Don't miss the train!

Hulking Lummox

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Brave New World is introducing a lot of changes that stir up the usual strategies. Being first to do many things now provides a significant advantage or setback if you fail to reach certain goals.

This thread is for isolating and discussing the many places in the game where being first to do something is a significant advantage and what you think the implications are behind that game mechanic.

This isn't a topic about civ specific strategies per se but feel free to discuss them as it relates to the topic.

I will start it off! As I see more suggestions I will edit the OP and give props to whoever mentions it.

Being the first to unlock a social policy branch. - Where each wonder can be built in the tech tree is still probably the main factor in constructing a wonder, but not having good enough CPT certainly could be a factor in missing a wonder. If you want to get an unlockable wonder it is likely that you need to be much better about building culture buildings or timing your policies.

Meeting Every Civ. - Meeting every civ now lets you start the world congress (and be the first host) upon discovery of the printing press. On Pangea maps scouts will of about the same importance since unlocking the printing press comes in the Medieval era, however, overseas scouting on maps with other continents is now another "train" you can miss if you're too focused on something else. If you're going to explore, now you really have to explore!

International Projects. - You really want to contribute to a project but you weren't able to exterminate an early game rival and are still at war with no acceptable peace terms. Someone else who did succeed at getting elbow room early on (or they are being peaceful) goes ahead and cranks up production towards the international project in the majority of their cities. Because you are so busy fighting you wind up under-contributing to the international project.

Unlocking an Ideology. - If you want to get a bonus 2 tenets when picking an ideology the race is on. Having a gold stack upon researching industrialization seems to be of significant strategic importance. Regarding a specific civ strategy: Venice must have 2 puppets and a gold stack to industrialize. I find that very interesting. Venice must not miss the race to acquire and hold 2 puppets by the industrial era if they want the free tenets for picking an ideology first.

Getting an early city strategically placed for trade. Founding a second city really early (particularly one placed on a coast to keep your trade options varied and make use of your first sea trade route seems to be extremely important. On a few G&K games I've started recently I've had a premonition of BNW and cringed at my starting location. Without forward settling out of my little corner of the map I would have been shut out from a massive amount of land-based and or sea-based trade (were I actually playing BNW). I foresee the need to aggressively prevent other civs from forward settling and cutting off your trade opportunities early on. I predict that you pretty much have to get a well placed coastal city by the medieval era or you may not be able to catch up.

Obtaining great works wonders. While I don't know how well you can win a new cultural victory with or without the cultural wonders, getting these seems to me to be of the utmost importance. Uffizi, The Louvre, etc. that provide multiple great works slots will be ones to race hard towards if you plan to win that victory type. You also might need to have an invasion backup plan to take them over if you hope to win culturally. I predict there will be no more sitting in the corner peacefully if these ones go. Sorry to the non warmongers out there :p

Obtaining your first Archaeologist and Completing the Exploration Tree Have you got a lot of possible dig sites lying around near the borders or in neutral territory? You are going to have to B-line archaeology if you hope to get these! This proves to be a "Sophie's Choice" between going for Archaeology tech or Industrialization to start building factories. Very interested to see strategies develop to get archaeologists AND still be the first to pick an ideology! Also there is FINISHING the exploration tree which unlocks even more sites to dig up, which you'll want to complete ASAP. Props to Alatan for mentioning this all first (he won the race) ;)

Obtaining a Reformation Belief. While religion is always a race, there is now a race within a race dependent on social policy choices. Getting a reformation belief can be one more edge for a player going through the piety tree and now you definitely won't just open this policy branch for one or two policies. Instead you'll have to finish what you start right away and have enough CPT (or open it as your first branch) to follow through quickly. Props again to Alatan for mentioning!

Please expound and discuss everything as much as you desire. I think there are other things that can be added to the list so do help me think of them! Personally I want to talk about this because I'm trying to get my brain ready for thinking about BNW strategies (with the info we know of course).
 
Lummox: I like this, because it dilutes the near-absolute power of the tech tree. Particularly for the Wonders, building a Wonder is not just a matter of researching the tech associated with it. I think, almost, that I like this model MORE than the current idea.

You could associate each Wonder with a given Social Policy / Ideology, and sprinkle them through the trees. (In addition to the current benefits.) So the tech tree is where you get the 'normal' buildings, and the Social Policies is where you get the Wonders.
 
Being the first to unlock a social policy branch. - Where each wonder can be built in the tech tree is still probably the main factor in constructing a wonder, but not having good enough CPT certainly could be a factor in missing a wonder. If you want to get an unlockable wonder it is likely that you need to be much better about building culture buildings or timing your policies.

this advantage is particularly significant for poland (because of the UA). they don't have to worry about getting culture at the right time.
 
and, the same thing with wonders for culture tenents happens with science. You have to beeline for a tech to get the wonder if your tech is low. This way it spreads the way to get a wonder.
And, if you are at war, dont you already want to be cranking production for the units?
 
I like the new race mechanics because they make the game more diverse in the terms of tech and social policies while still enabling you to be competetive.

There is also the race to archeology giving you a lead in artifact aquisition, the race with exploration tree for the unique sites and the race in piety for a reformation belife.
 
Just made some little tweaks to the OP. Feel free to discuss civ specific strategies as it relates to the topic. I think have some more stuff to add to the list later but I ran out of time to ponder on it today :)
 
With regard to the effect of SPs on Wonders, it makes the game completely different if you happen to turn on "Policy Saving" (which I never do anyway, but just saying...)
 
International Projects. - You really want to contribute to a project but you weren't able to exterminate an early game rival and are still at war with no acceptable peace terms. Someone else who did succeed at getting elbow room early on (or they are being peaceful) goes ahead and cranks up production towards the international project in the majority of their cities. You wind up under-contributing to a project that is in line with the VC you're going for because of failing to stay at peace and at pace in the appropriate areas.
I read this text twice, but don't quite understand what you're trying to say. Would you care to elaborate?
 
I read this text twice, but don't quite understand what you're trying to say. Would you care to elaborate?

I think his point was that if you're at war and/or using all of your production on units/buildings, then you won't be able to work on the international project - unlike someone who is sitting peacefully in the corner.

Ofc, that could lead to some amusing bribes right before the vote to get AIs to fight each other so that you can be assured that you've got the hammers in while they're fighting.
 
I think his point was that if you're at war and/or using all of your production on units/buildings, then you won't be able to work on the international project - unlike someone who is sitting peacefully in the corner.

Ofc, that could lead to some amusing bribes right before the vote to get AIs to fight each other so that you can be assured that you've got the hammers in while they're fighting.

Exactly my point. I was taking it for granted that someone wouldn't be cranking a lot of production towards an international project if they were in a war.

Here are a few more that I thought of today that seem to be very important considerations:

Getting an early city strategically placed for trade. Founding a second city really early (particularly one placed on a coast to keep your trade options varied and make use of your first sea trade route) seems to be extremely important. On a few G&K games I've started recently I've had a premonition of BNW and cringed at my starting location. Without forward settling out of my little corner of the map I would have been shut out from a massive amount of land-based and or sea-based trade (were I actually playing BNW). I foresee the need to aggressively prevent other civs from forward settling and cutting off your trade opportunities early on. I predict that you pretty much have to get a well placed coastal city by the medieval era or you may not be able to catch up.

Obtaining great works wonders. While I don't know how well you can win a new cultural victory with or without the cultural wonders, getting these seems to me to be of the utmost importance. Uffizi, The Louvre, etc. that provide multiple great works slots will be ones to race hard towards if you plan to win that victory type. You also might need to have an invasion backup plan to take them over if you hope to win culturally. I predict there will be no more sitting in the corner peacefully if these ones go. Sorry to the non warmongers out there :p

Obtaining your first Archaeologist. Have you got a lot of possible dig sites lying around near the borders or in neutral territory? You are going to have to B-line archaeology if you hope to get these! This proves to be a "Sophie's Choice" between going for Archaeology tech or Industrialization to start building factories. Very interested to see strategies develop to get archaeologists AND still be the first to pick an ideology!

I like the new race mechanics because they make the game more diverse in the terms of tech and social policies while still enabling you to be competetive.

There is also the race to archeology giving you a lead in artifact aquisition, the race with exploration tree for the unique sites and the race in piety for a reformation belife.

Thanks Alatan! Sorry I think I missed your post on my last read through. I added those bits to Archaeology, I will add one for reformation as well! Hope you don't mind if I put them in the OP with props to you :)

Moderator Action: Please use either the multi quote function or edit your post, posting three in a row looks like spam. Merged the three posts.
 
Getting an early city strategically placed for trade. Founding a second city really early (particularly one placed on a coast to keep your trade options varied and make use of your first sea trade route) seems to be extremely important. On a few G&K games I've started recently I've had a premonition of BNW and cringed at my starting location. Without forward settling out of my little corner of the map I would have been shut out from a massive amount of land-based and or sea-based trade (were I actually playing BNW). I foresee the need to aggressively prevent other civs from forward settling and cutting off your trade opportunities early on. I predict that you pretty much have to get a well placed coastal city by the medieval era or you may not be able to catch up.

Yes, that seems like another interesting mechanic. Apart from the coast, a land spot near 3,4 City States would be a hot spot for trade early on.Being able to focus gold enhancing buildings in one city and having a foothold for protection would make the city quite powerfull even without many resources.
I also like that devs left the option to turtle up with the domestic trade roots if you end up actaly being in the corner.

Thanks Alatan! Sorry I think I missed your post on my last read through. I added those bits to Archaeology, I will add one for reformation as well! Hope you don't mind if I put them in the OP with props to you :)
Not at all, I'm glad to be of help. Thanks for the props :)
 
Regarding Wonders being unlocked by SPs: I think this is the right direction. The all-importance of the tech tree is what sometimes makes the gameplay repetitive. I would be glad if they kept at this trend in Civ6 and make a full fledged "Culture Tree" which would unlock various buildings.
This way you would have more choice in terms of strategy.
 
Early game trading is not that shiny, as an early caravan with a city state would yield like 2 old or something

It will probably be slightly more, given that gameplay released so far is on the quick speed. With the removal of gold from rivers and coasts, every gold now helps even if it is a bit meagre. Plus trade routes are a easy early city-state quest to fufill and if it helps in getting some faith or culture from a CS, it could make getting an early pantheon or SP much more easier.

Regarding the tying of wonders to culture, i think that is a wonderful move. Add a greater incentive to deviate from the usual tradition-rationalism-order style of gameplay. Besides i usually don't spam every wonder. I planned the wonder i require and i hardly build any superfluous wonders so this change does not affect me negatively. Don't think it will trigger a race anymore than the current situation given that it is pretty much FFA right now.

I like the extra dimension of the race for a strategic coastal position for a 2nd or a 3rd city. Normally, i am rather reluctant to settle my second/third city by some crappy coastal area but now with the importance of coastal sea routes, i might be more lax in placing a coastal city asap after NC to reap the benefits of TR. More strategic considerations in placing cities can only be welcome.

There will probably be an overall strategic change in terms of research. Previously, one can practically ignore sailing until late renaissance/early industrial if one is landlocked. Just beeline Science Tech and you should be okay. However now with the new naval focus, one will at least want optics asap which ties in with the race to meet everyone for WC. I am pretty much excited by all these new changes in strategic paradigm.

Of course the race for free tenets will be on everyone's minds. Will be interesting to see Civs trying to dominate and hoard Coal to prevent other Civ from building factories. It seems like 50% of my games, i fail to get coal. I might have to warmonger/ or make some friends for coals.
 
Regarding Wonders being unlocked by SPs: I think this is the right direction. The all-importance of the tech tree is what sometimes makes the gameplay repetitive. I would be glad if they kept at this trend in Civ6 and make a full fledged "Culture Tree" which would unlock various buildings.
This way you would have more choice in terms of strategy.

From the thread so far it seems like a lot of people are excited about that and I completely agree. Science being all important has been my biggest gripe with Vanilla and G&K (probably next to insta-heals :lol:). I sincerely hope that after this expansion there will be balance enough that individuals can win the game not just in one of four standard ways but by using numerous viable strategies within each victory type. I'm really excited by how many options trade routes and the WC open up for example.

Early game trading is not that shiny, as an early caravan with a city state would yield like 2 old or something

You may be right about trading in the ancient and possibly classical era (I think you probably are), but I stand by my prediction that having a trade hub, particularly a coastal one by the medieval era could be the new "get a National College before turn 100." If you don't get a settler out early to an ideal spot in multiplayer or higher difficulties, it could be game over. Plus you have to remember that trade routes have a maximum range, so if you want varied options, city placement is way more important.

Plus trade routes are a easy early city-state quest to fufill and if it helps in getting some faith or culture from a CS, it could make getting an early pantheon or SP much more easier.

Good point about city states! Do we know if a trade route quest is confirmed?

Don't think it will trigger a race anymore than the current situation given that it is pretty much FFA right now.

Good point. It is just as easy as opening the branch but I do think there will be greater incentive to open a branch earlier than you normally would as you go about the game. Certainly finishing Piety and Exploration policy branches once you open them for a reformation belief or extra dig sites will be a new factor.

I like the extra dimension of the race for a strategic coastal position for a 2nd or a 3rd city. Normally, i am rather reluctant to settle my second/third city by some crappy coastal area but now with the importance of coastal sea routes, i might be more lax in placing a coastal city asap after NC to reap the benefits of TR. More strategic considerations in placing cities can only be welcome.

Speaking of the National College, I'm noticing a theme in our collective thought pattern. Does anyone care to speculate on whether the race to get a NC is going to still be critical to every strategy in the first 100 turns at higher difficulties?

Of course the race for free tenets will be on everyone's minds. Will be interesting to see Civs trying to dominate and hoard Coal to prevent other Civ from building factories. It seems like 50% of my games, i fail to get coal. I might have to warmonger/ or make some friends for coals.

Coal, yes, I hadn't even thought about it in relation to getting an Ideology! It unlocks at the same time as factories and city states don't usually develop it for a handful of turns. Might it now be the most important strategic resource in the game? It will really suck to not have it in your borders (but a little luck of having founded on it could be one of the happiest moments in the game). There's certainly no sound reason to sell a portion of it immediately to the AI unless you want to help them.

Do we think the changes to coal's importance have been cause for some map script changes by the devs? Or do we think it is considered balanced against the other strategic resources? It's hard to say that iron, for example, is more important than coal for what it enables you to do.
 
I don't think 3 coal, (what it takes to build 3 factories), will be that difficult to find. Even if someone is trying to hoard it. Once you have the factories and the Resulting Ideologies, you could always scrap the factories.

I suppose if there is one source of Coal between two Civs, claiming it could make the difference between being the first or second one in on an ideology.

Besides can't you get an Ideology without any factories as well?
 
Regarding coal, factories, and getting an Ideology ASAP.

One important aspect which hasn't been mentioned is that we don't know how the AI is going to select their ideologies. If they tend to select the ideology of other Civs they like, then you will definitely want to be the first to it, as your allies will follow suit.

However, if the AI is going to select their ideology based solely or mainly on "egoistic" reasons (i.e., what suits their strategy, even if it means landing in another camp than their current ally), then it might be useful to postpone the selection of your ideology in order to make sure you are friends with the right civs.
 
Regarding coal, factories, and getting an Ideology ASAP.

One important aspect which hasn't been mentioned is that we don't know how the AI is going to select their ideologies. If they tend to select the ideology of other Civs they like, then you will definitely want to be the first to it, as your allies will follow suit.

However, if the AI is going to select their ideology based solely or mainly on "egoistic" reasons (i.e., what suits their strategy, even if it means landing in another camp than their current ally), then it might be useful to postpone the selection of your ideology in order to make sure you are friends with the right civs.

This also poses an interesting quandry for the human player as well. If you're on later side picking your Ideology, and all your friends took the one that doesn't help for your victory condition, what do you choose? You can aid your VC or keep your friend on your good side.
 
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