I've recently started playing MP, and I've got a few questions I'm hoping people can help with. These all relate to 6 player, FFA games, at quick speed.
(i) I open with Liberty, for the free settler and worker. However, I'm not sure what to do with the free great person. In SP, I usually take a GE and rush build either PT or ND, but there are a couple of problems with that in MP. Firstly, I'm not going to be able to chain RAs, so building PT is much less useful than in SP. Secondly, human players don't mess around with wonders like AIs do, so against 5 humans, I'm unlikely to win the wonder race. To be confident of building ND, say, I'll need to be the first person to tech education, so unless I'm the tech leader, it doesn't seem worth bothering.
So should I take a GS and bulb one of the late medieval techs, and if so, which? Or should I take a GE and try to rush-build some wonder or other, and if so, which wonders should I be aiming at? Or should I take a GE and build a manufactory, and spam units?
(ii) In general, what should I do with GSs? In SP, it's usual to save them to the end and bulb the late techs, as that maximises the benefit, but I've lost a couple of MP games where I've been sitting on 3 or 4 GSs, which seems daft. Presumably I should be bulbing them for an immediate advantage, but which are the key techs I should be aiming to bulb? Is there anything to do be said for settling them?
(iii) After liberty, would should I be doing with policies?
(i) I open with Liberty, for the free settler and worker. However, I'm not sure what to do with the free great person. In SP, I usually take a GE and rush build either PT or ND, but there are a couple of problems with that in MP. Firstly, I'm not going to be able to chain RAs, so building PT is much less useful than in SP. Secondly, human players don't mess around with wonders like AIs do, so against 5 humans, I'm unlikely to win the wonder race. To be confident of building ND, say, I'll need to be the first person to tech education, so unless I'm the tech leader, it doesn't seem worth bothering.
So should I take a GS and bulb one of the late medieval techs, and if so, which? Or should I take a GE and try to rush-build some wonder or other, and if so, which wonders should I be aiming at? Or should I take a GE and build a manufactory, and spam units?
(ii) In general, what should I do with GSs? In SP, it's usual to save them to the end and bulb the late techs, as that maximises the benefit, but I've lost a couple of MP games where I've been sitting on 3 or 4 GSs, which seems daft. Presumably I should be bulbing them for an immediate advantage, but which are the key techs I should be aiming to bulb? Is there anything to do be said for settling them?
(iii) After liberty, would should I be doing with policies?