem is that they do not have a good enough grasp on the early empire management. This leads to points in the middle ages where they are starting to get squeezed. Some will have enough staying power to drive on to the industrial age where they tend to get swamped and want advice.
I hope to aim this at players that see this from chieftain up to monarch. The ones I have seen post all have the same common issues. They post a save or a screen shot where you see lots of tiles with no roads. You see too few mines and often too much irrigation. They may have too few cities or insufficient land for the point in the game that they are currently playing. Infrastructure is either over done or not done in a useful manner.
My idea is not to set down a pat strategy or to play at some perfect style. It is rather to show the steps and timing needed to make the empire strong enough for levels of Regent or less. It should likely work at Emperor, but would benefit from more trading and more micro-management. You could still win with decent land, but beyond that more would need to be done.
We will attempt to manage some of the loss of the shields and food. This is where you can make a different. If you produce more food or shields than can be used for the build or growth, it will be lost. We will endeavor to try to minimize this and maybe save a turn here and there or shift the excess to another city. The degree that you are willing to manage this is up to you.
There is a best and a worst turn to finish a granary in a city: The best turn is the turn before the city grows. You get the granary. The next turn the city grows and your granary box is full. You then need only half the food to grow again. The worst turn is the turn after a city has grown. Then your granary starts empty. I am not going to go to this level for this tutorial, but now you are aware of it.
Beakers are another subject that can be done to varying degrees. We will mainly focus on the turn before breakthrough. You can do even better and save more commerce, but I do no want to turn this into work. Many threads exist to do this to the nth degree.
This will be played on C3C patch 1.22 with these settings:
Standard map size, 70% ocean, Continents, normal climate, temperate, 4 billion years, normal AI aggression at Regent, with roaming barbs. We will use the full default number of civs as I feel that it is the best way to learn the game.
The civ will be the French. They are industrious and commercial and start with knowledge of Alphabet and Masonry.
I hope to aim this at players that see this from chieftain up to monarch. The ones I have seen post all have the same common issues. They post a save or a screen shot where you see lots of tiles with no roads. You see too few mines and often too much irrigation. They may have too few cities or insufficient land for the point in the game that they are currently playing. Infrastructure is either over done or not done in a useful manner.
My idea is not to set down a pat strategy or to play at some perfect style. It is rather to show the steps and timing needed to make the empire strong enough for levels of Regent or less. It should likely work at Emperor, but would benefit from more trading and more micro-management. You could still win with decent land, but beyond that more would need to be done.
We will attempt to manage some of the loss of the shields and food. This is where you can make a different. If you produce more food or shields than can be used for the build or growth, it will be lost. We will endeavor to try to minimize this and maybe save a turn here and there or shift the excess to another city. The degree that you are willing to manage this is up to you.
There is a best and a worst turn to finish a granary in a city: The best turn is the turn before the city grows. You get the granary. The next turn the city grows and your granary box is full. You then need only half the food to grow again. The worst turn is the turn after a city has grown. Then your granary starts empty. I am not going to go to this level for this tutorial, but now you are aware of it.
Beakers are another subject that can be done to varying degrees. We will mainly focus on the turn before breakthrough. You can do even better and save more commerce, but I do no want to turn this into work. Many threads exist to do this to the nth degree.
This will be played on C3C patch 1.22 with these settings:
Standard map size, 70% ocean, Continents, normal climate, temperate, 4 billion years, normal AI aggression at Regent, with roaming barbs. We will use the full default number of civs as I feel that it is the best way to learn the game.
The civ will be the French. They are industrious and commercial and start with knowledge of Alphabet and Masonry.