Fippy
Mycro Junkie
- Joined
- Mar 17, 2013
- Messages
- 13,502
In this thread i will collect everything (i can think of) that helps new (or newer) players with founding their empire, and learning the basics of this wonderful game 
I will not get into advanced mechanics like keeping barbarians out, preparing war or annoying AIs, etc. which can be for another thread.
Part 1
Founding your first city (capital)
Every game starts here and while turns are moving fast cos there are only few units available, an early turn counts as much as later ones (we already have our first important lesson).
Many decisions made now will define your game later.
So let's jump right in, here is an example of what we see first.
I use "Blue Marble graphics", hopefully it's not too different to regular ones.
We always have a warrior (or scout if our Civ starts with hunting) + settler combo.
Our first task for the warrior / scout will be scouting out nearby lands, so we know better where new cities can go.
Maybe he can also reveal more tiles that we eventually want for our capital?
Moving west or southwest makes good sense, could be something in the fog.
Next we look at visible resources and tile yields.
Every (good) city should have some food, and Rice on a river (also called wet Rice) provides +5
.
We would not want to move away from this tile unless we see something better
Now there are some options with this start, settling on Ivory i.e. will gain an extra hammer for our city square. While i will not go into detail here, 2 screenies of how SIP (settling in place) and settling on Ivory compare as food for thought:

So either scouting or settling on Ivory by default also shows an extra cow.
Please notice how the improved city square reduces worker build time from 15 to 12 turns.
Conclusion: While the map generator usually picks okay spots for our settler, improving by moving is very possible.
Part 2: What shall we build first?
For this i will run a "simulation".
In pic 1 i thought okay i want size 2 before holding all my growth and building a worker.
In pic 2 i started on my worker right away.

What can we see? With worker first i am 1 improved cows + 3 turns ahead, despite holding city growth on T0.
Conclusion: On a regular inland start, build your first worker right after settling.
With improved tiles being so much more powerful, show patience while waiting 15 (or 12) turns.
Part 3: What should i research first?
There are a couple choices, also depending on Civ specific starting techs.
Always possible are Mysticism, Agri, Fishing, Hunting, Wheel and Mining.
AH (Animal Husbandry) is available if you start with Hunting or Agri, and BW (Bronze Working) with Mining.
Others are not important for now.
We can categorize them.
Food techs are Agri, AH, Fishing, Hunting (with Deer)
Religion: Mysticism, we could try founding one with the next tech.
Road network & Pottery access: Wheel
Production: Mining, Hunting (with Ivory)
We found out in part 2 that we want a worker as first build.
So what if we tech mysticism first, eying a religion? Let's see..
We are about to found Buddhism (luckily another AI took Hindu), but our worker stands at the Rice and looks sad cos he can only build a road (our starting tech: wheel) 
This will slow down city improvement and settler building, by at least 12 turns.
What will Buddhism do for us, besides sticking a nice symbol on our city? Honestly? Nothing for now.
Would hunting first have made sense maybe? Not really, with Ivory being 1 food tiles we wouldn't improve growth while also slowing down progress.
Conclusion: Ignore religious techs at start and improve your food.
(in this case Agri and AH)
Part 4: When do i start my first settler?
Let's go back to our best start: Worker first and improving Rice + 1 Cow, by turn 21.
If we start a settler now we'd need 10 turns. Cows advance as best tile before Rice, with both food & hammers counting as production for settlers and workers. But wait..why not 15
(4+5+6)?
Each population costs 2
, so at size 2 we have to deduct 4.
Cows are in fact 4
here, Rice 3
etc.
Why am i highlighting this?
To show how weak unimproved tiles are (and how important worker first).
One of those other tiles would only add +1 production for our settler.
So do we want to start now already?
Nope seeing how strong cows are we want size 3 in this case, so we can add cow#2 when completed.
Conclusion: Usually start your settler production at a size where all "super tiles" can be included.
Part 5: What should my warriors and / or scouts do meanwhile?
They can walk into fogged areas close to our capital and look for nice city spots.
We want to know more about "our" lands
Should they wander off and look for AIs?
Nope that can be for later and isn't important at all early.
Would it be helpful if one warrior sits inside the capital?
Usually not. Un regular starts our Cap can grow until size 4 before eventually needing a military police unit (MP) against unhappiness. Barbarians won't enter culture borders until much later, and animals never do.
So an early warrior might waste it's potential.
Here i already spotted something very nice in the west:
While Tundra deer counts as rather weak food (but still better than nothing), gold tiles are powerful.
They provide 7
once improved & worked, and having one connected with roads will also give +1 happiness to all cities.
We would like to know more about this area, our warrior could jump on both gold hills next (improved sight at height) and then look around Deer.
After some turns we found out there are no other interesting tiles around.
Where to go now with the warrior?
If you find such an important spot (early
center) i recommend it's guarded by an unit.
So i would sit on the circled gold tile, barbs and animals can only spawn in the fog.
By having our warrior close a visible area will stay free of them.
Helps settlers with moving later (no fear of being eaten
), and maybe a worker will also be grateful that he can build roads in peace.
On higher levels barbarian cities can also spawn quickly, but not in areas secured by units.
With our first unit staying put now, we also have an important question answered:
what are we building after the worker?
Answer: another warrior and maybe more, they can look for more nice spots.
As you can see we have no time or units yet to walk around without much aim

I will not get into advanced mechanics like keeping barbarians out, preparing war or annoying AIs, etc. which can be for another thread.
Part 1
Founding your first city (capital)
Every game starts here and while turns are moving fast cos there are only few units available, an early turn counts as much as later ones (we already have our first important lesson).
Many decisions made now will define your game later.
So let's jump right in, here is an example of what we see first.
I use "Blue Marble graphics", hopefully it's not too different to regular ones.
Spoiler :
Our first task for the warrior / scout will be scouting out nearby lands, so we know better where new cities can go.
Maybe he can also reveal more tiles that we eventually want for our capital?
Moving west or southwest makes good sense, could be something in the fog.
Next we look at visible resources and tile yields.
Every (good) city should have some food, and Rice on a river (also called wet Rice) provides +5

We would not want to move away from this tile unless we see something better

Now there are some options with this start, settling on Ivory i.e. will gain an extra hammer for our city square. While i will not go into detail here, 2 screenies of how SIP (settling in place) and settling on Ivory compare as food for thought:
Spoiler :
Please notice how the improved city square reduces worker build time from 15 to 12 turns.
Conclusion: While the map generator usually picks okay spots for our settler, improving by moving is very possible.
Part 2: What shall we build first?
For this i will run a "simulation".
In pic 1 i thought okay i want size 2 before holding all my growth and building a worker.
In pic 2 i started on my worker right away.
Spoiler :
Conclusion: On a regular inland start, build your first worker right after settling.
With improved tiles being so much more powerful, show patience while waiting 15 (or 12) turns.
Part 3: What should i research first?
There are a couple choices, also depending on Civ specific starting techs.
Always possible are Mysticism, Agri, Fishing, Hunting, Wheel and Mining.
AH (Animal Husbandry) is available if you start with Hunting or Agri, and BW (Bronze Working) with Mining.
Others are not important for now.
We can categorize them.
Food techs are Agri, AH, Fishing, Hunting (with Deer)
Religion: Mysticism, we could try founding one with the next tech.
Road network & Pottery access: Wheel
Production: Mining, Hunting (with Ivory)
We found out in part 2 that we want a worker as first build.
So what if we tech mysticism first, eying a religion? Let's see..
Spoiler :

This will slow down city improvement and settler building, by at least 12 turns.
What will Buddhism do for us, besides sticking a nice symbol on our city? Honestly? Nothing for now.
Would hunting first have made sense maybe? Not really, with Ivory being 1 food tiles we wouldn't improve growth while also slowing down progress.
Conclusion: Ignore religious techs at start and improve your food.
(in this case Agri and AH)
Part 4: When do i start my first settler?
Let's go back to our best start: Worker first and improving Rice + 1 Cow, by turn 21.
Spoiler :

Each population costs 2

Cows are in fact 4


Why am i highlighting this?

To show how weak unimproved tiles are (and how important worker first).
One of those other tiles would only add +1 production for our settler.
So do we want to start now already?
Nope seeing how strong cows are we want size 3 in this case, so we can add cow#2 when completed.
Conclusion: Usually start your settler production at a size where all "super tiles" can be included.
Part 5: What should my warriors and / or scouts do meanwhile?
They can walk into fogged areas close to our capital and look for nice city spots.
We want to know more about "our" lands

Should they wander off and look for AIs?
Nope that can be for later and isn't important at all early.
Would it be helpful if one warrior sits inside the capital?
Usually not. Un regular starts our Cap can grow until size 4 before eventually needing a military police unit (MP) against unhappiness. Barbarians won't enter culture borders until much later, and animals never do.
So an early warrior might waste it's potential.
Here i already spotted something very nice in the west:
Spoiler :
They provide 7

We would like to know more about this area, our warrior could jump on both gold hills next (improved sight at height) and then look around Deer.
After some turns we found out there are no other interesting tiles around.
Where to go now with the warrior?
Spoiler :

So i would sit on the circled gold tile, barbs and animals can only spawn in the fog.
By having our warrior close a visible area will stay free of them.
Helps settlers with moving later (no fear of being eaten

On higher levels barbarian cities can also spawn quickly, but not in areas secured by units.
With our first unit staying put now, we also have an important question answered:
what are we building after the worker?
Answer: another warrior and maybe more, they can look for more nice spots.
As you can see we have no time or units yet to walk around without much aim

Attachments
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start.jpg264.5 KB · Views: 12,215
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city1.jpg338.3 KB · Views: 12,143
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city2.jpg375.5 KB · Views: 12,119
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worker delay.jpg396.4 KB · Views: 12,156
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worker first.jpg413.2 KB · Views: 12,154
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Reli.jpg495.4 KB · Views: 12,175
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settler.jpg436.6 KB · Views: 12,078
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AutoSave_Initial_BC-4000.CivBeyondSwordSave34.2 KB · Views: 220
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gold.jpg417.3 KB · Views: 12,078
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gold 2.jpg524.1 KB · Views: 12,115
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