Which build and tech ordering is usually work good for Deity (standard settings) at start?
Assuming that our start is average and barbs are our neigbors (lets 2 cities will spawn if you don't fobgust, this usually happen at Island_Sea). For example, in BFC we have 6 forests (3 grass, 2 plain, 1 green hill), 2 flood plains and 1 wheat, 2 green hill, 1 brown hill, 4 grass, 4 plains. City near river, no horses neither bronze are hidden.
Should we build worker first and chop all forest asap? Should we build a lot of warriors for fogbusting? Should we beeline libraries? Should we build cottages? What will you do in this sictuation? What if our happy cap 4 or 6 (charismatic leader)?
What is usually best for next 30-50 turns as general strategy assuming that simultaniously either we reseacrh archey, build mass worriors or connect brozne/horses with second city?
Also it's interesting to know your usual build and tech paths (please add to comment settings as well).
I would be very grateful for any comments.
P.S. Honestly, I so frustrated with this barbs at Deity, that alone I don't know what do
I tried a lot of times and now I would like to apply scientific approach))
Last time (not scientific approach yet) I played with Monty, build baracks and started archers, I build 5 of them, I won all battles (luckily), but there were so many barbs and I sit at my BFC. Eventually i built 2 city ~ at 1700BC, and half researched writing. Also I built 2 workers.
Interesting - how that game could be improved? Actually, I didn't scout much. Farmed wheat flood plains, almot didn't whip. Build ordering kind of - worker->baracks->archer->archer>worker->archer->acrher->archer->settler.
Tech ordering kind of - agri->archery->minig->bw->wheel->pottery->writing.
Assuming that our start is average and barbs are our neigbors (lets 2 cities will spawn if you don't fobgust, this usually happen at Island_Sea). For example, in BFC we have 6 forests (3 grass, 2 plain, 1 green hill), 2 flood plains and 1 wheat, 2 green hill, 1 brown hill, 4 grass, 4 plains. City near river, no horses neither bronze are hidden.
Should we build worker first and chop all forest asap? Should we build a lot of warriors for fogbusting? Should we beeline libraries? Should we build cottages? What will you do in this sictuation? What if our happy cap 4 or 6 (charismatic leader)?
What is usually best for next 30-50 turns as general strategy assuming that simultaniously either we reseacrh archey, build mass worriors or connect brozne/horses with second city?
Also it's interesting to know your usual build and tech paths (please add to comment settings as well).
I would be very grateful for any comments.
P.S. Honestly, I so frustrated with this barbs at Deity, that alone I don't know what do

Last time (not scientific approach yet) I played with Monty, build baracks and started archers, I build 5 of them, I won all battles (luckily), but there were so many barbs and I sit at my BFC. Eventually i built 2 city ~ at 1700BC, and half researched writing. Also I built 2 workers.
Interesting - how that game could be improved? Actually, I didn't scout much. Farmed wheat flood plains, almot didn't whip. Build ordering kind of - worker->baracks->archer->archer>worker->archer->acrher->archer->settler.
Tech ordering kind of - agri->archery->minig->bw->wheel->pottery->writing.