SirPleb
Shaken, not stirred.
Interesting points!WackenOpenAir said:Looking at these openings, i have a question to those who have 16/17 cities at 1000BC, hopefully opening some discussion.
I have build settlers only from my settler factory, and workers mostly from my other cities with granaries to give my remaining cities the opportunity to grow.
At 1000BC, i only have 12 cities, but with 44 total population vs 30 pop in darkness' 17 cities for example.
The difference is that you invest more in future growth by building settlers from your non settler factory cities as well.
The more you invest, the later your cities start growing tall and production will rise, but the bigger the production can be in the end.
On deity/sid, the amount of investment is mostly decided by what the AI lets you get away with (due to available ground and your lack of defence)
I don't have experience with the lower difficulties, but i would expect it not to be optimal to invest as much as the AI allows you. The AI is so weak, i would guess you can finish them off earlier if you make a lower investment. On the other hand, i could say the higher OCN favors a bigger investment on these difficulty levels.
On reflection I think that the total population number is probably a better indicator of strength than the number of cities. Perhaps the best overall indicator of expansion speed, and maybe also of strength, would be (TotalPopulation + NativeWorkers + Settlers.) That might be used both as an indicator of effectiveness of food use so far and of potential empire productivity.
I'm a strong believer in rapid expansion but my reason for it is more to increase my number of citizens than to increase my land. (Though I do like both

Almost every time I build a settler in the early game he is a fairly short-term investment which I expect will soon be converted to new citizens and/or workers. The settler costs me two citizens wherever I produce him. Suppose he settles after moving for four turns. He then forms a town with one citizen. At a location with no food bonuses, ten turns later he's a town with two citizens. So far I've lost four turns of 2 citizens' work and ten turns of 1 citizen. Now I'm breaking even. In another ten turns I start gaining - I have 3 citizens in the new town. In a total of 28 turns after producing the settler I have finally broken even, I've had the same number of "citizen turns" of work done as I would have if I had not built the settler. And from then on I'm gaining.
Two other effects which come into play in expansion:
1) After some time it becomes expensive (due to unhappiness) or impossible (due to reaching size 6) for a town to continue growing as quickly as it used to. Building settlers before this point seems a good idea because they essentially cost less in this situation, the loss of citizens can be treated as a renewable resource.
2) Citizens further from the core are less productive due to corruption. This is the only balancing factor aside from running out of land which will eventually limit the other factors.
My feeling is that it remains valuable even at Monarch or Regent levels to begin by expanding to take all available land. The larger OCN makes it possible to have a larger productive area. Increasing your city count for unit support in Republic doesn't hurt. It won't be hard to attack Monarch level rivals after they've grown a bit more. And while they're growing they can be useful trading partners.
However some players have shown that early attacks against opponents without building up a lot first can result in very early completion dates. I think a conquest goal can especially benefit from an early attack but other goals may also be able to do so. I don't think it is clear whether a particular approach is best
