Early Game Gambits (please comment)

slobberinbear

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This is a proposed newbie article. Please comment.

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Early Game Gambits (for Civilization IV: Beyond the Sword)

At the onset of a Civ game, opportunities are present to put yourself on the path to victory. Here are some common strategies for the early game.

Early War

The concept is simple: find a nearby neighbor and conquer him very early in the game (i.e., before 1000 BC).

Benefits: You have reduced competition on your continent and likely captured an excellent city (your neighbor’s former capitol).

Costs: You must dedicate your entire empire’s research and production to swift victory. If you fail to achieve a timely victory, you will have lost substantial ground to the non-warring civs in the game.

Suggested Civs/Leaders: any civ with an early unique unit, any leader who is Aggressive or Charismatic

Caution: If your opponent is Protective, or switches to Slavery and has copper in his borders, you should strongly consider changing targets or abandoning this gambit. Additionally, you should consider razing most enemy cities due to maintenance costs. Keep only your foe’s capitol, holy cities, and cities with wonders.

What you need to succeed:
  • 2-4 cities each with a barracks
  • Trade routes between your cities
  • Mining and Bronze Working techs (or Animal Husbandry if your unique unit is a chariot-type unit)
  • Copper or iron hooked up (or horses if your UU is a chariot-type)
  • A road to your enemy
  • The Slavery civic (optional, but handy)

Build 6-8 axemen or swordsmen with the City Raider promotion and keep making more until your victory is assured.

Early Religion

In this gambit, your goal is to found an early religion: Buddhism, Hinduism, or Judaism.

Benefits: You enjoy increased happiness and culture plus the opportunity for additional commerce if you build the holy shrine with a great prophet. If you spread the religion to your neighbors, you can solidify good diplomatic relations. Having your state religion and a temple in a city gives you +2 happiness and costs you no maintenance, unlike Hereditary Rule and other civics that increase happiness. The extra culture from an early religion is great for border expansion, choking your neighbors, providing a barbarian early warning system, and keeps you from having to build monuments or Stonehenge.

Costs: Your religion may be hostile to that of some of your neighbors, triggering conflict. Also, if you shoot for an early religion and fail, you will have likely made a large technological investment with no payoff, and may be forced to continue to beeline to other religious techs while your military and worker technologies fall behind.

Suggested civs/leaders: any civ who starts with Mysticism. The Spiritual trait is also handy to remove the anarchy for switching religions and to build cheap temples.

Caution: If you are playing against other Spiritual civs, there will be a race to the early religions. On higher difficulty levels (Monarch and above), you will lose the tech race against a religious opponent unless you have a high-commerce tile in your capitol that you can work immediately. For this reason, at Monarch and above it is generally suggested that you target Hinduism (via Polytheism) so that if you are beaten you can still get to Judaism (via Masonry & Monotheism).

What you need to Succeed: A decent commerce tile adjacent to your capitol’s tile

Research the religious path until you get a religion. Unless you start with another worker tech that you can use immediately, don’t build workers until you get the religion – you need to grow the city to get extra commerce to get the religion faster. Build scouts or warriors instead.

Once you get the religion (and after you have gotten some of your worker techs researched), you will want to learn Meditation, Priesthood and Monotheism for Monasteries, Temples and the Organized Religion civic. With these tools, you can use your religion to grow your cities, expand the religion to other cities, and increase your research. Temples also allow you to run a priest specialist, which can generate a great prophet with which to build your holy shrine.

Early (Ancient era) Wonder

The Wonder gambits are built around leveraging the strengths of particular wonders. While each gambit is different, the basic concept is the same: focusing production on a city to crank out the wonder before your foes.

Benefits: Each wonder grants substantial unique benefits plus extra culture and great person points. The ancient era wonders are:
  1. Stonehenge: Free monument in each city
  2. Great Wall: Barbarians can’t enter cultural borders, +50% great general points for battles within borders
  3. The Oracle: Free technology
  4. Pyramids: All government civics available

Costs: If you attempt a wonder and are beaten, you have lost a substantial amount of production. Even if successful, there is a large opportunity cost for building a wonder, simply because it takes a lot of production that could have been used for settlers, workers, military units, and buildings.

Suggested civs/leaders: Industrious civs get a +50% bonus to construct wonders. Expansionist civs can make faster workers, which are handy for wood chopping and mining to increase your wonder city’s production.

What you need to succeed (optimally):
  • 2 workers
  • Forests near your city and inside cultural boundaries
  • Bronze working technology
  • Stone and/or Marble hooked up
  • The wonder-granting technology
  • The Slavery civic

Ideally, you are Industrious, have nearby wood, nearby stone or marble, and are operating under Slavery. The more of these elements you lack, the longer your Wonder will take, thus increasing your opportunity cost for building it. If you have most of these elements, you can build the wonder as soon as it becomes available. Otherwise, you should wait to build the wonder until you have built 1-3 other cities. Put another way, if you build a wonder and delay expanding your empire, you greatly risk missing out of expansion opportunities.

Caution: If you are opposed by civilizations that are Industrious or have stone or marble in your borders, you need to consider hurrying or abandoning your wonder plans, or switching to a wonder that requires the other resource.

Specific Wonder tips:

•Stonehenge: a cheap wonder that is great for expanding borders. The great prophet you’ll get is very handy for “lightbulbing” a religious tech, founding a shrine, or enhancing a city’s commerce and production. This Wonder is particularly handy for civs with a monument-based unique building or Charismatic leaders.
•Great Wall: another cheap wonder that makes you barb-proof. This is especially useful on isolated starts where you begin play alone on a small continent. The great spy can be settled in a city early on to generate espionage points, providing a great passive look into your foe’s research.
•The Oracle: a fun wonder that, if timed properly, can get you a tech thousands of years early. Try to build it so that you have a good tech choice when it finishes. Suggested “reachable” techs to take: Code of Laws, Theology, Monarchy, Metal Casting, Feudalism.
•Pyramids: a very expensive wonder that lets you choose any government civic. Since the government civics are quite diverse, the Pyramids are handy under either a peaceful or warlike strategy. The great engineer generated by the Pyramids can be used to build most other early wonders instantly, making the Pyramids a meta-wonder.
 
Very nice writeup, a few comments

Early War, nothing to add.

Early religion. You can mention about financial civs adding to commerce and speeding up the tech pace to get the religion. Also special note should be to Isabella who is the only leader to start with fishing and mysticism, which if on a coast is the most asured way to get a religion.

Wonders: I think the Great lighthouse is warrented. I leader starting with fishing could go for sailing (or hut pop it) and masonry to quickly get the rgeat lighthouse. With the 2 extra sea trade routes that can be a big bonus for a beginner. Also when discussing the pyramids you mention representation is a big advantage especially if you have an early library and run scientist specialist (it took me awhile to figure that out). Also the great wall allows a defensive game aginst hostile neighbors becaus eof the 100% GG appearence.

Just some sugegstions.
 
Early rush I think needs some work - I'm not sure the objective is quite correctly spelled out (capturing the capital is the key, I think, the rest is irrelevant), it's not clear to me that four cities is at all reasonable (too slow), and I'd put more emphasis on the distance and terrain between his cities and yours.

Religion: religion it seems to me has a problem in scale (an early rush is a win, an early religion, not so much).

You might also investigate the Library rush.
 
Early rush I think needs some work - I'm not sure the objective is quite correctly spelled out (capturing the capital is the key, I think, the rest is irrelevant), it's not clear to me that four cities is at all reasonable (too slow), and I'd put more emphasis on the distance and terrain between his cities and yours.

Religion: religion it seems to me has a problem in scale (an early rush is a win, an early religion, not so much).

You might also investigate the Library rush.

Rush: good point. I'll clarify the objective. I also hear you on the number of cities -- speed is of the essence.

Religion: Agreed, not the same scale. But an early religion can be a leg up for a late classical / medieval conquest. It is a gambit in the sense that if you try and fail, you will have a problem.

Library: I was trying to limit myself to Ancient era stuff for newbies. No question the Great Library and other Classical wonders are great. The purpose of the article is to help newbies think about doing something in the early game to give them an early advantage.
 
Benefits: You enjoy increased happiness and culture plus the opportunity for additional commerce if you build the holy shrine with a great prophet.

Minor correction: you don't get extra commerce with a Shrine, you get extra gold.
 


Caution: If your opponent is Protective, or switches to Slavery and has copper in his borders, you should strongly consider changing targets or abandoning this gambit. [...]

Build 6-8 axemen or swordsmen with the City Raider promotion and keep making more until your victory is assured.


Good ideas, and good suggestions from VoU as usual. One amplification: Assuming it's only a couple extra turns of movement, attack the capitol first, not the nearest city. The minor cities can be dealt with in time.

And one other really important thing: topography. In addition to which neighbor is 'Protective,' I will look at which opponent's capitol is on a hill if I have multiple rush options. Every archer in that city will get an extra 50% bonus (25% hill + 25% archer on a hill). Plus fortification, plus 50% city defense bonus.... So an archer in a city on a hill is 3 * 125%, that without a single promotion.
 
Good ideas, and good suggestions from VoU as usual. One amplification: Assuming it's only a couple extra turns of movement, attack the capitol first, not the nearest city. The minor cities can be dealt with in time.

And one other really important thing: topography. In addition to which neighbor is 'Protective,' I will look at which opponent's capitol is on a hill if I have multiple rush options. Every archer in that city will get an extra 50% bonus (25% hill + 25% archer on a hill). Plus fortification, plus 50% city defense bonus.... So an archer in a city on a hill is 3 * 125%, that without a single promotion.

Along those lines, don't forget that a holy city, while a very tempting target, will get up to 60% cultural defense very quickly. If it's on a hill, too, it's best to wait until you either have spies or siege weapons to get rid of the defenses. Or, as you recommend, pick a different target.

Unless, of course, your last name is Caesar. :D

Overall, though, this is a very good article that is worth of inclusion in the sub-forum, perhaps you should re-post it there or ask a mod to move it.
 
I'd definately add the Great Lighthouse, if you have poor terrain in the middle of your continent, or a lot of coastline it makes a huge difference to how much you can expand early on. The 2 extra commerce (assuming you have enough cities to support the trade routes) per coastal city makes new cities profitable so much faster it's incredible. If you're Financial too then coastal cities might be making you money from the turn they're founded. It's very situational, but in those situations it can give you a huge boost. It has some synergy with the Temple of Artemis too, but I find trying to build both without being Industrious or having Marble and a good 2nd production city hard to pull off.

I'd widen the wondow on an early rush to before 500BC, but you will need more units the later it gets, and judging the right amount mainly comes from experience, so maybe extending the suggested latest date to ~800BC might be better. 4 cities is also a bit ambitious that early if you're putting so much production towards your military. I'd also emphasize using Slavery more, this early in the game a couple of mined hills and a food bonus can churn out units very quickly if you're prepared to turn food into hammers and put up with the extra unhappiness.
 
•Great Wall: another cheap wonder that makes you barb-proof. This is especially useful on isolated starts where you begin play alone on a small continent. The great spy can be settled in a city early on to generate espionage points, providing a great passive look into your foe’s research.

I think it would be better to infiltrate an opponents city, and then be able to steal tons of techs from them (the huge number of espionage points given by a GS is really broken in the early game, it is possible to steal 5 or more techs from one GS).
 
for me, only purpose of early Great Wall is infiltrating some financial neighbor with early great spy and stealing techs which you usually skip (Feudalism, Iron Working, Construction, Calendar, and many more) to maintain even greater tech lead
 
I presume you are referring to building libraries and running scientist specialists to get a Great Scientist for lightbulbing towards Literature, then building the Great Library, yes?

I'm referring to this.

Note that I'm not giving you an answer, I'm giving you a question. You've already volunteered to go off and become the expert and let us know how it turns out. Yay you!
 
I'm referring to this.

Note that I'm not giving you an answer, I'm giving you a question. You've already volunteered to go off and become the expert and let us know how it turns out. Yay you!

The link is delightfully informative and confusing. As Prince Charles famously opined, the world's most-used language is bad English.

My only expertise, by the way, is in knowing I don't know much. Go Socrates.

I need to reread that post again. My head hurts.
 
What about these strategies?

building your capital on a plains hill for +1 hammer gives you an awesome start

building your cities on hills gives between +25% and +50% defence, which causes alot of extra losses for an attacker, and deterrs invasion to boot.

so how about it? a King of the hill strategy? :king: :lol:
 
It might be worth mentioning (since this is for beginners) that the value of building Stonehenge is greatly reduced if your civ leader is Creative, because you don't need it for the border pops. Okay, border pops will be quicker and you'll still get GP points, so it isn't worthless, but there are probably better things to do with your hammers if Creative.

Note that there is no Creative/Charismatic civ leader (since you've mentioned the synergy with the Charismatic trait).
 
Maybe another possible Gambit is defensive/turtle.

Given the correct land, it is possible to cut an AI off from alot of land, then build defensively, without open borders in order to claim all the prime territory. Requires defensive minded units/promoted (guerrila axemen/woodsmen spears/walled cities manned by city promoted archers). Greatly enhanced by going for the great wall and daring AIs to attack, with potential Statue of Zues. Recommended for protective (and maybe imperialistic) leaders with honorable mention for Tokugawa and his highly promted early melee units. Another caution, try to have another AI to trade with rather the boxed in AI who is probably getting irate.

Just a suggestion
 
madscientist, I've read about that trick with Cyrus (Imp/Cha) for more GG and faster promotions, attacking and expanding as you are ready to grow.
 
madscientist, I've read about that trick with Cyrus (Imp/Cha) for more GG and faster promotions, attacking and expanding as you are ready to grow.

Yes Cyrus would work fairly well also. The player would just need to send some of his built unit out to hunt barbarians to maximize the charismatic trait.
 
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