Dawn of History (4000 BC)

I say you leave the settler right there so you could get those banana reasources and the other one (if that is one). You will also be next to the grassland for some good city grouth.

Move the scout to the hill to get a better visioal range.
 
IF you wanna go on the hill, then go 1 n first... Maybe we spot a second hill ne or we see something else interesting then (would be a shame to loose those 2 move-points on the 1 hill) I'd still go e along the coast since there's desert to the n...

Farming's cool, then ;) , animal husbandry is already a pre-requisite...

I would poll if we should go for Hindhuism or wait on religion for mining, Bronze-working etc.

Dave-Shack? Alpha?
 
Settle in place
Send scout NE
For research I think Agriculture is best since we don't yet have mysticism
I prefer building a worker first. I think 1 scout will be enough on this small map.

Cheers!
 
DaveShack said:
Discussion is now open on:
Tech path
I'm inclined to get agriculture for the corn and animal husbandry en route to our special unit.
Build queue
We need a 2nd scout regardless of map size, if for no other reason than to find horses (required, right?). Then I'd probably go worker for the farm and warrior for defense. In rougher terrain (where you'll probably be limited to 1 move anyway), I tend to build a warrior first for point-defense scouting and wild animal control.
Settlement location, if you have a very strong preference for anything other than settle in place.
Settle in place. Coastal, immediate corn, and a hill are a fine start. What's peculiar is that both coasts report that they are Fresh Water Lakes when you mouse over them, so that suggests that we're on the northern border of a large inland lake (or between two lakes should the southern tiles improbably not end in a peninsula). There might be an opportunity to use our capital as a channel to shuttle units along the coast or between two lakes.

If we're on a peninsula, I'd scout NE and then N to the hill unless something really interesting pops up.

If we've got more tiles to the south, I think I'd still move the scout NE/N and then the 2nd scout becomes even MORE important. I'd consider using the eventual warrior to scout NW a bit.
 
starbolt said:
I'm inclined to get agriculture for the corn and animal husbandry en route to our special unit.

Last comment. If settling in place reveals fish/clams in the SSE square, I recommend fishing before agriculture. This allows you to build a working boat to work a growth resource without slowing down your city growth for a worker and such boats also make superior scouts. In this case, I'd probably go:

Warrior (while researching fishing).
Working Boat (fishing boat), explore inland a bit with warrior (while researching agriculture/animal husbandry)
Working Boat (Odysseus) set to explore
Settler
Then worry about workers (lighthouse?)
 
Thanks everyone for your input, I'm tentatively set to play 10 turns tonight. Unlike Civ3, there isn't the traditional 20-40 turns of doing almost nothing so there is less pressure to play more turns in the first set.
 
4000 BC 1
found Karakorum, start warrior, agriculture
3950 BC 2
3900 BC 3
Hut via expansion, 58g
3850 BC 4
3800 BC 5
Scout pops hut, 56g
Meet Saladin of the Arabians
3750 BC 6
Agriculture done, start Pottery
3700 BC 7
3650 BC 8
Warrior done, start scout
3600 BC 9
Animals spotted
3550 BC 10
Meet Hatsheput of the Egyptians



 
DaveShack said:
Hut via expansion, 58g
Scout pops hut, 56g
Animals spotted

Please bear with me here I am still new; I'm guessing "Hut via expansion" means that we overtook a hut with our culture boundaries, "Scout pops hut" our scout hit up a good hut, "Animals spotted" these would be the type that attack us right?

-the Wolf
 
Are we supposed to micromanage things this much? It makes it hard to agree/disagree with other people.

Scout our NE borders, prepare to take control of that marble nearby and start on religion techs.
 
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