First few turns

Captain Crunch

Chieftain
Joined
Nov 7, 2006
Messages
19
Hi i am starting this thread to see what are the first priorities for you guys for first few turns.
1. Tech wise
2. Production wise
3. When to produce settler worker etc wise
 
Depends. If I've got a civ that is spiritual, and I'm going to be working on getting some early religions, then there's probably not much you can do with your workers for a while (unless you're on a real easy level). I'll probably research meditation and polytheism, and if I'm on the coast and there are seafood specials, start cranking out work boats. If I'm not on the coast, probably some military units to explore.

If I can research bronze working soon or right away, then I'll probably build two workers for chopping trees or making farms and mines.
 
I hate to say this, but it's highly situation-dependent. 'Off the bat' you've got the different starting technologies that each tribe starts with, and different resources to work with.

But to put that all to one side, and make a sweeping generalisation, I go with;

1. Mining > Bronze Working
2. Warrior or Work Boat
3. Often my second build is a Worker and my third or fourth is a Settler.
 
I almost always go worker first and start researching worker techs to improve territory near capital if my civ doesnt start with mysticism. If it starts with mysticism, I will go for a religion by starting a warrior or stonehenge first. Stonehenge when I dont plan on building any warriors (Ocean or no barb maps), since hammers dont decay on wonders, you can just leave it idle for as much time as you want and get back to it later, or use it as a .5 hammers to gold conversion rate, which isnt bad in the early game.
 
Captain Crunch said:
Hi i am starting this thread to see what are the first priorities for you guys for first few turns.
1. Tech wise
2. Production wise
3. When to produce settler worker etc wise

I usually start by running down the checklist of what I need. In the opening, the usual problems are:
Food
Defence
Useful Builds
Useful Improvements
Culture
Happiness

So I'm usually trying to figure out an optimal sequence of solutions to those problems, which vary with local terrain and the leader I'm playing.

I'm a builder at heart, so I normally try to minimize the number of hammers I invest in military in the early going. It's a style choice - and if it's less effective than attacking the AI immediately, I'm ok with that.

So on land based maps, playing normal speed single player, I'm usually aiming to have a worker built by turn 15. This usually means that I'm building worker first as I research worker techs. Worker + Agriculture out of the gate is very common for me.

The exceptions are usually exceptions of timing, rather than theme. Agriculture isnt actually useful for anything before the worker is finished and on the tile you want to improve, which leaves time to slot a technology in ahead of it, if you like. For example, in a recent start my initial tech order was Archery then Agriculture; on the turn when the worker finished I was able to start training the archer immediately - teched in the other order, and there's a turn of lag before archery finishes.

I learned recently that there's a slightly more efficient way to get the first worker out, if your initial tech to research is Bronzeworking (you pop rush the first worker, having built a warrior first). That means that when your worker appears you have Mining (a starting tech, given that you researched BW first), Bronzeworking, and one other starting tech. So you've got this worker, but maybe not a lot of improvements to make.

I'm more likely to choose this second approach if I have pretty rocks to mine, or if I have a lot of trees, and ambitions for a rapid expansion. Chopping is effectively 5 hammers per turn, which is lovely for production but the builds available from Mining + Bronzeworking are not all that great - this generally leaves settlers and workers as the best investment of hammers (and perhaps some warriors to escort them).

Circumstances where I'm not looking at worker first? If I'm going on a religious hunt, because Polytheism and Meditation provide little in the way of improvements. No point in building a worker when there is nothing for him to do. Instead, I'll normally set the governor for growth, and invest the hammers in warriors for scouting or fog busting, or in Stonehenge, until it it time to push out settlers. To see how this sort of approach might work, look at RB1: Cuban Isolationists.

If Hunting is one of my starting techs, I usually feel as though I'm wasting it if I don't get scouts out while there are still huts available. So scout first becomes a tempting option.

If I've got a coastal city with fishing resources at hand, then the fishing boats get bumped up in priority. It's usually possible to get a warrior/scout out while researching fishing, so I'll do that, then max the hammers to get the boat in the water as quickly as possible. If I started with Fishing, I'll go boat first (again sacrificing growth).
 
I have to agree on starting out on a coast city fishing is a must. even if i dont have fishing tech i go for it. its only a few turns. when you are making a boat your city still grows. If i have a choice i prefer using the boat on fish it has more food than the other 2. after fishing i always try to find a religion the long term advantages are enormous. depending on which religion or in how many turns i produce a worker at level 3 or 4. producing a worker earlier is no use if you dont have the tech.
 
I agree with the previous posters, it is highly dependent on a lot of factors: starting position, leader, game and map type.

Currently I am on Noble level. I always start with worker > worker > settler, unless there are not enough forests to chop or there is a seafood resource in the BFC. The difficulty level allows me to neglect my defense for the first 1000 years..

If you post a screenshot with your starting position / capitol and the game details we can discuss how each of us would play the first turns.

Regards,
Rob.
 
hello

actually I am experimenting with following start for following situation :

Level : Monarch (Warlords 2.08)

Map Size : Tiny, 7 computer, 1 human
Type : Archipelago, Archipelago
Temperatue, SeaLevel : Medium
Agressive AI, no Barbs, no Goody Huts

In this scenario I go now following way in tech :

Mysticism, Polytheism .. something for workers, depending on resources at hand.

In production :

settler, settler anything else

i am still not sure whether it is a good start, but as I told i experiment with the results, that means, replaying the first 50 turns several times
 
I hardly always build a warrior or a scout at first, because you need to have a good chunk of the map revealed to see the strategic resources when they pop. If you discover BW but don't see anything around your city it won't be very useful. And the goodie huts are worth a shot.

The only exception is if I have growth resources in the fat cross. Then I start with a worker.

In any case I build a worker asap, then an archer or a warrior then a settler to grab that lovely spot with copper nearby.

Techs are situation and civ dependant, but I usually search BW, the wheel and pottery in the first ones, or a religious one if I start with mysticism. If I don't see copper around, animal husbandry and iron working are a high priority.
 
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