Hi guys,
After reading all 59 pages of this condensed tips, yeah go figure, I would like to add a few of my own:
1. If you change to the Slavery Civic, USE IT! and learn how to use it well. It has been hinted at, in a few posts, but I think that the slavery civic, so early can be the most powerful tool in the box of civics. Have no qualms about culling your pop to achieve something. If you have a floodplain rich city, its the only way to build things quickly early. The art is when to chop, I normally chop when the city is pushing size 6 (with no happy buildings in it) and would expand in one or two turns. The reduction, to 3, would only last a turn or 2 and then back to a respectable 4. The 10 turn unhappiness is quite short in early game terms, and if you are chopping to create a defensive archer, or granary and getting the health bonus, well they may be happy about that anyway, so no real loss. Also Chopping pop for a settler (or worker) is far from a false economy. If you have a flood plain rich city, it will expand very quickly, and potentially go into unhappiness due to overcrowding, working on a worker or settler will stop your pop expanding but allowing your cottages to grow to accommodate them, chop a pop or two at the end of the build schedule, you will regain them within a few turns and your city may have expanded to accom them. The message is, dont just change to a Civic because you have discovered something that will allow you to change, you aint going up some sort of evolutionary ladder by going to the "next big thing" if you aint gonna use it.
2. Intial Capital settlement. It is so tempting to just accept where you are put, most of the time, they aint that bad, but the temptation to "just get building" for fear of lagging behind in the first 2 turns is immense. But by switching on the resources and yield overlays as a first thing you do, can change your mind. I normally move a max of 2 turns away from my initial point, (mostly 1 is sufficient, but I have started surrounded by tundra once!) to maximimise your potential "down history" yield, this is vital and a good choice at the start will literaly pay a 1000 times over.
3a. Recce your area, if you have a scout, good, a warrior, ok, your city aint gonna get attacked within the first 10 turns (multiplayer is different here) so you can build a warrior, using the one you were given to explore.
3a. Read the map. It sounds obvious but this is intended for beginners. Unless you are using some bizarre map scenario, Tundra is near the poles, and Jungle is near the equator, so it should give you an idea where you are, and which directions are -normally- the best to explore for exploitation reasons. Follow rivers, they go somewhere, either to the sea (Coastal city potential, also flank protection) or to the hills and mountains (mining and resource potential)
3b. Plan your expansion. Its been said before, but grab something, anything! a resource of any shape or form. I know there is chat in the forum about setlleing by this resource then this one, or between two, but sometimes its a luxury to be in those positions. But when planning your 2nd and 3rd cities choose in accordance with my tip No2.
3c. Early on I try and get a thinnish Civ that goes from coast to coast, or take a large pennisula, then the area I have fenced off from the others, is mine for expoitation. Yeah they will come and find you and try to put cities in "your fenced off area" (totally artificial, but its a game!)but they will be easier to kill off and and take later. Also if you can trap a Civ into a small fenced off area, dont give him open borders, he wont meet the others, will become strangled resource and tech wise and will be easy to take a bit later on. (do like the idea of gifting a city in your area to a civ far away to ruin their economy! nice one - cheers for that)
3d. The strategy I prefer is not to have too many borders with others (I dont play nicely with other children!) Think about this early on, do you want to have to juggle with the diplo stuff with loads of Civs rubbing up against your borders, or deal with them from affar? So coast to coast is good for me.
3e. Jungle! A lot of ppl have said "get chopping that Jungle" I say you dont have to if you dont need to, its workers wasted. (Indian fast workers are awesome BTW a very underated unit) There is normally a large jungle expanse in the middle of the largest continent, but jungle is a barrier to you and the other Civs. No one likes fighting in the jungle, so I normally send a settler down and settle right on the edge of the jungle, put a obilisk there and culturally claim as much as I can. Put an archer, spearman and a axe in the city, and pref behind a river, (and a hill! lovely lovely defensive bonuses) and you are nearly untouchable well into the game. And jungle movement being so slow allows you to see well in advance whos coming to tea! Only if you have expoited the others cities to the full, then hit the jungle (or if you just happen to have a spare worker, who is idle! - IDLE! WHY?) and have a few settlers ready to expoit further into the jungle to expand your empire.
4. The Power graph - When deciding to attack someone, or if being attacked, look at the power graph and then ANALYSE it. Does your opponent have a large coastline? (the AIs love ships early in the game) have you seen many of his ships? or is he landlocked? And the same for you. Remember the power graph is for all units and if he has a navy, they cant fight on land! similary the graph may say you are more powerful, but if you have a large navy and he is landlocked watch out! Also if your opponent has a very lage area, but a similar power, his force/area ratio is going to be lower, therefore his forces are either spread weakly, or concentrated in cities, giving you pillage potential, but always be aware of his unit types, horses can cover a greater area than elephants. Its all in the analysis!
There you go, will add more later!