another one of those "wow i suck" posts

If the math is outdated (which I grant it could be), show me the new math.
Specifics... not just comments about stale ideas... to prove the point. You could very well be right, but I am curious how you came to this conclusion of your suggested way being better.
 
It's math, but it's based on an old version of the game, that I think used to give you 30 hammers per chop. Not to mention its from 3 years ago - the thinking has evolved pretty heavily since then.

Its math, old and the reason it got changed was probably because WWS was a no-brainer, which goes against the design-intent of the game.

It still works sometimes, but I suspect Firaxis used to fix no-brain schemes like that precisely to make the game more interesting.
 
If the math is outdated (which I grant it could be), show me the new math.
Specifics... not just comments about stale ideas... to prove the point. You could very well be right, but I am curious how you came to this conclusion of your suggested way being better.

Perhaps someone smarter than me could probably figure this out, but it seems to me there are way too many variables to make the 6-7 city question a mathematical exercise or proof. The math on timing of getting the first settler out is probably pretty easy, and I know it'll prove that w/w/s gets the settler out first...but on getting 6/7 cities out and the tech position of the player at that point in time as well? I'm not smart enough to factor in all the variables that come in for that analysis, like the capital's resources, barb defense, diplomacy, opposing civs and overall tech choices.

A lot tougher to simply turn into a mathematical equation, and it also doesn't take into account another key variable, beakers per turn in the early game. While the worker/worker/settler start sits at size 1 (and 9 beakers per turn?) for an extra 25 or so turns, the worker/growth start gets to size 4 and generates more beakers per turn for most of those 25 turns - so there's another tradeoff to somehow factor in. What food resources does the capital start with - that's another variable. It's a totally different analysis with wet corn and pigs than it is with cows, spices and wine.

You ask how I concluded worker/growth is better - right or wrong, i came to that conclusion by observation. I've wasted far too much of my life reading about A LOT of games posted on this site by a lot of advanced players, and don't see players using this strategy regularly if at all. Again, I'm not disputing the point that w/w/s gets to two cities faster, as I'm sure even the updated math would prove that, but the tradeoff is that the capital is size 1 for a long, long period, and those forests that could be 30 hammers later are chopped for 20 hammers earlier. Trying to prove or disprove which theory gets to 6-7 cities faster has to have way too many variables to be a simple mathematical determination.

When I get back to my home PC in a week, I'd be happy to shadow or generate a test map to test it out - we could post a game and ask a few people to play a set number of turns, and maybe post an update at 40 turns, 80 turns and 1 AD on an isolated landmass with no barbs or something like that, to try to limit the variables that impact it, and compare expansion at some set points. It'd be interesting to test it as Joao and as someone who's not IMP or EXP, as I'd actually be interested in comparing the two ideas as Joao, where I do think w/w/s could potentially be a better opening.
 
I'd avoid WWS simply because there's no way you can count on your starting warrior (if you even have one) to both find the best spot for the 2nd city and be alive when the settler pops.
 
I'd avoid WWS simply because there's no way you can count on your starting warrior (if you even have one) to both find the best spot for the 2nd city and be alive when the settler pops.

If you lose your warrior, just put the second worker back in the queue and build another scout/warrior - no-brain doesn't mean no-eyes.
 
If you're gonna build a warrior, the situation complicates because you have to factor in the possibility of growing the capital while you're at it. Building it also attenuates the benefits from that tactic a lot - those few turns doing basically nothing cost a lot in the long run.
 
I see you've found BUG (or BAT, which I never tried), and thus won't go back to your OP game.
I see you got loads of good advice, and used at least some of it.
:goodjob:
Indeed city placement was a long way from perfect.
I just wanted to give you my version of 1AD.
Some know I'm not one to fast expand (except on domination runs for HoF, but it's not the case here). So in my 1Ad game I only have 4 cities.
I still didn't go wonder crazy.
no stonehenge, no great wall.
In fact, I don't like the great wall on lower difficulties. The AI has nothing to steal, so it's useless to get a great spy.
I think it's worth looking at my game for one (and probably only 1) resaon :
I warrior rushed napoleon, which gives me :
- plenty of expansion room
- a great city (paris is certainly better than berlin!)
- the holy buddhist city :crazyeye:
 

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morning everyone,

so im going to try a game today start to finish flying solo. if i fail horribly ill start up a community help game.

i have infact found BAT its all the greatness of BUG, but with much better graphics. theres blood, the units look unique to each civ. just makes things prettier. i h ave been placing as much of the hep im getting in this site as i can towards my games.

Only problem im finding now is, im REXing a bit too much and my economy is crashing before i get a chance to get currency and COL. so i think im going to slow down my REXing a bit so im not losing 15-30 gold pre currency. im going 1 worker per city and a floater who connects them. tech setup is AH if food present, BW if not. then im getting the worker improvements then a beeline towards currency/COL.
 
If you're gonna build a warrior, the situation complicates because you have to factor in the possibility of growing the capital while you're at it. Building it also attenuates the benefits from that tactic a lot - those few turns doing basically nothing cost a lot in the long run.

You don't have to factor in extra capital growth, you can simply choose to.

But I agree that the extra warrior will slow you down, but then no plan survives first contact with the enemy anyway (in this case Mr Bear). If you don't want to build an extra warrior, look after your first one :D
 
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