Antiquity guide - The perfect early game

Acken

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This is a long guide. I hope you will learn a few tricks even if some of this is well understood already. I try to give my reasoning for why I give those advice in a way that is coherent with the plan of having a productive and efficient early game. Understanding why will give you the knowledge to adapt your game plan or improve on what I write. This guide is also designed for no specific civ or leaders and no memento. It will be up to you to adapt to what you play with. At some points I will mention some civ specifics but for the most part the principles will ignore the exact combinations you play with. This is important when you read about my opinion on food and growth for example. Some of the principles here apply to exploration but for the most part this is about Antiquity. It is mostly a guide for helping players understand the city/town dynamic and how to have a highly productive early game.
I strongly recommend participating in community games (like GotM) to either test those ideas or propose different ones. Only playing from the same starts and leader+civ makes useful benchmarks. In my experience with previous game it's one of the best tools to explore the meta and share ideas.

Part 1. Yields
Food:

Food allows you to grow. Its value depends on how it contributes to future yield worked on by the pop. It's an investment for future return. You spend (either directly like when building a granary) or have an opportunity cost (working a food tile instead of hammers) which value depends on how much extra pop it will create in the future and what those pop will be doing. However food in civ7 has strong diminishing returns for 2 reasons:
* The time to the end of the game decreases .
* The food requirement increases.
So what used to be 100 food to get a pop working for the next 100 turns can now be 500 food for a pop working 50 turns, a huge decrease in value. And let me tell you, the food requirement in antiquity increases massively. See for yourself:
1740257579019.png

x here is how many times the city already grew. Note that this is different from the population number (rural + urban).
Next time you play, pay attention to how often your capital gets a new pop. If you are not playing with large growth bonuses (like Confucius+Khmer) then you will definitely see a massive drop off after the 7th and 8th growth event. Around 2/3 through antiquity when you get your town feeding going to the capital maybe you will be happy to get +100food in the capital with 2 or 3 towns. Sounds great ! Well... if you are already at 8 it would take 14, 20, and 27 turns for the next 3 pops. That's approx 3 pops for the whole rest of the age. It's pretty clear the value of food quickly drops down. In the next age, since the curve shifts down (and you get more food anyway) it will get back up.
Food can also be transfered from towns to cities at a 1:1 ratio with no loss. This isn't the case for production !
Another important aspect of tiles is that contrary to past games you do not have the freedom to switch everything all the time. There is a little bit of room when replacing a rural with a urban tile but that's it. Therefore for the most part you have to commit to the type of yield a settlement will produce. On the other hand, this technique is actually important when conquering cities. The AI often builds very bad city. When acquiring one, build or buy building on rural tiles to shift what it does to the specialization you want to give to that settlement (convert farms in cities and woodcutter/mines in towns).

From this here is my recommendation for antiquity regarding your food strategy:
* A good capital (and other cities) works production tiles (and therefore a bad capital is one in flat terrain with farms) and will get its food from a town. Trying to put more than 1 or 2 food tile in a capital will lead to low production and a difficult start. You can work some food early to reach 5 pop quicker but you should be ready to replace those tiles to reallocate to prod. For example: this not sexy snowy Tundra start is actually a superb start with many potential mines, 2 +2 prod tiles and a sheep:
1740257908267.png

* Having a capital work production is a capital that will really struggle growing by itself. Find a high food yield location (coastal, grassland) for a dedicated town to keep it growing past 5-6.
* Get additional cities early rather than late and try to have town food split between your cities. It's better to have 3 cities receive +33 each than a single one receiving +100 (assuming no bonuses). The value of food drops hard the more you have AND antiquity has very few mechanics that scale well with pop. On the other hand finishing the age with 3 or 4 well developed cities will make the rest of the game a walk in the park.
* It is probably a better investment for the future to keep a town growing than to stubbornly make it feed a city that needs 20-30 turns for the next pop. In the later quarter of the age I often put my towns back to growth to improve their yield for the next age.

Note: It is impacted by growth bonuses (like Confucius +25% growth) and food bonuses (like the Oligarchy Celebration +20% food). Growth bonuses decrease the food required to get a new pop and accumulating multiple of it (Khmer + Confucius for example) will allow you to bend the above rules and bring back up the value of food. For example if you have Confucius + Hanging gardens + the +10% expansionist (+45% growth which would ) then your food required is divided by 1.45. This means your food has 45% more value and you can probably aim for higher pop counts like 13/14. If you go even further like Khmer + Confucius + Hanging Garden + something else then just ignore this section and grow your capital even higher.

Gold:
Gold has 3 main purposes in civ7. Buying buildings/units, converting cities and promoting units. Buying units and buildings appear to be at a 1:4 ratio to production in Antiquity (and I don't think it changes in other ages since nothing in the files suggests it). This buying ratio can be improved through buying bonuses like Augustus or the Gold resource. The benefit is not as strong as it is for growth as it seems the reductions are multiplied on the denominator rather than being added (20% and 15% will be cost/(1.35)) but you will nonetheless get a much better trade off with a few of these bonuses than without. For example, the gold resource which reduces building costs by 20% decreases the ratio to 3.3. Again, if your civilization specifically benefits gold, the value we can put on it would shift up.

There aren't a ton of ways to get gold in antiquity. Typically it will come from town production and policies. While you wouldn't expect a 1:1 ratio (gold allows you to get something immediately anywhere) usually purposefully trying to get gold at the expense of something else is a bad deal. Town production conversion to gold is essentially a bonus rather than what you really desire.

However, do not turn your back on it and get just enough for what it is mandatory. It is mandatory to improve your towns and convert your high production towns to cities. Do look for good deals like Priesthood (+2 per settlement) early game, setting a town temporarily to mining focus until you can buy it as a city etc. But when I am to build something, usually the market is one of the last thing I'd build. The value just isn't really there.

Note: I see gold often be praised on the forum for how easy it makes buying stuff especially in Exploration and Modern. And it's true ! But even if you don't focus for it you will get a lot of it from towns anyway. Also, I think the production requirement of these ages is too low to begin with so this also de facto mean that they are too cheap. My own opinion is that costs are not balanced properly in Exploration and Modern. There are too many ways to get a ton of yields and everything is much cheaper than it should (techs, prod etc.)

Production:
It's the king maker of the early game. A good prod in the capital will bring in wonders, settlers and whatever your heart desires. Hammers in antiquity will be the main driver of success. Find ways to increase them in your cities. Prioritize resources that give hammers (sheep, cotton etc.).

Culture/Science:
These yields are used to unlock things for production to be used for. They are tricky to get right in Civ7. In previous iterations you could pretty much get a ton of these and then you'd be fine because as you race through the trees you would unlock better and better things until your chosen victory. Civ7 has a different approach. Because of ages you can plateau if you get too much. Additionally, you have objectives (milestones) to fulfill during the age and 3 of them require you to build stuff (with production). The trick with these is therefore to increase them steadily neither too fast nor too slow.
Specialists and adjacency bonuses are an important component of success here. Try to identify spots for the following districts:
* Science (and prod) buildings have adjacency and wonder bonuses
* Culture buildings have mountains and wonder bonuses
Every specialist will give you 2science 2culture and an extra 50% of the adjacency bonuses and will be an essential step to increase the science and culture output of your cities even in Antiquity. Speaking of which, Currency is a very important milestone tech in antiquity as it will unlock specialists. There is a trick here, as you remember above when we discussed food you should be aware of the future cost of a citizen. Therefore, you should aim for a growth event to come soon after Currency to be able to use a specialist. To control that you can put your food towns on and off to delay an incoming growth just enough to fill a specialist.
My recommended path for raising science is therefore: Libraries > Specialist > Academy. And for culture you would go Monument > Specialist > Amphiteather.

Endeavours if supported are a superb source of early game science and culture especially very early. Later you should consider befriending city states instead. Cultural and Science city states will boost everything. Each have a bonus that boosts the science or culture buildings scaling by the number of suzerain or give you free tech/civics. You should aim for these bonuses (which imo are just stupidly OP and should be flat). This makes a civ like Greece top tier in my opinion with their 50% bonus policy to befriending.

Finally, the tiles have often science and culture yields that you can use. Get them when they align with your settlement objective yield.

Happiness:
Happiness is not a simple yield to rate. Much like food, it has strong diminishing returns on celebrations but it also enables things like over-expansion and helps against some crisis. The more celebrations you have the more policies you can fill. But the thing about Antiquity is that it will take you time to unlock the good policies making getting them early typically not worth it in my experience. Additionally you are usually not getting that much from the early celebrations bonuses. Typically, I never care much for happiness until the last third of an age and only will get it as extra like trying to settle on fresh water when I can (+5).

Influence:
One of the best yield you can get as long as you have some friends and/or city states to use it on. If you have enemies you can also use it for war support. A very versatile yield that you should increase. There's not much to say here though. The thing is that you often don't have that much choice to get this so take it when it's available (monument, villa) and that's it. And note that to increase it you once again have to build it !
 
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Part 2. Pantheons

This one will be brief. There aren't many Pantheons that are good. The first understanding is that Pantheons require an Altar and typically at that point of the game you don't have the luxury of getting an Altar in your towns. This means an Altar in your main capital and later in your new cities. So what we will want are Pantheons raising the best yields for our capital. Here are a few in order of importance:

Stone Circles: +1 prod on mines. If you have a capital with at least a handful of mines and clay pits this is probably the best Pantheon you can pick. This will help early production by a lot.
God of the sea: +1 prod on boats. If you opted for boats in the capital at least you will want that one to rectify your capital production.
City Patron Goddess: +3 influence. This is a good one especially with Civs that benefit a lot from Influence.
God of the Sun: An overlooked Pantheon imo. Gives +1 of everything, a consolation prize I think.
Fertility Rites: Only if you are accumulating those growth bonuses (playing as Confucius + Hanging Gardens for ex). The deeper growth reduction can help you raise the value of food so that you get more of other yields.

The rest aren't strongly helping your early game that is suggested in that guide and that's really what we want early buildings to do. I would avoid them.
 
Part 3. Early Build order

We want to achieve 2 objectives early on:
* Explore the surroundings for goody huts and city location candidates.
* Grow sufficiently to start making settler and have the production to do so.

It may seem silly to select those crappy 1 prod or 1 food rough terrain tiles at the beginning but as soon as you can put down a brickyard and get Masonry your production will start to get high enough to pump out settlers. Hook on resources that are benefiting you early on like Cotton or Sheep and avoid things like Jade or Incense tiles. You can attempt to grab those later with the capital or a town.
I would strongly recommend you get 2 scouts out and start hunting for the huts and finding independent powers. If you find a Civ, get some science or culture endeavour going.

Here is how my build order often looks like:
* 2 scouts
* SawPit or Brickyard. If these are not yet available you can put some turn into the Granary, a 3rd scout or a warrior while waiting.
* Settlers x2/x3 Often I can buy one from the scout gold
* Altar
* Monument / Library

While scouting start to look for good settle locations:
* High food (coastal or flat terrain) can become towns. Check if there are good resources nearby.
* High production (rough terrain or forests). For these you want to check where they are compared to your towns. Forested cities can have some self growth but if it will be mostly mines you need to make sure it will be in range of a town.
Here is a great second city location with lot of rough terrain and an extra iron if we play aggressively:
1740259200582.png

Fishing towns are the easiest to put down. Just try to grab some sea resources:
1740259173777.png
 
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Part 4 techs and civics:

There are a few milestones to look for in the tech trees.
Tech tree:
#1 - Getting your production going. This is typically where you will either go the mine route (Pottery + Masonry) or the wood route (AH). Pick the one that makes sense for your start.
#2 - Writing and Masonry. Optional Fishing if you go for fish towns. This will kickstart your future progress on the tech and civic tracks with a monument and a Library. If you went for the sawmill, I would go for the library first (writing) before the monument.
#3 - Irrigation. +1 Settlement, Hanging Gardens
#4 - Choices: Currency or Bronze or Wheel. Currency will unlock specialists to keep your momentum through the techs/civics. Bronze Working or Wheel if you plan for war (attack or defence). The choice between Wheel or Bronze is up to you as it depends on the resources you have (+1 from steel and +1 from horses) and the Civ you have. Just pick the one with the highest potential damage. Note that Bronze 2 is +3 melee.
#5 - Choices: The Wheel or Engineering + Mathematics. The wheel will unlock Balistas for offensive wars and villas. If these are not useful for you can start working toward tier 2 culture/science buildings. This is mostly if you wish to complete the science legacy path (and culture through wonders unlocks if you are lacking options).

Getting Writing 2 soon after writing is also a good idea as it will give you a codex and better libraries. And it will also unlock espionage which is an efficient use of influence at high difficulties.

Civics:
#1 - Mysticism - Unlocks altars.
#2 - Either a strong civ unique civic or Discipline for the free commander
#3 - After that it really depends what you are doing. Mysticism 2 is good for +2 food everywhere which will help your towns reach 7 pop. Any civ unique civics that help you (and dont forget to get them before the end of the age as traditions). The +1 settlement limits. For the science and economy legacy path you have civics at the end that will help you. Literacy gives a codex and unlocks a wonder giving another codex. Commerce gives a civic that will open slots for resources.
 
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Part 5 Planning your districts:

Without the ability to put down marks or notes this is currently quite cumbersome. But ideally you should be planning ahead where you put your buildings.
* Most importantly you should look for where to put down your science/prod quarter next to resources with some room for wonders.
* Second you should look for where to put culture buildings next to mountains and wonders.
* Third you should make sure you can actually get there since your district must be continuous
* Fourth, make room for ageless buildings. Ideally they should go in a direction that won't hinder your quarters with adjacency bonuses.

As a reminder for non ageless buildings:
=> Science (Library) and Production (Barracks) want resources
=> Culture (Monument) and Happiness (Villa) want mountains and natural wonders
=> Food (Garden) and Gold (Market) want coast/river
And all want wonders

Here is an example of a great starting location with a lot of mines:
1740259278641.png

As you can see we have a good science quarter next to 2 resources and potential wonder location. Since it is also adjacent to the palace this will be +3 (total +6) before building wonders. Next if we build a wonder on NE then NW becomes a natural culture quarter although not a great one. Ageless stuff can expand to the west toward working that juicy 2 hammer mine. Etc.

Don't mindlessly build in all directions. Adjacency can double the yields and synergies well with specialists.
 
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Summary of the guide recommendation:

* Best cities (and capital) will need a high amount of prod tiles (and/or prod resources). Rough terrain and forest are what you look for.
* Start planning early for adjacency bonuses. Put your ageless stuff either as a bridge to where you want your adjacency bonuses or in a direction you don't care for.
* Tech order should be whatever increases prod the most (typically either AH or Pottery + Masonry) and follow up with Writing for your first Library. Then the path depends on your goals.
* Main recommendation for civics is to get a Pantheon asap if you can get one of the good ones like Stone Circles.
* Make 2 to 3 settlers as soon as possible (usually after your first prod building saw mill or brickyard). First town should be your capital feeder. Second should probably be a city location with the goal of either splitting the town food (of the 2nd settlement) or have an additional food town.
* It is a good idea to put back the towns into growth at different stages. When you want to delay a grow event in a city (waiting for +1 specialist), or to get a new resource in the town borders, or if the cities are already big and you would get better value growing the town until the next age.
 
Growth bonus got patched. Now it works as a divider on food needed, like what gold and silver does with purchasing.
Multiple purchasing bonuses works additively, not multiplicatively.
You are right. Correcting.
Good news for growth, it should now be on par with +food% bonuses then (but acts as a separate effect and therefore its better to get a bit of both.
 
I've been looking at Civ 7 after coming almost direct from Civ 5 (I didn't like Civ 6 and hardly played it). It is a heck of an adjustment, and I'm not convinced I will carry on playing Civ 7, but this guide helps a lot. Coming from Civ 5, where food and pop are so important, and Domination was such an obvious path to take, Civ 7 is something of a culture shock. I never enjoyed the "Sim City" approach in Civ 5, which is one reason why I'm dubious about Civ 7. I'm also disappointed that there are no promotions for units. But those are personal views. This guide gives me a much better chance of adapting -- though I'm not sure I will be able to. Nor am I sure I want to. I still enjoy the frustrations of Civ 5!
 
Using UI improvements also really help following this guide. Here are the ones I recommend:
* Sukritact UI adjustments
* TCS plot tooltip (for city connections, ageless/obsolete info)
I also like J-Mans UI mods for the coloration of settlement tiles (there are others that do the same).

Civ7 certainly has quite a lot of issues. And as I said somewhere else, I think Antiquity is where the game is at its best hence the focus of this guide (and I dont think I'd do on for exploration/modern). I think Exploration (and Modern even more) have a lot of balance problems making the mid and late game quite boring at the moment. The whole balance of yields in Exploration and Modern basically goes out the window and you just get a ton of everything. There's little reason to limit yourself for expanding and it's not uncommon to already reach +1K yields in Exploration. What I think happened is that Exploration and Modern are balanced for having a limited size empire with poorly optimized cities but when you get in with 10 settlements expanded to 18-20 by the end of the age, it just breaks. There should be more drawbacks to expanding and less ways to get crazy yields.
 
I'm finding that I don't want to build anything for fear of messing up the adjacency boosts. Your image is helpful, but there are SO many buildings in each age and a TON of ageless that can really eat up space. What do I skip?
 
I'm finding that I don't want to build anything for fear of messing up the adjacency boosts. Your image is helpful, but there are SO many buildings in each age and a TON of ageless that can really eat up space. What do I skip?
Districts taking more and more room over ages is just a fact of this game. You should try to leverage overbuilding for non ageless stuff. But yeah, your ageless buildings will take more and more space (3 buildings per age) and also unique quarters will each take an additional space. Then you add wonders and by modern your biggest cities will have little room for rurals. There's no going around that. Only real advice I would give is to spread wonders.
In general, gold and food buildings are my lowest priority in cities.
 
For UI mods I would also suggest "Detailed Tech Civic Progress" (https://forums.civfanatics.com/threads/detailed-tech-civic-progress.695567/) to see the actual cost / progress of techs and civics on the tree.

The discovery choices are also very important in the early game. Initially food or production could be good to achieve the quickest size 5 for settler production (perfect scenario is your size 3 city gains a population and finishes the sawpit/brickyard on the same turn to get to 5), but overall science and culture might be more valuable, maybe influence as well. For a Civ/leader with no particular bonus, influence is converted 1:1 to science/culture for Endaevours that are accepted, but gets a higher yield (1:1.5) if supported.

I saw this early game guide: https://forums.civfanatics.com/threads/current-meta-and-tall-vs-wide.695443/post-16779748 (note that the timings are online speed, not standard) strongly prioritizes culture over science to increase the settlement limit. I'm not sure I would go fully in that direction, 2 first tiers of techs then Bronze Working seem very important in the expansion phase as well. (I understand Currency > BW for a peaceful game but that never seems to happen on Sovereign and above.) I suppose whether or not to build a early library or monument.

Dispersing independent powers provides a big boost to the corresponding yield (+100 if I remember well?) and makes it seem worthwhile if you have a hostile one near the capital.
 
+1 settlement is good for everybody so I can understand people putting culture as more important. I usually get both fairly close so the 5ish more turn of one over the other on standard has very little impact.
Further science investment can be neglected if you have no intention to get codices.
 
Part 5 Planning your districts
As you can see we have a good science quarter next to 2 resources and potential wonder location. Since it is also adjacent to the palace this will be +3 (total +6) before building wonders.
Actually, the Science Building itself will still be at +2, and the Palace will gain +1 Science/Culture from Quarter adjacency. That's the same yields initially, but comes to importance with Specialists
 
Part 2. Pantheons

This one will be brief. There aren't many Pantheons that are good. The first understanding is that Pantheons require an Altar and typically at that point of the game you don't have the luxury of getting an Altar in your towns. This means an Altar in your main capital and later in your new cities. So what we will want are Pantheons raising the best yields for our capital. Here are a few in order of importance:

Stone Circles: +1 prod on mines. If you have a capital with at least a handful of mines and clay pits this is probably the best Pantheon you can pick. This will help early production by a lot.

For me the altar is usually a mid-age build when happiness starts to hurt from exceeding the settlement limit. Compared to Civ6 at least, it seems rushing a good pantheon is a lot less important. Even for stone circles, paying 90 prod. (or its gold equivalent) for say, 3 prod. / turn takes 30 turns to pay off, plus the opportunity cost of what that prod. / gold could have given instead of the altar. God of the Sun also seems to not be prioritized by the AI in and remains available fairly late.The Priesthood policy card and +2 food from the mastery feels quite more impactful than the Pantheon.
 
I think Sun God is the all-around best pantheon*. Others will sometimes be better in the capital, but it's rare that anything will surpass it when scaled across a whole empire. This is especially important because Altars are a building that's purchaseable in towns.

*City Patron Goddess may be better, but the AI loves it. I have yet to be able to pick that up in a high-difficulty game, while Sun God is 100% always available. Just grab Mysticism at your leisure, pick Sun God, and have some decent-value buildings that you can fill in everywhere regardless of what else is going on with your empire.
 
Part 3. Early Build order

We want to achieve 2 objectives early on:
* Explore the surroundings for goody huts and city location candidates.
* Grow sufficiently to start making settler and have the production to do so.

It may seem silly to select those crappy 1 prod or 1 food rough terrain tiles at the beginning but as soon as you can put down a brickyard and get Masonry your production will start to get high enough to pump out settlers. Hook on resources that are benefiting you early on like Cotton or Sheep and avoid things like Jade or Incense tiles. You can attempt to grab those later with the capital or a town.
I would strongly recommend you get 2 scouts out and start hunting for the huts and finding independent powers. If you find a Civ, get some science or culture endeavour going.

While scouting start to look for good settle locations:
* High food (coastal or flat terrain) can become towns. Check if there are good resources nearby.
* High production (rough terrain or forests). For these you want to check where they are compared to your towns. Forested cities can have some self growth but if it will be mostly mines you need to make sure it will be in range of a town.
Here is a great second city location with lot of rough terrain and an extra iron if we play aggressively:
View attachment 721467
Fishing towns are the easiest to put down. Just try to grab some sea resources:
View attachment 721466
how many scouts do I need now?
 
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