AKSG-01 First Try at Prince

Yeah what a well rested silver said. Keep in mind that in the start of CIV, it is crititcal to get off the right foot. One way to work to a higher level of solo difficulty is to just repeatedly play the BC years with all manner of leaders and maps to try out openings that lend to their strengths. Getting a handle on how to build up strong for the AD years is critical as it gets much harder to overcome a bad start as you ramp up in difficulty.

So a *few* :help: extra thoughts about starts (fear!)

The one magic resource to tie in all manner of starting gambits is food.. if a town doesn;t have food, first in it's home square and later in it's fat cross, it's gonna grow very slowly and not contribute well to the rest of the empire. Prioritize food before all other shiny objects when placing towns.

It's well enough to have one good town in an area but it's far better to share the wealth a bit and fit two or even 3 viable towns in the same region. Nothing is hard and fast here as the overall land/map type is going to dictate just how densely you can be expected to pack those towns in. Don;t fall in the trap of always picking food rich games, taking a ride on colder settings or even maps like Ice Age really make you treasure mere grasslands/coastal areas much less multiple corn/rice.

Another layer to consider potential new towns is how long is it gonna take to get the show on the road? One of the first hurdles to overcome is getting that first culture bounce so a town can work the cross as opposed to the home square, not to mention to hold it's land against other cultures.

The universal early culture building is the monument, which needs a tech known as mysticism. The main issue with these hunks of stone that it's really only good for that initial culture bounce and not much else normally (charisimatic trait gets a happy from em). Instead of building a grainery or courthouse, you get to ensure that a town can get it's culture footprint going. Getting a monument going in a town can be a chore if there's not a lot workable hammers or food to slave away, so what else can be done?

Stonehenge in BTS now actually plops a real live monument into every town (past and present) as soon as the wonder is built, eliminating the entire step, but what cost? Early game hammers are critical to getting the empire going so that at no time is this wonder a freebie. Stonehenge gets built faster and faster as you ramp up the difficulty such that without the industrious trait it's often not even possible as even stone in the fat cross might not come into play fast enough to snag this thing. Add in that it obsoletes early and in essence, this is not a wonder to break the bank on.

Next up is religion. Getting an early religion going helps a lot but unless your leader is setup with mysticism and has a food+coin happy tile to work, not a realistic goal. If all systems are go, understand that's 15ish turns that expansion is hindered so here again, it's not a freebie!

So lets say we get a religion, yay! How the heck to get it to towns without trade via roads/water/techs or external hammers to spam missionaries? Getting your chosen religion to new towns can be like waiting for Godot if you don;t have worker cycles building roads, generous rivers linking towns naturally and coastal linking with the sailing tech. Even then it's not 100% that your effing religion will spread. All hail RNG, God above gods.

One consideration if you founded the religion is to force a great prophet via temple specialists to get the holy shrine going.. yes it's good cash but it's main attraction early on is to speed up natural spread of your creed a substantial amount. This spread is not only in your own lands but also to other civs whom you want converting to your flavor of religion for not only the shrine cash but the weighty diplo bonus.

A singular consideration here is the creative trait. It's difficult to overestimate the fact that as soon as you plunk a town down, it's gonna pop it's borders in 8ish epic turns. This speeds the overall growth of a town in that not only can you work it's extended tiles quickly but you can now build those graineries/courthouses/workboats/theaters/WTH's right off the bat. Once a town is in place as creative, it's now like a black hole sucking up the tiles all around it, even past it's BFC. When the time comes to compete against other culture it's fiendishly difficult to dislodge a creative AI who keeps placing towns far too close to you for he is dumping culture every turn his town exists while it take you time to get the flow going. If you are creative, well you can plunk towns down expressly to steal immature borders instead of it happening to you. Keep in mind tho that the longer a town has hold of the land, the less likely it's ever gonna lose it, so don;t be plunking annoyances next to established towns thinking you can take their BFC bananas!

Whew, ok lets leave culture aside..

Next is just what techs/labor do you need to even begin to take advantage of a tile. In start one, we have gems (!!) sitting close by on a hill and we have the mining tech to get it into play.Added to that difficulty is that the jungle on the tile needs iron working as opposed to bronze working. This means it's not as accessible as it might have been. That delays it's usefulness.

Forested areas are mixed blessings as it rules out hidden resources like metal and Jim's food... er I mean horses. Also to get the tile worked means you need BW and worker love to get going. Yes lots of chops are nice but all chops makes the early going hard as you need to grow before pumping out said workers.

Jungled areas are beautifully ugly as well with lots of fresh water, special resources and nasty plantlife clogging it all up. Jungle needs IW to chop and lots of of worker cycles such that it's gonna take time to get that town going. Once you tame the jungle though you have some of the best land anywhere as you now have all grasslands with a good mix of hills and rivers. Add to that plenty of calender resources which need their namesake tech... not something easily nabbed like IW is. Curse of starting areas all over are calendar resources in the capitol's fat cross. Yes they are nice but if there is one, more are lurking about and it takes so long for them to be exploited properly.

Desert areas will never be friendly but having them in cultural borders is good as they hide oil and uranium and often have incense. Add a river to them and you get those lovely flood plains and gold likes to live close by as well.

Incidentally, gold tends to pop on desert hills which will always be food poor, gems on grassland jungles which need worker attention and silver normally near tundra/ice. All three resources are Grade A tiles to hook up (not necessarily work) as it's a happy that never goes away and is big trade bait.

Polar regions are never good for the capitol but viable towns can be plunked to catch the many specials lurking down there, living off the coast wherever seafood lurks... Stuff that lives down(or up) there includes deer, beaver, sheep, silver, whales, crab, fishies, clams, coal, aluminum, uranium, and oil such that placing towns living mostly off the water is an eventuality. Again though, the number one consideration for these outposts is just how much food can it get as without population it's more hindrance than help.

A few random thoughts more specific to this SG and our glorious civ....

Fast workers are amazing when you consider how they go about chops. They have 3 move which means they can move into a non-hill forest or jungle and still have movement left to begin their action. This means they get a free turn of chop going over mundane workers, which really helps speed things up.

We need to prioritize which wonders we want. As you ramp up difficulty, the AI's are gonna grab wonders regardless of what you do so you must pick and choose which to go for and tech accordingly. Once you get into the mind set of building only a few select wonders and allotting chops to account for them, shiny toys like marble and stone lessen in impact as you realize just how limited their use is overall.

If you read enough sg's/reports you see the same wonders mentioned over and over.

The mids are major for any specialist civ in that you can swap to representation hundreds of turns early. The major impact of this civic is that those nice, food rich towns running specs are getting the +3 :)'s and each spec is giving 2 more beakers, regardless of it's base type.

This leads to the first GL, The Great Library which plunks down two free Scientists in the town that builds it.. that's more beakers under rep and more great people accelerated by dr. phil. Obsoletes with corporation which leads to the corporation sid's sushi (with medicine) so not all bad.

The other GL is The Great Lighthouse which is a boon to any coastal Civ (since it needs a lighthouse to start) +2 trade routes which is free commerce to every town, and more when you have a friendly neighbor to trade with and an island fishery to nab the intercontinental mod.:D

The other main early wonder is the oracle to get the free tech, normally code of laws or metal casting. The days of the great civil service slingshot are largely over now that you need machinery for maces (as well as civil service) not to mention a much better AI which won;t stall building oracle that long normally:lol:

Mids obviously. Missing mids means our main aim as a phil is compromised. Need masonry tech and BW for chops + whip.

Great Wall is out as we want the mids and the wall always goes fast.

The Great Lighthouse would require a boffo coastal town with lots of forests or a naturally hammer rich setup, not at all possible in the capitol of map 1. See how it goes.

The Parthenon would be a coup as we stall scientific method hehe. +50% great people generation? Oh that's worth some trees. Needs poly and aesthetics , we will have poly as first tech so not a huge burden as we want writing (libraries!) posthaste after worker techs as it's the cornerstone to everything else.

That leads to literature, which is home to The Great Library mentioned before. We really do want that little gem.

A bonus would be the Hanging Gardens which is off math, which is off writing. Another major tech we need sooner rather than later as it adds to chops and opens the door to so much more. Actually if we want to chop assist the hanging gardens, do it only after math comes in.

A midgame wonder I'd seriously consider is Notre Dame based on engineering (machinery and construction is a long way off) tho this is more about how the game preoceeds as it's off the beaten track if we are allowed to operate peacably. Then again, construction and machinery are a core set of techs if Gandhi has to go medieval on one of the usual suspects*

That a book or what? note never trust anything liq writes at effing 1 pm... surely that is the asymptotic peak no nyquil induced rant has ever survived.

Cheers!
-Liq'd




* monty, alex and the intolerant izzy are the traditional idiots you get plunked down next to. Khan seems to have undergone a lobotomy and gone builder recently.
 
Wow definitely a long read, a lot of good points there. I'm usually leary of founding an early religion, simply because it can hinder trading and other relations with the AI, but if we do go for ploy first and get hindu we should make it one of our priorities to get missionaries to our closest neighbors, hopefully they wont have a religion yet giving us a boost. I think you definitely want to get Agriculture and BW early, and you have to choose how soon you want to go for writing so you can start building libraries. I always research myst early for the monuments, and although they don't seem to do much if they are built early they help with that initial culture boost and they do double (which does not happen if we go for stonehedge). Start 1 has so much food that there wont be a big problem running specialists and whipping. The GLH is awesome if you have many coastal cities, but until we get optics if we have only one or two coastal cities I don't think it's worth the hammers/trees. Depending on how my game goes I tend to favor cultural victories, so I always try for the SC but that is something to discuss. If you go for asthetics early you have a good chance and building one if not more of the three wonders it gives you access to. If religion is a priority the SP is nice especially if there is gold around to double production. Just a few thoughts to think about.
 
Im a big fan of start one it seems the most flexibale and i suspect there sa resource in the BFC if we settle in place. Btw if all victories are enabled we could try a religious game and winning by ap diplo? ive never done such a game yet.

sorry for the short reply ill look more closely to the start's in the morning ;)
 
It sounds like we're gravitating towards start 1 then? That's fine with me, but I don't think I'd mind start 5, either...If you get a pasture for the pigs on the grassland hill, would they be 5F/1H? And pastured cows on the plains would be 3F/3H? (If someone has the expertise to check that math, I'd appreciate it.--I'm here to learn.) Two tiles producing a total of 8F/4H early would be nice, much better than any two hexes we'd have in start number 1. Both start 1 and start 5 have nice river tiles.

The biggest problem I see with start 1 is that our capital is going to be hammer poor forever. I think that metal can't pop on either floodplains or forested tiles (even after you clear them), and so the only chances we have of getting metal in our capital's fat cross would be in two unrevealed tiles (2W of our settler, and 2N1W). Otherwise, I guess we have the three hills, but that's not much, hammer-wise.

Note that start 5 is also unlikely to have metal appear in its fat cross, due to all the forests (all the lovely, lovely forests that are just waiting to be quickly chopped by our fast workers). Once the forests are gone, the plains and hills could still make for a city with some production, too.

But I'm also fine with start 1, and I'll assume that's what we'll go with. I guess our goal is to (eventually) make our capital a specialist city. It should certainly have the food for that with all of its flood plains. And I guess we can whip early and often to turn that nice food into production to make up for the lack of hammers.

I do think that our second city should be a production city if our first city is going to be specialized. That might mean that it's not the gem city, but in any case, we can't get those gems until we have Iron Working.

Regarding wonders...I agree that Pyramids would be great. They cost so many hammers that I don't see us getting them in our capital, though. Wonder whipping costs extra. So if we're thinking about the Pyramids, I'd guess they'd have to be built in city number 2, and probably even then only if we get stone. Otherwise, it may be more cost-effective to capture the Pyramids in a war than to build them ourselves.

When I play solo, I often play for the Oracle to get Code of Laws and found Confucianism. If I get marble, I make a try for the Oracle almost every time.

I guess what I'm really advocating is scouting around a bit and seeing whether we can get either marble or stone before committing to any particular wonders.

Regarding research...We start with Mysticism and Mining. Do we go for Agriculture first, for farms on the floodplains, or do we go for Bronze Working first, to enable chopping and whipping? I'd vote for BW.
 
BW first then agril prolly best as we can leverage that excess food faster. A hammer rich 2nd city is needed and the south leads to jungle. So lets migrate the warrior north east and loop around west to see if there's a dot close by to settle.

So 1 it is? oh and please edit the title of the thread. :)

Cheers!
-Liq
 
Note that the Oracle/Code of Laws plan necessitates getting Writing early, which would fit in well with specializing our capital. Libraries (from Writing) allow two scientists. And we'd get a religion (Confucianism) out of the deal, most likely.

Still I'd like to see what resources are out there. I'm all for the Pyramids if there is stone.
 
Definitely take the warrior N/NE and see if we can find any good places to put the second city because anywhere near jungle that early wont be beneficial. If we find marble or stone then we have a more clear idea which waonders to go for, I think Liq and I were just speculating on general terms...we can all dream can't we :) I love going for writing early and getting the oracle to get confucianism, and on prince it is still easy to get most wonders with a little of planning. Is a warrior the first build or a worker? The worker will probably be ready at the same time as BW so starting w/ both isn't a bad idea, then you can chop the first settler quickly.
 
I like the first start and it does seem to be better than most of the others, even though my initial bid was for the 2nd.

However, looking at the starts again I seem to be convinced that the first start is the best of all 5, mainly because of the fps and the potential of developing and hooking up those spices that seem very tempting

as for a proposed plan of attack, i tend to agree with liq here. beeline straight for hinduism and then preferably going for a tech that will enable the worker not to stay idle, my thoughts would be on something like agriculture or even BW then IW to show us metal locations and allow to chop any forests found unsuitable

some short term aims I think are:

- go for and found hinduism
- make sure by the time the worker has been built (2nd/3rd on work que) to have techs allowing improvements, farming being a necessity but BW equally important so I would go for that
- build or commence build of the pyramids asap, maybe after a higher H city has been found (?)
- i am still unsure of when to found the 2nd city, as the maintenance costs could hinder our research (that I always attempt to keep at 100%), also there is the dilemma whether we go straight for the spices (that won't be operational until IW if im not mistaken) or just for exploring and then settling a high hammer city to aid with the wonder chase

oh and please edit the title of the thread

I tried to find out how... and failed :blush: could anyone please show me how to do this? :confused: after all i am new here

anyways, I see some nice feedback, and everyone seems to have decided on start 1 so I will try to play the first couple of turns today... now I haven't the experience of you guys, so please forgive any mistakes on my part :(, even though Ill try keep it as thorough as I can!!
 
well if the capital is hamer poor on start 1 we could always consider moving our capital at a later stage. And making this city our GP farm

I also agree trying to make our 2nd city a prod one. as for tech goin for hindu -> irrigation -> BW -> masonry seems like a good tech path we can then start pyramids + chopping and we could go for monotheism after that to get a shot at judaism if we fail on hinduism

i also think our capital is great for early settler + worker pump, i ussualy go for early expension goin as far as letting my research drop to 40% ish. if we go for a rep + spec economy it doesnt matter all that much to drop the science slider :)

one thing is Glib is huge for this economy after the pyramids!
 
I tried to find out how[to change the title of a thread]... and failed :blush: could anyone please show me how to do this? :confused: after all i am new here

Sure mate, go to the first post and edit it. the default edit screen is good for minor changes but not much else so click on advanced edit (or some such) and get a more robust editor for the post.

Look at the advanced mode and you will notice how the Title box is there and can be changed.


Oh and with scouting.. one of the things I try and do (not always successfully :D) is try and keep the starting warrior fairly close to home so locating the second town is possible... very hard to do though when you have 4 directions to possible movement. In this case a nice arc NE then coning back west is prolly best since we know south is jungle land.

Oh and about sg's, you can really be hard on people for playing poorly but where is the fun in that??? S.ilver and I take great pleasure in calling each other's :smoke: moves but we aren;t ever mad hehe. Just try your best and post if you lose interest :)

SG's can be great fun melding different play styles (the cardinal strength of civ4 imo) and is a fantastic forum for improving your game to boot.

Cheers!
-Liq
 
bah I'll just post here since last was a knee jerk reaction to the question (stuffing the post count doubtless)

In general almost nothing is hard and fast in CIV4 honestly but there's a myriad of Very Good Considerations (TM) :D

Rarely is it a good idea to ever start a worker at one population. In our case waiting for pop 2 work another fp on worker creation.. a net gain of 1 food and one commerce, that's major at start.

Rarely a good idea to start a settler before a worker. Mass seafood starts are one of the big exceptions here since you are almost always packed in tight with another civ(s) and nabbing an early town down the strip of land the RNG plunked you down on might be wise! That and the BC years have a lot of workboat building going on!

Never is it a wise idea to scout with settlers. It's one thing to run settlers unescorted to known city sites where the garrison is, (especially when the path is entirely fog busted by a few warriors) but never ever discover tiles with settlers :eek:. It's bad form to reload saves hehe.

It's the rare game/lowest difficulty setting where you can run 100% science consistantly past goody hut gold rofl. If you never dare to abuse the slider, you aren;t expanding fast enough and are gonna get run over sooner or later. As Corneh pointed out, dipping down to 40% even can return great dividends later but at some point over extending is bad. Where this fine line between REX (slang term for rapid expansion) and Bloat is, well congrats on playing CIV4 past noble!

Cheers!
-Liq
 
Rarely is it a good idea to ever start a worker at one population. In our case waiting for pop 2 work another fp on worker creation.. a net gain of 1 food and one commerce, that's major at start.

-Liq

Usually i start with a warrior till size 2 build worker then whip it asap then start another warrior till size 2 and make a settler then chop + whip it.
 
some short term aims I think are:

- go for and found hinduism
- make sure by the time the worker has been built (2nd/3rd on work que) to have techs allowing improvements, farming being a necessity but BW equally important so I would go for that
- build or commence build of the pyramids asap, maybe after a higher H city has been found (?)
- i am still unsure of when to found the 2nd city, as the maintenance costs could hinder our research (that I always attempt to keep at 100%), also there is the dilemma whether we go straight for the spices (that won't be operational until IW if im not mistaken) or just for exploring and then settling a high hammer city to aid with the wonder chase

Yes, we should time the worker so that he has something to do right away. And if we're going to start off researching Polytheism, I guess we'll produce a warrior first.

At size one, and assuming we work a floodplain, we'll be generating 5F/1H/10C per turn and eating 2F per turn. So the excess is 3F/1H/10C.

A warrior costs 15H. (=15 turns at size one, we'd grow first)
A worker costs 60H.
A settler costs 100H.

Growth to size 2 requires 22 food. At 3 excess food/turn, we'd grow in 8 turns. So we'd grow before we finish the warrior. We might even grow a second time before that warrior is done.

If, at size 2, we work another floodplain, I think we would grow to size 3 just before the warrior is complete, and then we could start on a worker. And the extra food from the two floodplains tiles will speed production of that worker.

How does the research fit in with this?

8 turns at size 1, 3F(net)/1H/10C:
At 100% research, we produce 11 raw beakers per turn. 10 from the commerce and 1 bonus for having at least one city somewhere. That gets multiplied by 1.2 and rounded down if we're researching Poly (because we know its minimum prerequisites), so 13 adjusted beakers/turn. Times 8 turns is 104 beakers. So Poly will be 104/143 finished when we grow.

6 turns at size 2, 4F(net)/1H/11C:
We're up to 12*1.2 = 14 adjusted beakers per turn now. It takes 3 turns to get Poly.
We put the next three turns into BW (for which we also get that 20% bonus) and finish 42/171 of BW.
The warrior [edited my mistake--he's a warrior, not a worker] is one turn away from completion. 14/15 hammers.

following turns at size 3, 5F(net)/1H/12C:
13*1.2 = 15 adjusted beakers/turn
first turn finishes the warrior.
switch to worker. we're putting 1H+5F towards him, and he requires 60 hammers, so it'll take him 10 turns to complete. That's 11 turns after we reach size 3.
BW should finish in 9 [edit: don't know how I got 7 before] turns after we reach size 3, so we'd have BW a few turns before the worker, which is good. We might be very close to finishing Agriculture by the time the worker pops, too, depending on how many other civs have cheapened it for us by learning it themselves.

So I think the warrior first plan is a good one, but only one warrior before starting our worker.
 
Not to be scared of the numbers hehehe. Floodplains at start are so powerful because they are a special that needs no workertime and come in groups normally providing food and commerce. In the early game, food is nearly universal, excess counts as a hammer for workers/settlers and fuels the population the whip eats for big ticket items like that first settler.

Rather have a high food start then a heavy hammer one any day though a mix of both 'rocks' as well.

Cheers!
-Liq
 
Not to be scared of the numbers hehehe.
-Liq

I'm in this game to learn and to improve my play. The "numbers" in my post took me over two hours to figure out this morning, mostly reading articles in the War Academy on this site. But I feel smarter now, and I think the learning has begun. :)
 
yeah very nice job. the scary thing about that post though is that I know a few peeps that write that stuff up in 5 mins :eek:

we gonna get this started?

Cheers!
-Liq
 
Wow its nice to be in a SG with people who can crunch up those numers!:goodjob: tbh im a bit 2 lazy to do that stuff :blush:

anyways lets get this show on the road! it seems were clear on what to do!
 
so... after a long while I managed to get the game underway and guide the Indian Empire through the first 20 turns

Turnlog

Turn 1

founded Delhi, popping the hut at the same time which gave us 33 gold

checked the MMing and production is at 3/1/2 with growth at 8 turns and warrior due in at 15

started exploring

poly due in at 11 with research at 100%

IT

Turns 2-3

warrior continues exploring

IT

Turns 4-7

warrior reveals top end of the map, popping another hut that that gives us an extra 39 gold

turn7explore.jpg


buddhism still not founded

treasury at 72

borders expand into the fat cross shape

IT

Turn 8

delphi grows to size 2, warrior due in 7 and growth again in 6, just in time for the worker to commence

poly in 4

IT

Turn 9

meet monty

monty.jpg


uh great


I don't change any of the EP point weight, with +4 being created per turn (mainly because its a BtS concept im still getting familiar with)

monty is without any religion... yet

IT

Turn 11

poly finishes and delhi becomes the (first!) holy city while I start the incantations!

hindu.jpg


poly.jpg



continue by starting research (no anarchy) on BW, due in 13

IT

Turn 14

buddhism founded...

budd.jpg


spotted lions with the first warrior

spotted 3 incense and marble... maybe worth a city there

resources.jpg


IT

Turns 15-17

second warrior ready, work has begun on a fast worker

IT

Turn 18

spotted aztec borders to the east... right next to the incense/marble area :(

aztec.jpg


second warrior has already begun scouting

IT

Turn 19

spotted 2nd spices below the 1st

spices2.jpg


IT

Turn 20


BW due in 3, worker in 5

below is a view of the current situation:

map.jpg


Analysis

ok I don't think that I had the chance to mess up just yet, i hope there was no sloppy play/missed opportunities etc.

anyways, Monty looks nice and threatening... what can I say? the area next to the aztec borders in the west looks like a very good place, although the only way that we can hope to claim it is by sending a settler there and fast... i don't know if this is a good idea as the city will be a burden for some time due to maintenance costs

fortunately we founded hinduism, and I was a bit surprised as to just how late buddhism entered the game! To tell you the truth I was expecting it around the 8th turn the latest...

spices were also good news, maybe we can think of expanding downwards and seizing the rice and spice in the region, however, we will have to do with quite some jungle down there

anyways, enough of me, here is an Updated Roster:

AKk (just played)
Liquidated (up now!!)
Grover22 (warming up)
S.ilver
Corneh
 
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