early game research

Enforcer Talen

Chieftain
Joined
Nov 12, 2002
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Boston
how do I maintain a steady 10 turn rate of research in the early game?
currently on emperor level, I build a city, a warrior, a settler - the
settler builds an irrigation and a line of roads to 3 squares away,
where I make another irrigation and plant a city the next space over.
he continues the same mode while I research monarchy, then the
advances towards library, temple, and marketplace; followed by
invention. what am I doing wrong? my territories are always the third
of any other, and while I can fix that somewhat in the game, my tech rate
is made so lazy by then I cant finish off with espionage and mobile warfare.
in effect, I want a dozen plus cities by 0ad, with a good level of continual
research. how do I do that?
 
My tactic is usually to found my two cities in good spots, then build a defence-warrior, I'd pop any hut I found too. Then I build settlers in my cities until I feel that I need the city for something else, like a wonder or unit. Then I build one more settler in that city, which I use for improving it. After that last settler I consider my city ready to grow and start improving it with temples, MPs... Roughly, and with exceptions...
So, don't irrigate your cities in the beginning, it hardly counts in despotism anyway, and use your settlers for fast expansion, maybe you could road a strategic square, like shielded grassland, to boost trade before founding a new city. Build the wonders you like, and make sure you get them. My favourites are HG, Colossus, Cop's in the beginning, but it usually depend on the player.
 
Originally posted by Enforcer Talen
- the
settler builds an irrigation and a line of roads to 3 squares away,
. what am I doing wrong?
THIS is wrong.
Don't bother irrigating: it is generally no use at all under despotism (choose a fine city site instead, with enough food to grow quickly).
3 roads also is much too much: build 0 or 1 road and hurry up building a new city (you will build roads later on; new cities ASAP is a high priority in the early game)
 
My general starting moves are:

1.found first city - build warrior - off to explore and pop goody huts (if I get a unit then the warrior goes back to be first city defender or be disbanded)

2.build defensive unit

3.build settler - go build new city (no irrigation or roads yet) - try to pick a good site

4.new city builds 1st defense unit then settler to go and found next city (repeat with new city etc) whilst original city will either build early wonder (pyramids or great lib or better both) if it has good production or more settlers if high food production

5.If one of the new cities has good production then it can concentrate on wonder or millitary production - and I will try and found one city need a good trade resource to build a super science city (search for this topic for more info)

Only once I get out of despotism and into monarchy will I build settlers to devlop roads and irrigation.

Using this start I can beat the game on prince level virtually every time - I always go for spaceship not conquest.
 
I’m a little slow at the start -- I build roads to my next city (not optimal). At start, search for no more than a few turns, plant a city in a “good” location -- don’t be too concerned about optimal placement for the first couple of cities (although I do, again, it is not best play). Build a warrior to search (cheaper & faster out the door than a horse) build a second warrior (if at Deity or Emperor) for police, followed a settlers for a second city. The settler should march to a “good” site (found by the first warrior -- that is his primary job). I prefer that I have a roaded grassland to work, so my cities sometimes get a slower start, but keep in mind that the cities won’t get too large, maybe size 2 or 3 for a while, because they will be pumping out settlers.

Assuming a tech path to Monarchy, the only infrastructure you’ll need for a while is a temple for some cities, maybe a barracks in your civ, and after Colossus for your SSC, a library & marketplace. The SSC should be located in a “great” place, but a good place will do -- note that even at Prince level, the AI will start wonders around their 3rd or 4th city, so that pressure should help gauge whether or not you’re too slow at the start.

Plan B is to build many ‘micro cities’ close together, say a space apart, with the intent that these villages will never get beyond size 8. In fact for much of the game they’ll lurk around size 2 -- thus not needing ANY infrastructure. With this Infinite City Sprawl (ICS), the little cities can produce military units if desired, camels and dips, extra settlers for even more micro cities. The rationale is these each contain a fully developed square when created (road & irrigation for free) plus the working citizen -- a good deal compared to the time a settler takes when roading and irrigating. With ICS as an active plan, the Hanging Gardens serves very well, meaning that those cities size two or less in the core of your empire may not even need defenders.

I still haven’t fully adopted the ICS strategy, but for me, I’ll end up with a SSC, a few secondary wonder cities, and smaller cities. During the early game, these smaller cities will be around size 3-5 or so, and the secondary wonder cities limited to size eight until I get Mikes, and size 12 until I take out another civ or two.

Even if I’m planning on going to AC, I like to have a couple of civs conquered to make sure I have enough room, say 50-60 cities or so, about two to three times the size of number two.

But the thrust of your question was early game research. My first goal is an improved government (typically Monarchy), and I often get a “free” tech by being the first to Philosophy en route to my second goal of Trade. Meanwhile expand your civ, and expand your search (for huts, new city sites, and neighbors, both friendly and otherwise). when trade is in hand, send a camel over seas to some foreign civ demanding a product from your SSC -- the return is both coins (nice) and beakers (VERY nice). Once you start to see how 150 beakers for a camel, or 200 beakers for a camel play into your science, you’ll want to push this envelope a little farther. (In the latest Game of the Month, I was getting 1,000 to 2,000 coins and beakers per truck late game consistently, trading from New Zealand to North America…getting a tech a turn for many turns in a row.) And the trading pays off even better after you switch to Republic (en route to Democracy).
 
mmk. I built a massive army of settlers, planted 30 or so cities, and connected roads to everything. it's now 1500 and I am set up in manchuria, pacifici map. Im on par with pretty much anyone else in population, a little behind in tech, a little ahead in sheer city numbers. I think with some effort I can pull a victory off.

question is, what do I do now? I have a trading partner to the south, but Id like to conquer them. but they have a lot more musketeers then I, and city walls, and I cant research fast enough.

I've read some of you can manage space flight by 1000 - Id love to know how. Im doing republic by then.
 
Originally posted by Old n Slow

and I often get a “free” tech by being the first to Philosophy en route to my second goal of Trade.
Special tech tree?
Some kind of "deity +10"? ;)
 
hahaha. the chinese invasion of australia was been completed. using ancient maps traded from the celts, king zedong ordered 40 regiments of musketeers and shattered the primitives they found there. two million people were added to the empire!

responding to a horrific attack by the indians, china began the biggest amphibious assault in world history! half a million men in twenty caravel fleets began their invasion across 5000 miles of ocean, into the depth of the american west coast.
 
Ive decided trade is god. after switching to communism, I put my research at 0, and starting earning hundreds of gold a turn. I proceeded with my alaskan invasion, and found they had musketeers to stop me. so I chaned m tax rate, and with science at 80, Im earning an advance every 6 turns. yes!

so I instantly bought off espionage, and now am headed towards mobile warfare. the indians will break, then I can overwhelm the celts.

so, next turn, I will produce 3 setllers and began colonizing towards europe, cuz its a big empty space right now. I will also change my ports to build spies, as well australia - and Ill sell an aquaduct somewhere to cover expenses. I think I have a 50% chance of winning this game. . . what matters is time.
 
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