Discussing a game

I'd move the scout to the plains hill to the south.Maybe seafood near by.I wouldnt move the settler unless I see a better foodscource nearby.You have cow,sheep and looks like wine,plus some grasslaand you could eventually farm.
You wount be building cottages here but can make a good early production city for military and wonders.You can always move the capitol later after you gain some territory.
 
Jup, i've decided. The scout goes down to the hill.
----
No seafood

I think the capital should go the forest 1N of where my scout started out like some people already advised.

This is what it looks like now:

alexander4dr7.jpg


I still don't have enough food. So 1 or 2 farms may be needed. I was thinking 1NE of the city, because its 2F 1C and diagonal (no watermills can be placed there). And after chopping the tile 2E of the city, we could think of putting a farm there too, that's also diagonal, That would be enough food to start out with. I've seen better starts...

I'll go Animal Husbandry - Miningon techs, first production a worker.
Take the goodie hut with the scout and make a circle?

All agree?
 
Settle north of the scout. The coast without seafood isn't worth it.
I'm following this thread and, as a n00b, have a question about this decision. My first instinct would have been to explore with the scout, but settle the city in place, in part because it's coastal -- and I see land to the NW and we're on Hemispheres. If it's not attached to my landmass, the ability to build a boat and explore would be useful. The other reason is that settling earlier is generally better, so you can start on tech and building. Also, the city N of the sheep has a mountainous dead square.

In this case, is it better to go N of the sheep because you retain all of the resources while having more improvable tiles in your BFC? IE, you can turn those grassland river tiles into farms or cottages or whatever you want, whereas all you can do for coastal tiles is build lighthouse, Colossus, or Moai Statues (the last being a terrible waste in that city). Also, if you settle in place you've pretty much revealed your BFC already and know what you're going to get, whereas there could be goodies hidden in the fog inland -- does that play a role in the decision at all?
 
Just read through this thread.

1. You're playing on a water oriented map (I think?) with islands. I would not have moved the settler off the coast, you're missing future trading routes and naval production doing this (edit: Ack, kate beat me to it). It was a good production site with 3 grassland hills.
It seems you have tundra to your north, lets hope you don't get any tundra into your fat cross, a mountain is nasty enough on its own.

On the other hand you have more grassland on the spot you moved into. I wouldn't have done it or maybe I would've taken the plain hill to the south. But in the end your spot doesn't seem to be a true disaster either. And you gained 1 commerce while producing your worker before border pop since you can work those river/hill sheeps right of the bat. It's not much but hey it's something. ;p

2. I'd probably make a scout 1st just for the sake of hunting as starting tech. If possible juggle the worked tile around a bit to get both the scout and pop end on the same turn and start a worker.
If that hut "would" pop a scout, I would just go with the regular "worker first" thingy.
But then again I'm not sure how "hemispheres" usually looks like, since I never played on it. I'm seeing "islands" so my guess will be there won't be much to explore anyways and you can forget about scouts. Maybe someone that is familiar with the map type can help you on that.

3. AH -> mining seems a good option.


Good luck~ ;)
 
Jet was right, 1N of the sheep was the best, knowing that I had no sea food and the sheep hill wouldn't give enough food without building a lot of farms (which I really dislike in a capital).

I'm exploring now, Animal Husbandry is done, i'm 3 turns away from mining, I just finished my worker. I'm going to pasturize the cow first, because that eventually gives 3 F, 3P and the sheep only 3F, 2P, 1C. Commerce doens't really matter in the start, as it all gets rounded down so you won't make money.

The questions now: What should I build after my worker?
What should i research after mining?

I was thinking Agriculture after mining, but Bronze Working is possible too. I will need 1 or 2 farms after having worked the sheep, the cow, and 2 hills. I'd say Agriculture -> bronze working. (UU's are axeman, and I have the aggresive trait) and probably the wheel after that.

I was thinking Barracks, because I have the aggresive trait they are less expensive. Its 13 turns, the warrior/scout is eight. As the map looks like now I won't need another scout. Also, my city will grow in 11 turns (at least until the pasture ain't done, the worker is just one turn in to building the pasture). I could go barracks and switch worker after my city grows a population? So my idea would be: Barracks -> swith to worker after growth -> swith back to barracks after that -> warrior. That was my idea.

Have anything better on what to build and what to research?

I got 114 gold out of two tribals.


The Fatt Cross, not bad, just 1 dead tile, lots of fresh water, hills, forests:

alexander5bi7.jpg
 
Bronze working's always good. I'd build a warrior now 'just in case', then start on your barracks, and switch to a second worker after you grow. You'll want to start thinking about where you're going to put your second and third cities.

Any neighbours turned up yet?
 
Bronze working's always good. I'd build a warrior now 'just in case', then start on your barracks, and switch to a second worker after you grow. You'll want to start thinking about where you're going to put your second and third cities.

Any neighbours turned up yet?

I'm thinking Agriculture -> bronze working - The Wheel (not sure on that yet).
We could even do Agriculture -> Archery -> Bronze Working -> The Wheel.

No need for warrior first, Barbs don't pop up that early on prince (i've seen it once on Monarch). And I like starting with promoted units, maybe even skip those warriors, like I suggested above and go Barracks - swith to worker - back to barracks - archer -> settler.

No other civs yet. I'm almost done walking the big circle with my scout, then we could discuss our 2nd city. We'll probably get to that with some screens on the forum when copper is revealed. I don't think the settler will finish before that, and if so, i'll put the idea's and screens for a second city up when my settler arrives.

I'll be waiting for some more idea's from others.
 
Ya I'd go agriculture next, you're going to need farms to support mining on all those hills. This is a nice spot though, and will make a nice production city, much better spot then that starting area.

After agriculture, wheel & bronze working should be priorities.

For production, warriors until size 2 then settler I'd say.
 
So should I squeeze in Achery?, I guess not, my UU is phalanx/axeman. So archery is not really needed.

Agriculture - Bronze Working - The Wheel?

Production Barracks -> warrior, after growth switch to worker?

Or should I go warrior first and then barracks. I'm pretty much sure I'm alright with my tech path. Just not sure if I should pick barracks over the warrior. Anyone have good arguments to go warrior or barracks?
 
On Prince, Combat I Warriors should be enough to start. And with a weak fat cross, it's probably better to get moving.
 
Yes, what you said.

One last question then: how, if at all, does this assessment change if you're the Dutch? Their UB should give the city 8 extra production by my count. Or does the dike come late enough that it's not as big a consideration? Is the 8 extra production not enough to mitigate the fact that you still need a couple farms to get the city up to size 20?
 
^ With Willem I'd probably have settled 1S, and with Hannibal, maybe. With any other Financial leader I'd still have moved inland.
 
Just read through this thread.

1. You're playing on a water oriented map (I think?) with islands. I would not have moved the settler off the coast, you're missing future trading routes and naval production doing this (edit: Ack, kate beat me to it). It was a good production site with 3 grassland hills.
It seems you have tundra to your north, lets hope you don't get any tundra into your fat cross, a mountain is nasty enough on its own.

On the other hand you have more grassland on the spot you moved into. I wouldn't have done it or maybe I would've taken the plain hill to the south. But in the end your spot doesn't seem to be a true disaster either. And you gained 1 commerce while producing your worker before border pop since you can work those river/hill sheeps right of the bat. It's not much but hey it's something. ;p

2. I'd probably make a scout 1st just for the sake of hunting as starting tech. If possible juggle the worked tile around a bit to get both the scout and pop end on the same turn and start a worker.
If that hut "would" pop a scout, I would just go with the regular "worker first" thingy.
But then again I'm not sure how "hemispheres" usually looks like, since I never played on it. I'm seeing "islands" so my guess will be there won't be much to explore anyways and you can forget about scouts. Maybe someone that is familiar with the map type can help you on that.

3. AH -> mining seems a good option.


Good luck~ ;)

Hemishperes looks a lot like continents with some more water involved, I chose 3 continents, so some coastal cities could get useful, but my capital as a coastal is good but not necessarily (is that how you write it?, my English sucks).

If you look closely in the file you could see that those 3 tiles were forests, So I wasn't scared for the tundra.

I can always put up some coastal's later, as I have plenty of space., settling near a river has some benefits too you know, Also, i didn't have fresh water tiles (just 1 or something like that), and I didn't have sea food.

I'm going mining - agriculture - bronze working - the wheel. There's no need for achery, cause my UU is axeman (phalanx). I'll skip the barracks for now and start working on a warrior (and change it to a worker after growth).

I'll report the situation when something more exciting comes up.

No other civs so far (Maybe just alone on the continent???)

Edit: WTH, I did some math, When my pasture finishes, and my warrior is done it's gonna take 3 turns to growth to second population? That doesn't change a lot in my point of few, I'll just start barracks and after growth change to worker.
 
Ok, this is it then.

I first worked the cow, then the sheep, then the hill 1N of the cow and then a farm 2E of the hill. Was this the optimal order for working tiles? Remember that i didn't have agriculture when both pastures where done.

It's time to settle a second city.

This is north of Athens:
alexander6pz2.jpg


It has some strong resources but too much dead tundra tiles, and it's dead end so the AI won't get there quickly. I'll suggest leaving the spot for now.

Next is east:
alexander7kl4.jpg

If we'd decide to settle there I would go for the tile 1SW of the crab. It has a winery, crab, coastal, 2 dead tiles, only 2C coastal tiles. There are 3 tiles with fresh water for farms. We could save the non-fresh water forests for lumbermills later on. It has a hill so we could atleast have some sort of hammer rich tile. It has 2 tiles for workshops/cottages. We could consider getting the Moai Status done there. (with a lighthouse we could maybe slim down to 2 farms so we could also place a watermill). It's not that bad IMO, there's no overlap. But it has a desert beneath, so the AI won't get there quick. So that leaves everything up to the good old south:

alexander8xi4.jpg

I would suggest the forest/hill with 3 hammers. It's coastal, only 2C coastal tiles, just 1 dead tile, lots of hills/farms/river tiles. IMHO this is the best spot and is a higher priority for a second city then the north and east. It has no overlap Also, it's probably closer to the AI if we have one on the continent.
That would be my choice, does anybody see anything better?

I would also like to ask a question, after I got my warrior together, i had 3 turns to growth and 3 turns for a warrior (6 for barracks btw), i chooise a warrior and after the growth put on a worker. Was this a good choice?

Another thing i'd like to ask if it was okay to walk to the NE with my warrior and go back to my capital (without barb risk) while my new 2nd warrior would go check a tile out SW. Was it okay?

about technology. I suggest Bronze working after the wheel, It would be important to find Bronze or Iron for the phalanxes. After that I would go Pottery -> sailing so I can build some good building in my second (and possibly 3rd city), and it allows cottages.

I think it would be wisest after having made a second worker, knowing that it will take 5 turns growth to 3 population that we should go for barracks (4 turns) + a 3rd warrior (2 turns) and after that, having 3 population go with settler -> worker -> settler?
 
The Warriors gave you faster exploration, but I would have preferred Worker first to start building pastures right away, and the tiles you were working while building Warrior -> Warrior weren't that great. I would have put off the second Worker (estimating that one Worker could build improvements in time to keep up with the capital's growth) but the second Worker is OK.

I wouldn't have researched The Wheel. Very early, you only need it to build a road to your next city, or as a prerequisite for Pottery, or for Chariots. I would have researched Bronze Working in an effort to help find a spot for the second city.

I didn't understand your question about Warrior movement, but generally they should explore and fogbust until your capital needs a defender to prevent unhappiness.

The plains hill forest will be a good spot if you find someone to Phalanx rush and if Copper is in a convenient spot. Otherwise, in the absence of any other information (metal, neighbors, map) I'd settle like this for maximum research:
discussing-a-game-1.jpg
 
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