So around what turn do you start building your first settler then?
I play a violent early game, which the OP wanted to avoid, but I typically don't build a Settler until I have a base of 4-6 cities. Then I adopt Colonization and build 4-6 Settlers simultaneously. I'm not sure about turn count, but it's all during the Ancient and Classical Eras.So around what turn do you start building your first settler then?
Not the best (fastest) player here but like you i tend to be (semi) peaceful when not going for domination otherwise i feel like every victory is just disguised domination.
It depends a bit on the surrounding land and what my warrior finds when exploring
- If i have some good early resources (mining/animal husbandry), especially those that will give me more production i try to have a worker early so i would usually go slinger - worker - slinger*2 - settler or slinger*2 - worker - slinger - settler if there's a nearby barbarian camp and/or nearby AI.
On the subject of scouts, yes there is a bit of luck involved in what they find. The most important thing they do is give you map knowledge, but it's usually a safe bet that they will find a number of useful things. It takes truly terrible luck for them to find *nothing*. On the other hand they are extremely versatile for settler/worker steals, support, ZoC and as bait. They're also great for maintaining visibility to prevent barbs from spawning. Scouts are extremely powerful units if used properly.
Even that is not nothing, it could well be a bronze working eureka.Although even finding "nothing" is still something if it reveals the terrain nearby. It helps me judge if I have space to spread peacefully, or if I'm going to need to spread by the sword. The only true "nothing" a scout can find is a barb camp that immediately kills it.
At the beginning getting to a level 2 governement around turn 50 is very useful, getting to mercenaries as soon as possible after that gives a very very powerful knight army that if you play right can take most of the world.... all due to early monuments. Its not just that... things like getting to enlightenment earlier for great science boosts, feudalism is very immportant for thew double builder as well as the kinight eureka.... the list just goes on and on.
Sooo, last game my scout got a settler 6 turns in, what can compete with that. Its much more than that though... the scout is such a handy unit played well. For a start it will always be targeted first so you can get unbits to chase you or even sacrifice your scout so save a more expensive unit. 3 archers in front of a city will take a long time to kill it because it heals... a scout behind the city will then put the city under seige.
The scout can be used as a support unit and a flanking unit for +2.
I have not even started on the luck stuff you talked about aspart from the settler.
Not the best (fastest) player here either but I like the mechanics of things and playing things in different ways just because I get bored easily.
It is impossible to compare apples and oranges, since I play: deity, island plates, marathon, giant map, with the mods YnAMP, QUO, Wonderous wonders, with only domination as the vc. With QUO, no science and culture from population, and no settler production (50%) bonuses. It is a bigger challenge with QUO combined tweaks.
Nevertheless, religion helps in getting to a domination victory in these circumstances. I go for Scout, monument, builder, settler, holy site, a wonder if possible.
Scout - know the terrain, pick up huts
Monument - need to fast track to mysticism to get a prophet faster
Builder - need to increase production or food, whichever is lacking to achieve the short term goal of getting a religion
Setter - a 2nd city is essential to produce anything from boats, land units, other builds while the capital is building the holy site - or maybe the 2nd city is a better location for the holy site.
Holy site - impossible for me to get a religion without building one.
Wonder - depends on the MOD, but you are likely to get one of them with focus (chopping forest as an example), and they can be very valuable early on.
At this stage, I start on the military and trade routes. The AI may declare war a repeatedly, but they always back down - so only a few units early is enough - scouts are much more important on a larger map.
I like slow games with space between civs, and island plates has the advantage that the AI will have to wait a while before they bring the land units to you. Even on the larger land masses, they are useless at combat (hence playing at deity with QUO installed is ideal for a real challenge).
In short, getting a religion is a boost and could be essential to win in the above game scenario. In fact, even with a domination win as the only vc, the AI does place a huge priority on religion (if only to annoy me with spawning countless apostles), since religion can affect other parts of the game - diplomacy, cs and the resources and units they can provide to you, etc.). In fact, I have won every single game when I had a religion, but lost a few or gave up when I did not.
I suspect you are correct.You have received a settler from a hut? I play at deity and have never seen this in countless games - perhaps that reward is not available at deity?
I suspect you are correct.
I was listening to one of the MP site developers in a post patch podcast and he was saying it's disabled because it's set to 0 as a percentage chance but I know I have got a settler on difficulty levels below prince, but never at prince or above. a bit like the free tech. So I think you get a % increase below prince and that developers can be a touch arrogant sometimes in their assumptions.
Thank you! ... I thought I was going mad, I think the removal of the trader requirement has made it a lot easier.confirmation. What I do find interesting with the latest patch on the hut rewards at deity is that I am getting builders and +1 population constantly -
Last night One scout stole an early builder, took Toronto off Germany when they were about to take it and when Germany DOW me a few turns later my scout led one of the warriors off course which probably saved Toronto from the evil wurstmunchers. One also created ZOC city takes turns before I could have done so with warriors.. they are just lovely.Yeah, a barb horseman will go after the scout on a hill and in the woods, neglecting the builder right next to it.![]()
On the subject of scouts... (text cut) They're also great for maintaining visibility to prevent barbs from spawning. Scouts are extremely powerful units if used properly.
Last night One scout stole an early builder, took Toronto off Germany when they were about to take it and when Germany DOW me a few turns later my scout led one of the warriors off course which probably saved Toronto from the evil wurstmunchers. One also created ZOC city takes turns before I could have done so with warriors.. they are just lovely.