dalamb
Deity
Ok, I've played part way through several more times after my Camel Archer/Treb late win, hoping for a more fun game, but it's not been all that much fun. So I'm hoping for improved fun next time around. Here's my limited understanding of how to get well established with this setup; I'd appreciate any enlightenment others could offer:
- You really really want some state religion for the benefits of temples (priest specialist) and Organized Religion (25% production bonus on building whips -- not enough hammers for it to matter otherwise until you settle Great Priests or get boosted workshops online).
- You want to avoid multiple religions early on, so that you get some spread of only the state religion until you get to the point of being able to afford to generate missionaries. So, don't go for Polytheism right away; wait for Judaism.
- Your fastest way to get a 2nd city is to take over Monty's. Move to diagonally 2 away, settle, research Hunting/Archery first, pump archers, attack: he'll likely have 1 warrior and whip at most 1 archer, so maybe 4-5 archers is enough? Edit: I did it with 3 and my initial warrior; 1 died, 1 finished off the archer, 1 finished off the warrior (both survived with enough XP to get Drill III), my warrior was there in case I'd lost another archer. I managed to get a worker (conquered settler) out of it.
- You want your state religion to spread, so connect the capital to the 2nd city with roads while waiting for Pottery; maybe there's time to build roads to your 3rd city site.
- Granaries for improved whips are essential. Tech Pottery next, build granaries while teching Mining > Bronze Working, finish granaries with the whip.
- Tech Masonry > Polytheism in some order, then Monotheism, then Priesthood. Build/whip temples so at size 2 you can work a priest instead of a citizen. Use the whip overflow for whatever your city is building.
- It looks to me like you get 8-9 from an archer whip and regrow your city in 5-6 turns. Thus the archer pump gets about 5 during growth and 8 for the whip (if both minimal numbers are correct), for 13 every 7 turns at minimum. With the whip you get an additional 2 if whipping a building if I understand the 25% from organized religion. This is just over 2/turn average. Staying at size 2 and working a priest gets you 2 per turn (before the Apostolic Palace). So the archer pump is right for buildings, but they're about balanced after you get 'enough' archers; initially archers are so valuable for pushing up your power level to discourage AI attacks that even the loss of from not running a priest is worth it. Eventually wins, though, doesn't it?
- While building a settler you get 3 effective per turn from the city site and the 2 extra . This is better than the archer pump.
- While building a wonder you don't get the benefit from OrgRel. Working a priest is better than pumping archers, isn't it? If my /turn comparison is off for the two methods this obviously changes.
- ISTM the non-wonder city ought to pump out settlers at size 2 ASAP, until you get "enough" cities. I don't know how many cities that might be, but I guess it probably depends on the rest of your strategy. Apparently Infinite City Sprawl with cities 2 tiles apart is optimal.
- Apparently building a barracks and pumping Drill II archers can conquer the AIs quickly; you thus might want Writing > Theology after Priesthood to get Theocracy online so your attacking archers get Drill III ASAP. Plus the (relatively) big production boost from the AP from temples and monasteries.
- My experience with sticking at size 2 for "too long" is that the AI kept up with me in tech rate. I think Math > aqueducts might be high priority (if you're not trying for an early archer conquest) not to mention the big benefits of the Hanging Gardens in a longer-term game. If you want the HG, time it for after your last city is built. Apparently in this game it's pretty safe to postpone wonders.
- You need Great Prophets for the from settling so building Stonehenge first in your capital is very important. My experience was that you can get temples online quicker than you can build Stonehenge, but SH is still very very important.
- A pair of Caste System workshops give a total of 4 /turn at the health cap, so MC > CoL (so your workshops are ready in time for Caste) is important. Before or after Math/aqueducts, though? I suspect Math can be delayed so you get aqueducts built a lot faster.
- Forge seems to be appropriate only post-aqueduct, and I suspect it's appropriate for 1 city but I don't know about a 2nd. I'd want to build the 'mids and HG in the same city (HG first) so it gets a pure GE pool, but I'm not sure that's better than polluting the gene pool in the capital (which is building the other wonders).
- Should all Great Priests settle in the capital (for wonders), or is there some value in boosting the production in a 2nd city with one of them?