capital floodplains

I agree with the majority: cottages. BUT I'd probably chop very carefully because with all those FLP's health is going to be problem pretty soon.
 
If this was Immortal, you'd have to be very careful about getting barbarian defenses up in time. This means not growing over size 4 until you're safe and keeping some cash around to upgrade warriors to axemen.

Why does keeping <= pop 4 keep you safe from barbs - do they ignore small empires or something ?? doesn't sound very barb-y to me....
 
Time spent growing is time spent not building defenses and settling towards copper/horses.
 
Tech : agriculture -> masonry (Great Wall) -> bronze working -> wheel -> pottery
Production : worker -> (maybe second worker) -> warrior/Great Wall
Tiles : 3 hills (gold + plains + grassland) & 3 (cottage) floodplains
Use the corn for fast grow.
 
Farms and whipping. Workers, settlers, wonders, settled gp's, especially priests. This is like getting a seafood coastal, but less heathy. Let your other cities make military and you are set.
 
You can probably research both Agr and Pottery before your first worker is complete giving you a choice. And plenty of things to improve while you research BW.
9 turns for the farm
6 truns for the mine
Is it 6 or 8 per cottage??? I can't remember.
 
You can probably research both Agr and Pottery before your first worker is complete giving you a choice
Really? On any speed I usually pop both Agri/Worker around the same time. There might be a 5% difference in turns between the 2 of them.

I prefer to put off pottery for a little longer with such incredibly food heavy starts since whipping workers/settlers/military is so easy. Plus, there isn't much need for a granary yet b/c of all the food. Once workers/settlers/defense are whipped, laying down cottages to fund the REX.
 
Ag -> BW -> Wheel -> Pottery

And spending a billion worker turns farming floodplains here is silly. By the time the worker finishes farming the corn and mining the gold, BW will be online for chops. And once you start working the gold (at size 2) pottery will not be far off.
 
I say cottages completely, however I would re-evaluate the city position. (In hindsight of course) Whenever I settle a flood plains site, I always count the number of FPs in the BFC. Every 2.5 FP = 1 unhealthy, so the best numbers are 2,4,7 and 9(!). This gives you the most output for the least malus. In this case you have 8, which means 3 unhealthy. You're expansive so I guess it's a moot point, but for me it's always a consideration. You have so many FP's here that I would definately consider a different spot for the capital and share the rest with another city or two.
 
Those fp's will get buro bonus at one time so i think settling in place was correct. Don't know enough about the surrounding land but building a few overlapping cities to work all the fp cottages asap might make sense.
 
It's a good thing you don't need that to stop immortal barbs, then ;). You don't even need archery!

I must say I agree with MonsterZuma... building first settler size 3, then growing to happy cap on garisons, then go on with the settlers/workers spam can allow much more flexibility in terms of barb defense and city placement (compared to full vertical grow to size 5 then rex). You don't get your best spot stolen by AIs also. Obviously there isn't any rule of thumb here :)
(and really, defending against barbs with warriors is not cost effective, you will need two for every barb archer and you won't have the possibility to be on the offensive to actually protect your worker turns. I know some like it, but it's not good to recommand it imo)

Cheers,
Ras

edit: warriors are good for fogbusting though :)
edit2 for City Raider: 4 for mines, cottages; 5 for farms in normal speed. *1.5 for epic, *3 for marathon, *1.25 for floodplains.
 
Really? On any speed I usually pop both Agri/Worker around the same time. There might be a 5% difference in turns between the 2 of them.

I prefer to put off pottery for a little longer with such incredibly food heavy starts since whipping workers/settlers/military is so easy. Plus, there isn't much need for a granary yet b/c of all the food. Once workers/settlers/defense are whipped, laying down cottages to fund the REX.

I play on Epic and Agr and Pottery seem to be about 12-15 turns each while a worker is usually about 22-23 turns I think.

Normally I go Agr->BW (if start with mining) because the overlap works pretty good. Say 14 turns for Agr and 20 for BW, I can usually build one farm and be about 6-7 turns into a 2nd farm just as BW comes on line to either chop or hook up copper.

I'll usually wait a bit on pottery too, but this setup would tempt me to get Pottery a bit earlier then I normally would.
 
Worker scales the same as tech turns... dunno. Maybe I'm missing something. Worker takes me 22-25 turns on Marathon. Maybe we are doing something differently.
 
I could be slightly off on the Tech turns, or it could just depend on if your first good square has an extra commerce or something.

I think Agr is about 140 beakers on Epic and a worker is 140 hammers, so with 9-10 beakers from the capital and say you have 5F1H for the worker I think that puts Agr at 14-15 turns and the worker at 22-23 give or take.
 
25 turns worker Marathon, usually aro 28 turns agri /w 1 tile @ 3 production (food/hammer)

every time just about

EDIT:
90:hammers: for Epic worker
120 :science: for Epic Agriculture

120:hammers: for Marathong worker
180:science: for Marathong Agriculture ??

Assume a 3 production (:food: and :hammers: included) + 2:food: 1:hammers: 9:commerce:(general capital with palace) = 4 production per turn (2 food needed to feed tile) 9:commerce:

Epic Worker = 90/4 = 23 turns
Epic Agriculture = 126/9 = 14 turns

Marathon Worker = 120/4 = 30 Turns
Marathon Agriculture = 267/9 = 20 Turns

9 turn difference on Epic, 10 turns difference on Marathon with a normal start (ie capital not settled on a resource or plains hill). Although enough for a worker before Agriculture, def not enough for agri and pottery. Of course, this is without an EXP leader (which gets a 25% bonus to worker production)
 
TMIT said:
It's a good thing you don't need that to stop immortal barbs, then ;)

Kinda depends on the surrounding terrain, doesn't it? Floodplain capitals tend to a pain to defend with warriors. A pair of chariots tend to do a much better job in my experience. As an additional benefit, you pay less commerce/turn/hammer for the chariots and start building on real defenses against AIs from the get go.

I have to say I'm not very experienced with warrior defense, though. I'm generally a little skeptical of the idea.
 
Looks good.

I've already figure the Tech rate adjustment, It is a 2.34 adjustment.
I know Alpha and Aes are 702 :science: in my games and I think they are only 300 :science: out of the box, and COL is 819 :science: .

I don't pay much attention to the worker hammers though.
It is important to note though that any additional commerce can cut turns off of your early science. In your Epic layout if the tile you worked had one more commerce you drop from 14 to 13 turns. I could swear my workers are usually 18-22 turns.

I'll have to pay closer attention when I play. :)
But overall you are right you can't complete both prior to the worker.

Edit:

I see the numbers were updated.
You can complete two techs in the time it takes to build a Worker + build Farm (23 + 9) 32 turns. Which I guess is just as good since you can't build two improvements at the sametime with one worker.

Just to make sure - my settings are usually Emperor/Epic/Standard.
 
16 Civs don't start with agriculture or the wheel. Since Pottery requires the wheel, half of the civs can't research pottery right after agriculture. Also, about 6 of them can research it right off the bat (Agriculture AND the wheel) :lol: So, really, this can go both ways ;)
 
:lol:

Okay, so we've confirmed the proper tech path is:

Agr - BW - Wheel - Pottery

(or what Dave said about 20 posts ago) :lol:
 
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