I've been playing with archipelago maps lately. They make an interesting challenge -- harder than fractal, continents or Pangaea, but not as hard as a move to the next level.
I don't see much about archie maps. Do people play them much? Has anyone done a strategy article?
Anyway, here are some preliminary thoughts.
-- You may get an isolated start. However, it's not unusual to have one or more AI civs within trireme range. In fact, I'd say you're only really isolated about 20% of the time. You get a single neighbor maybe 40% of the time and two or more neighbors about the same.
You can't tech trade with a neighbor until that neighbor has contacted at least two civs. So this means no early tech trading about 60% of the time.
-- Limited land mass means that barbarians are almost never a problem. A couple of fogbusters will turn them off.
-- Because of the difficulty in reaching other civs, early UUs are at a disadvantage.
They're not always useless; if you have a near neighbor, it is possible to conduct war by trireme. I wiped out Isabella with War Chariots in one recent game. Still, it's not the way to bet. If you are picking your leaders, look for one with a mid- or late-game UU.
-- Limited resources are likely to be an issue. On a normal map, you're very likely to have iron or copper within a few squares of your starting location. On an archie map, maybe not. And happiness resources will also be harder to find.
You can't conquer or trade for new resources for a while, so you have to find other ways to stay healthy and happy. Monarchy and Hereditary Rule help a lot here.
-- Founding an early religion becomes more attractive, as you're less likely to catch religion from a neighbor.
-- The various traits work the same, but Financial is enhanced a bit (because you'll be working a lot of coastal tiles), while Aggressive and Protective are a bit weaker (because you're less likely to get into early wars).
-- Your Wonder wish list will be different. Wonders that work on a single continent, like Notre Dame, Three Gorges Dam, and the Statue of Liberty, are almost worthless now. (You're not likely to have more than three or four cities on any one island.) Other hand, the "water" wonders -- Great Lighthouse and Colossus -- are enhanced.
-- The circumnavigation bonus becomes highly desirable. You really want to be the first to Optics, both for this and for meeting other civs as early as possible.
Unfortunately Optics requires two expensive technologies -- Machinery and Compass -- that don't give you much payoff in the short run. It can be frustrating to forego Civil Service and Literature in order to beeline Optics. Consider trying for a Machinery slingshot with the Oracle; you have to get Metal Casting first, which is possible but requires some advance planning.
Alternately, consider using a Great Person to lightbulb it. A Merchant can do this, and so can an Engineer. It may seem crazy to burn a Great Engineer on something like this, but in the context of an archie map it's worth considering. Getting Optics ten turns earlier means you nail the circumnavigation bonus, scoop up the remaining goodie huts, get first crack at converting any civs without religion, and start real tech trading that much faster.
-- After Optics your next beeline should be to Astronomy. Consider carefully whether you can pull of a Liberalism slingshot. If yes, great -- get on it. If no, do it the hard way. But anyway, do it fast, because the first civ to get Astronomy will get first crack at the remaining empty islands. There are usually a couple of nice city sites within reach, if you're quick enough.
Pause for now. Thoughts?
Waldo
I don't see much about archie maps. Do people play them much? Has anyone done a strategy article?
Anyway, here are some preliminary thoughts.
-- You may get an isolated start. However, it's not unusual to have one or more AI civs within trireme range. In fact, I'd say you're only really isolated about 20% of the time. You get a single neighbor maybe 40% of the time and two or more neighbors about the same.
You can't tech trade with a neighbor until that neighbor has contacted at least two civs. So this means no early tech trading about 60% of the time.
-- Limited land mass means that barbarians are almost never a problem. A couple of fogbusters will turn them off.
-- Because of the difficulty in reaching other civs, early UUs are at a disadvantage.
They're not always useless; if you have a near neighbor, it is possible to conduct war by trireme. I wiped out Isabella with War Chariots in one recent game. Still, it's not the way to bet. If you are picking your leaders, look for one with a mid- or late-game UU.
-- Limited resources are likely to be an issue. On a normal map, you're very likely to have iron or copper within a few squares of your starting location. On an archie map, maybe not. And happiness resources will also be harder to find.
You can't conquer or trade for new resources for a while, so you have to find other ways to stay healthy and happy. Monarchy and Hereditary Rule help a lot here.
-- Founding an early religion becomes more attractive, as you're less likely to catch religion from a neighbor.
-- The various traits work the same, but Financial is enhanced a bit (because you'll be working a lot of coastal tiles), while Aggressive and Protective are a bit weaker (because you're less likely to get into early wars).
-- Your Wonder wish list will be different. Wonders that work on a single continent, like Notre Dame, Three Gorges Dam, and the Statue of Liberty, are almost worthless now. (You're not likely to have more than three or four cities on any one island.) Other hand, the "water" wonders -- Great Lighthouse and Colossus -- are enhanced.
-- The circumnavigation bonus becomes highly desirable. You really want to be the first to Optics, both for this and for meeting other civs as early as possible.
Unfortunately Optics requires two expensive technologies -- Machinery and Compass -- that don't give you much payoff in the short run. It can be frustrating to forego Civil Service and Literature in order to beeline Optics. Consider trying for a Machinery slingshot with the Oracle; you have to get Metal Casting first, which is possible but requires some advance planning.
Alternately, consider using a Great Person to lightbulb it. A Merchant can do this, and so can an Engineer. It may seem crazy to burn a Great Engineer on something like this, but in the context of an archie map it's worth considering. Getting Optics ten turns earlier means you nail the circumnavigation bonus, scoop up the remaining goodie huts, get first crack at converting any civs without religion, and start real tech trading that much faster.
-- After Optics your next beeline should be to Astronomy. Consider carefully whether you can pull of a Liberalism slingshot. If yes, great -- get on it. If no, do it the hard way. But anyway, do it fast, because the first civ to get Astronomy will get first crack at the remaining empty islands. There are usually a couple of nice city sites within reach, if you're quick enough.
Pause for now. Thoughts?
Waldo