Introduction
After having played quite a few BNW games, I thought I'd share my game opening strategy for players looking to move up the difficulties or who just want a more systematic understanding of the early game. It's more a set of guidelines than hard strategy, so almost everything below will have exceptions. This works well on Emperor and Immortal, though is not enough of a min/max strategy for Deity.
The goal of this opening is to arrive at the mid-game peacefully with a strong foundation of 2-6 quality cities, solid infrastructure and
science, good
diplomatic relations, and all of the victory options open to you. It is very light on wonders and
religions, so you should be able to pull this off in most games, without having to depend on getting lucky with the AI not getting the wonder / belief that you wanted. It also doesn't rely on stealing workers, which I consider to be an exploit. This should work on standard settings on any of the standard maps other than archipeligo.
1. Ancient Era
Your goal at the start of the game is to build your first expansion city, link up your luxuries/strategic resources so you can sell them off, and keep your holdings safe from
barbarians / other civs.
1.1 Settlement position
Where you put down your capital is a very important decision. It's good practice to spend a minute thinking about it, even if the choice seems obvious at first glance.
Relevant considerations are:
These same considerations are relevant when choosing subsequent city locations also. You should prefer to settle towards other civs rather than away from them the settlements further away from your opponents can usually be settled safely later on.
Don't settle too close to an enemy capital unless the spot is just that good. If you do go for this, then at least try to pick a reasonably
defensible spot for that forward city, and then you're going to need 1-2 more archers than usual.
To the extent you can, early cities should grab at least 1 new
luxury that you don't already have, so that they mostly mitigate the unhappiness that they generate.
1.2 Build order
Always open with a scout to help your warrior to explore. By the time the scout finishes, if it looks like you're on a reasonably sized landmass, then seriously consider getting a second scout also. They're going to remain useful later whether it be exploring faraway lands, escorting settlers, supporting your warrior or fog busting (or if you're really lucky, being upgraded to super-archers!)
The first thing you should build after scouts is a settler. Why?
The capital then should a worker, then it depends on how the game is unfolding:
New settlements should generally build granary -> water wheel -> library, but this is pretty flexible depending on location. Your goal is to grow as much as your
happiness allows, but also finish your libraries in a decent amount of time so you can get the national college early.
Keep an eye on your early
gold. Buy a worker the moment you can.
1.3 Tech order
If you settled on top of a
luxury, tech towards unlocking that luxury so that you can sell it to an AI for up to 6
per turn as soon as you can - often the AI will only have about 3
per turn at this stage.
Otherwise, open animal husbandry (to show horses before your settler pops), then pottery (to unlock shrines/granaries), then your choice in techs will be driven by what luxuries you have nearby. If there are gaps in your tech order (very likely), then grab archery (if you're feeling in danger), bronze working (to show the iron) or the wheel (for linking up your cities and water wheel). There's no need to beeline any particular tech at this stage.
1.4 exploration / military
Be thorough with your exploring try not to leave tiles unexplored. Good exploration sets you up for the rest of the game because you will find more ruins, be able to plan future city expansions better, meet city states earlier (meaning you get to buy your first worker earlier, and get more city state quests), find natural wonders for the +1
(which sometimes is quite important), etc.
Around 30 turns in, you need to bring your warrior back towards where you plan on settling your first city, so that your settler doesn't get captured by barbarians. From that point on, that warrior's job is to deal with barbarians. Do not get it killed it's quite an important unit.
If you were lucky enough to have a scout upgrade to an archer, or if you built an archer early, then be proactive with it and clear barb huts for city states. Early friendships with them give a small but noticeable boost to your empire.
Unless you have a hyper-aggressive neighbour like Shaka, or if you settled in an extremely provocative way (eg within 5 times of another civ's capital), you generally don't need much of a military. 1 warrior, 1-2 scouts and 1-2 archers added later will generally be fine until medieval sometimes you don't even need the archer(s) if you have great terrain.
1.5 diplomacy
Just play nice with everyone. Only exception is if it's obvious that everyone hates one civ, in which case you may as well join the majority.
Sell your unnecessary luxuries and strategic resources to everyone there aren't many reasons to have more than 4
happiness at any time in the early game and there's no need to have any iron or horses on hand unless you are planning on going to war. Luxuries sell for 6 gpt to neutrals and 240 lump sum to friendly civs. Strategic resources sell for 1 gpt. You need that
to buy early workers, and buy buildings in cities that have poor production.
If any civs refuse to pay you 'market price' for luxuries, it's because they're annoyed at you for some reason. This could be an indication that war is coming.
1.6 social policies
In most games, you will go tradition -> legalism (free buildings in first 4 cities) -> landed elite (+2
/ 10% growth in capital) -> monarchy
c5happy: /
in capital).
If it's looking like you'll be playing a religion-based game (you have a religious civ, or you have a religious natural wonder), then you should consider mixing in peity, possibly as early as right after you open tradition.
If you're Songhai, seriously consider picking up the honour opener (and nothing else in the tree) to help you clear barb encampments for the bonus cash.
Otherwise, finish off tradition. The finisher (4 free aqueducts, +15% growth and can buy engineers with faith) is excellent.
1.7 economy
Depending on how good your land is, by the time you have 2-4 cities, your economy should be operating at anywhere between a tiny surplus and about +40
per turn. This lets you occasionally buy a worker or building where you need it most in your empire generally in your newest cities.
As the expansion phase of your game comes to a close, you should try to use up all the trade routes you have available. They bring in good gpt, generally 2-4
each, and reduce the chances of war with your trading partner. At this stage of the game, land routes are much safer than sea although more lucrative, sea routes are quite difficult to defend at this stage. When you can, pick one town to be your trade hub (preferably your capital), and build a caravansary there. It's a significant boost in trade income.
You should manually control your workers. Improvement priority generally should be:
Of course exceptions apply.
After having played quite a few BNW games, I thought I'd share my game opening strategy for players looking to move up the difficulties or who just want a more systematic understanding of the early game. It's more a set of guidelines than hard strategy, so almost everything below will have exceptions. This works well on Emperor and Immortal, though is not enough of a min/max strategy for Deity.
The goal of this opening is to arrive at the mid-game peacefully with a strong foundation of 2-6 quality cities, solid infrastructure and



1. Ancient Era
Your goal at the start of the game is to build your first expansion city, link up your luxuries/strategic resources so you can sell them off, and keep your holdings safe from

1.1 Settlement position
Where you put down your capital is a very important decision. It's good practice to spend a minute thinking about it, even if the choice seems obvious at first glance.
Relevant considerations are:
- settling on top of a luxury should be seriously considered. So much so that imo, you should be thinking to yourself 'why should I NOT settle on that luxury?' That extra +2
per turn, plus being able to sell the luxury to another civ earlier, means you get to buy a worker quite early.
- if settling on a luxury would make your capital rubbish, then see if you can get on top of a hill. The +1
is helpful, and sometimes the added defence also comes into play. If you're really lucky, then you'll get to settle on top of a gems or gold or silver or bronze, for the best of both worlds! You won't be able to build a windmill later, but the windmill is a pretty mediocre building and I think the trade-off is well worth it.
- if you can see more than 1 seafood, then you almost certainly want to settle on the coast. With a lighthouse up, even without a work boat, seafood tiles are excellent.
- riverside is still a solid bonus you get to build the water mill and later on, hydro plant. Also you'll have a few fresh water tiles, which get you +2
farms once civil service is researched. Failing a river, being close-ish to another fresh water source is good.
- right next to a mountain is good too you get to build observatories later, for a huge 50%
bonus. A few wonders (albeit unimportant ones) also require nearby mountains.
- finally consider the quality of the immediate 6 tiles around the capital. Ideally you want at least one unimproved tile to be 3 yield or better, otherwise you'll be spending large chunks of the early game working a substandard tile.
- having lots of
in the capital isn't as important as it was in Civ 4, and especially not for this strategy, as we'll be going down the tradition tree. Still, good to have.
These same considerations are relevant when choosing subsequent city locations also. You should prefer to settle towards other civs rather than away from them the settlements further away from your opponents can usually be settled safely later on.
Don't settle too close to an enemy capital unless the spot is just that good. If you do go for this, then at least try to pick a reasonably

To the extent you can, early cities should grab at least 1 new

1.2 Build order
Always open with a scout to help your warrior to explore. By the time the scout finishes, if it looks like you're on a reasonably sized landmass, then seriously consider getting a second scout also. They're going to remain useful later whether it be exploring faraway lands, escorting settlers, supporting your warrior or fog busting (or if you're really lucky, being upgraded to super-archers!)
The first thing you should build after scouts is a settler. Why?
- settlers cost not much more than workers to build, yet provide far more benefits for your civ than an early worker. A new settlement starts with a guaranteed 2
1
in its central tile, plus whatever the citizen is working. By contrast, a worker will only improve an early game tile by about generally about 2 yield, and it will take it at least 6 turns to improve it to boot. Ideally, you will be purchasing your first worker soon after you plop down your first city anyway. Happy to debate this point further if you disagree.
- monument not required as you will be opening tradition and getting legalism next.
- shrine is too luck dependent for emperor/immortal.
- extra military unnecessary at this stage of the game, and only adds maintenance costs.
The capital then should a worker, then it depends on how the game is unfolding:
- if there's good land around, then probably another settler
- if you're feeling in danger, then an archer
- if your land has a heavy abudance of one type of improvement/terrain (eg seafood, quarries, precious metals, camps, desert, jungle, etc), and that pantheon hasn't been taken yet, then consider a
shrine
- if none of the above, then if there's a very nearby neighbour, then a caravan for the
,
and reducing the likelihood of war. Otherwise probably a granary or water wheel, then consider a settler
- if your land is infested by jungles/marsh and your important
luxuries are affected, then consider another worker
New settlements should generally build granary -> water wheel -> library, but this is pretty flexible depending on location. Your goal is to grow as much as your

Keep an eye on your early

1.3 Tech order
If you settled on top of a



Otherwise, open animal husbandry (to show horses before your settler pops), then pottery (to unlock shrines/granaries), then your choice in techs will be driven by what luxuries you have nearby. If there are gaps in your tech order (very likely), then grab archery (if you're feeling in danger), bronze working (to show the iron) or the wheel (for linking up your cities and water wheel). There's no need to beeline any particular tech at this stage.
1.4 exploration / military
Be thorough with your exploring try not to leave tiles unexplored. Good exploration sets you up for the rest of the game because you will find more ruins, be able to plan future city expansions better, meet city states earlier (meaning you get to buy your first worker earlier, and get more city state quests), find natural wonders for the +1

Around 30 turns in, you need to bring your warrior back towards where you plan on settling your first city, so that your settler doesn't get captured by barbarians. From that point on, that warrior's job is to deal with barbarians. Do not get it killed it's quite an important unit.
If you were lucky enough to have a scout upgrade to an archer, or if you built an archer early, then be proactive with it and clear barb huts for city states. Early friendships with them give a small but noticeable boost to your empire.
Unless you have a hyper-aggressive neighbour like Shaka, or if you settled in an extremely provocative way (eg within 5 times of another civ's capital), you generally don't need much of a military. 1 warrior, 1-2 scouts and 1-2 archers added later will generally be fine until medieval sometimes you don't even need the archer(s) if you have great terrain.
1.5 diplomacy
Just play nice with everyone. Only exception is if it's obvious that everyone hates one civ, in which case you may as well join the majority.
Sell your unnecessary luxuries and strategic resources to everyone there aren't many reasons to have more than 4


If any civs refuse to pay you 'market price' for luxuries, it's because they're annoyed at you for some reason. This could be an indication that war is coming.
1.6 social policies
In most games, you will go tradition -> legalism (free buildings in first 4 cities) -> landed elite (+2



If it's looking like you'll be playing a religion-based game (you have a religious civ, or you have a religious natural wonder), then you should consider mixing in peity, possibly as early as right after you open tradition.
If you're Songhai, seriously consider picking up the honour opener (and nothing else in the tree) to help you clear barb encampments for the bonus cash.
Otherwise, finish off tradition. The finisher (4 free aqueducts, +15% growth and can buy engineers with faith) is excellent.
1.7 economy
Depending on how good your land is, by the time you have 2-4 cities, your economy should be operating at anywhere between a tiny surplus and about +40

As the expansion phase of your game comes to a close, you should try to use up all the trade routes you have available. They bring in good gpt, generally 2-4

You should manually control your workers. Improvement priority generally should be:
- luxuries
- strategic resources
- pseudo-resources (like wheat)
- farms on fresh water tiles
- mines/lumber mills and
- connecting your cities up by road.
Of course exceptions apply.