Gator02 - Learning to Walk

lurker's comment again....
got an idea to moving 1 S :P
increase the sea coast tile from 3 > 4, possible land + river tiles from 8 > 10.
river cottages = 3 gold to start (2 gold +1 from financial trait)
only losing a plain hill, and some land like plain land w/o river. and 1 turn due to move into forest.
 
lurker's comment:

@Bezhukov, unlike civ3 roads civ4 cottages need to be worked for some time to be developed. Those few early coins may be insignificant because of 8 coins from the palace that you mentioned, but the cottage growth is very important. So if you expand fast in the begining and then build a lot of cottages you'll get less commerce per turn then if you expand a little slower but start working some cottages early on. Also cottages for the capital and maybe first 1 or 2 cities are more important then cottages for other cities because of bureaucracy and limited number of academies. Not to mention that CS slingshot is propably only possible if you concentrate on commerce early on. And this is an expensive tech that gives access to the maceman and to a very powerfull civic. BTW bureaucracy and caste system are in different coloumns ;)
 
Is it normal or epic?

DJMGator13 said:
Is it better to trade off a faster start for a stronger future city?

I think it is better in a warmongering game where you don't expect your cities to get extremely large anyway. It would also be my choice if there are extremely good city sites around or if the AIs are settling aggressively in my direction. In a game that will take a long time to win and in which you have plenty of expansion room, then it might not be worth it.

I don't think this is an issue with these two city sites though. The hill city does have deserts, but if you count up the total food available to it, then it would only support about 1 less citizen than the coastal site. And I doubt either city would reach maximum population in this game unless we go for a space victory.

I think it is more important to compare the production and commerce potential of the two cities at size 12 and lower, because that is the size they will be for most of the game. Before the pigs are pastured, the hill city will produce 1 hammer more than the coastal city. That is a pretty big deal at size 1-2, but not so much after that. But at some point we will be pasturing the pigs, and then the hill city gets a big boost over the coastal city. It can grow faster, support more specialists and work more hills than the coastal city can for most of its lifespan. And since both food and hammers count toward building settlers and workers, the hill city will produce them much faster than the coastal city.

Bezhukov said:
I'm a bit mystified as to how you're predicting Buddhism's arrival time within a turn??

If the AI pops a lucky hut then we could miss it. But here is how I can predict when it will be discovered: Mysticism costs 119 beakers for us, 104 beakers for the AI on a standard size map, normal speed, monarch difficulty. If we work the wine tile then we generate 12 beakers per turn. The actual number of beakers we will get each turn toward meditation though, is 15. (You can find out how I came up with that number HERE). At 15bpt, it will take us 8 turns to get Mysticism. All the AIs will most likely start off working a tile that gives one commerce, but lets say an AI that starts with Mysticism also begins next to a commerce bonus tile on a river (very, very rare) that yields 2 commerce. The AI would get 11bpt, 14bpt after adjustments. That means it would take the AI 8 turns to research Meditation at a minimum. That's how I know when it will arrive.

Normally I would research Hinduism too if I wanted an early religion, but we happen to be in the unique position this game of being able to get Buddhism, and that requires less of a research investment than Hinduism. That’s a good thing when there are oodles of worker techs to get researched.

Bezhukov said:
As for the early cottage gambit, I strongly disagree. You want to get as many tiles worked as quickly as possible, then dedicate some of those resources thereby gained to commerce.

For one thing, the palace provides 8 commerce for free, so the early cottage is only a marginal gain, comparable to the additonal city square that a quick second city would add. The first priority is a worker who can either chop workers/settler or develop food bonuses to quickly generate additional citizens. The first improvements we need are a farm on the corn, a mine to expedite troops when not growing, and whatever chops are necessary. When we get to our happiness limit, then will then be able to work a cottage or three, but that's a ways down the road.

I think you misunderstood my post. When I say that cottages are first priority for this starting terrain/civ, I mean from a research standpoint. I agree that irrigating the corn comes first, but we don’t have to research anything to do that. I would not, however, build a mine before cottaging the FP and either the wine or a grass/river.

I think you are vastly underestimating the power of cottages, especially for a financial civ. The limiting factor in how quickly you can win in Civ4 isn’t production, it is commerce/science. Having fully developed towns in the radius of a bureaucratic capitol with library/academy, etc. is extremely powerful, and well worth getting out your settlers and warriors a few turns later. With a different civ and different starting terrain, I might chop first like you suggest. But with this start and this civ, I think getting a few cottages going before the chops is a stronger opening strategy.

As for a 2nd city tile giving the same commerce as a cottage on a river for a financial civ, that is just wrong. And 3 commerce is not insignificant compared to the 8 commerce of the Palace. It is very significant, and only gets stronger as the game progresses.

Bezhukov said:
Oh, and are you serious about Caste System making border pops obsolete? Do you just forgo Bureaucracy, Vassalage, and Free Speech?

What are you saying here? Caste System can be used for artists which expand borders. And it is a labor civic, not a legal one like those you listed, so why would I have to forgo any of those? :confused:
 
As you can see, Caste System is not a civic I much bother with. I don't have access to the game where I currently am, so I'm assuming its in the slavery line, correct? Why in the world would you trade a no upkeep civic that allows pop-rushing for a medium upkeep that lets you do something you can already do if you use that pop-rushing to obtain the pertinent building.

Actually, I did use Caste System once to get 19 merchants in one town. ;)

I'm well aware of the value of cottages (although you're mistaken about the value of cottages for a financial civ - financial is the trait that needs them least relative to the others, as every coastal square, and later, every mill, makes 50% more for financial), I build windmills on most of my hills so I can build cottages and water mills instead of farms in mature cities.

However, to work cottages, one needs citizens, and to obtain citizens, one needs cities and farms. Unless I'm industrious or have marble, I don't bother with Oracle, so your entire approach is foreign to me. I shoot for getting 3-5 adequately defended cities and 5-7 trained workers as soon as possible, with the priority on food bonuses and trade route establishment.
 
"As for a 2nd city tile giving the same commerce as a cottage on a river for a financial civ, that is just wrong. And 3 commerce is not insignificant compared to the 8 commerce of the Palace. It is very significant, and only gets stronger as the game progresses."

A good rule of thumb is to work bonus tiles before others (which also implies getting the bonuses ASAP, which requires worker techs other than wheel and pottery). You're wanting us to go whole hog to develop and work a tile (FP cottage) That will produce 2 extra commerce over the alternative, at the cost of what, 3 extra food from the pigs? Likewise I've found that chopping a second worker immediately is of inestimable value to a strong start, as could potentially chopping a quick settler to establish a coastal location to really exploit our financial trait.
 
Two last thoughts that favor your suggested approach (and the buddhism analysis is compelling - never broke it down like that before!):

With Quechas available, getting Bronze/copper ASAP (to avoid needing Archery) is much less important, as is an early mine to help troop production.

With wine at the start, the value of Monarchy goes way up (I usually wait to trade for it), which adds value to Priesthood.

You're suggesting more of an early OCC approach, which is certainly viable, if not necessarily optimal.
 
Bezhukov said:
A good rule of thumb is to work bonus tiles before others (which also implies getting the bonuses ASAP, which requires worker techs other than wheel and pottery). You're wanting us to go whole hog to develop and work a tile (FP cottage) That will produce 2 extra commerce over the alternative, at the cost of what, 3 extra food from the pigs? Likewise I've found that chopping a second worker immediately is of inestimable value to a strong start, as could potentially chopping a quick settler to establish a coastal location to really exploit our financial trait.

I am actually a big fan of the chopped second worker strategy you mention, but with this particular civ and starting terrain I favor the cottages. Here is one possible scenario to explain their value: once we get to Civil Service and Bureaucracy (which will be very early thanks to the Oracle slingshot). We will have a library and an academy in our capitol. We switch to bureaucracy, and all of a sudden that floodplain town is generating 15 beakers all by itself. 3 Cottages (Grass/river, Floodplain, and wine), would together be generating 50 beakers.

The reason I think this is the best way to go is because food is abundant on this start. If we work just the corn and a cottaged floodplain, we can grow to size 5 and be at the happiness limit in 15 turns. Why work the pig and get there in 12, but with no developed villages to show for it? We will still end up working the pig and chopping a second worker and several settlers, just a bit later in the game.

I don’t want to play a OCC. I want lots and lots of cities, but that is the reason I want the cottages most. When we start founding cities our civic and maintenance costs are going to increase. If we don't give special attention to developing commerce early in the game, research will start to slow significantly at around the fourth city we found. With the sixth city research will be severely crippled. If a couple of our early cities (preferably one being the capitol) concentrate on generating commerce, then research will only get faster and faster as we expand, and we can continue expanding out to 10, 20 and 30 cities much earlier in the game. And we will reach all our tech goals earlier in the game.

The only scenarios in which I think it would be better to work the pig and the hills before cottages is if the AIs are very near and might claim premium city sites before we reach around 4 cities, or if there are commerce bonus tiles (gold, gems, etc) nearby. In those cases, I would go the high food/production route initially and build the cottages afterward.

PS: Pardon the length of these posts. I am drinking wine and bored, and that combination makes me really wordy. :)
 
bradleyfeanor said:
PS: Pardon the length of these posts. I am drinking wine and bored, and that combination makes me really wordy. :)

Don't worry, this is exactly the kind of discussion and analysis I was looking for when I was planning this game.
 
Is it normal or epic?

It is Normal speed and medium sea levels. I tried to take a screenie of the setup but the ingame print screen isn't active at that point.
 
DJMGator13 said:
Don't worry, this is exactly the kind of discussion and analysis I was looking for when I was planning this game.

Thanks for the support, Methos and Gator.:lol: I was just feeling a bit self conscious because I went back to read Obormot's post, and he said the same things I did but in about 10% of the words. Nice post:goodjob:
 
Sounds good, but academies don't come from Santa Claus. If we use those 200 hammers it takes to build the Oracle for settlers/workers, we can get a scientist colony going to generate a couple great scientists cheaply, while maintaining a healthy research rate even at 60/70% science (this can be a good workaround to the expansion financial crunch). Alternatively, a quicker third or fourth city can build a wonder for 20/30 turns with the intention of losing it for a cash infusion to support deficit research.

And the sooner we get a coastal city down, the sooner we get a scouting workboat out to establish trade routes for happy resources, improved relations, and extra religions. I've found that financial can lure one into a false sense of security where you settle for too little territory until it is (almost) too late.

Look, working a FP cottage won't kill us, but neglecting the essential fast start techs to get it could cost us a dominant start, and there look to be several forests available for chopping (health shouldn't be too bad with fresh water and corn/pigs available), and all those river tiles will keep our commerce respectable whatever we do. Barring egregiously poor play, Incas are never out of it. My immortal Inca win came after being almost completely pillaged by jags! :eek: Many valiant quechas lost their lives fending off that invasion!

Besides, I always want to save those FP's for water mills (4/2/4 with State Property :drool:), even when its clearly :smoke: as in this case. :lol:
 
Great discussion! :goodjob: :goodjob: Thanks! Good to read the rationale for different openings.

There appears to be a number of ways to play this and it sure helps to have a discussion such as this. There seems to be no "standard formula" to starting a civ4 game. The leader traits are important to formulating a "road map" ahead. I'm ready to try the cottage startegy, based upon what I've read so far. Should be interesting... :cool:
 
Are most of the cIV SG's still using the 20/10 turn starts? Or would a 25/15/10 start be better? Those early turns can go real fast.

I was also thinking something along the lines of this for a roster. This should help cover our newer players, namely myself and leif.

Roster
bradleyfeanor
Gator
Bede
Bezhukov
leif
 
Well, I'm willing to try the rush to Civil Service I guess, given that early aggressive maces are a thing to behold (they get a free combat I promotion, so are ready to customize right out of the gate). But don't maces also require Machinery, or is that just Samurai? We can use the maces to conquer the cities we could have settled with the Oracle hammers. :mischief:

My main concern is the turns spent building Oracle are turns we can't work the high food bonus tiles without growing into unhappiness. Any chance of chopping Oracle in our second/third city to avoid this?
 
Lurker's Comment:Yep, Macemen require Machinery as well as Civil Service, but can at least be built with either copper or iron. Machinery is an expensive tech, so you could always make an Engineer specialist in the first city you get a Forge done in and wait for a GE to appear and use him to discover Machinery.

Nice reading too, this is a thread to keep up to date on:)
 
lurker's comment:
With bureaucracy, cottages and academy it is possible to discover machinery in the BCs. But i guess you'll also need astronomy if it is continents. You might also need some more advanced military tech later. Are you going to use great people to learn techs like bradleyfeanor did in 4otm2?
 
This thread makes my head hurt :D But that is why I muddle on Monarch ,not dominate on Deity.

I love coastal cities, but I really admire cottaged metropolises. The coastal gold yield just doesn't measure up to the power of flood plains with cottages once they work themselves up to towns while the coastal fishing towns are locked into their commercial yield. I like coastal towns as resorts for the hard working cottagers later in the game though!

And I just realized that the hill town will give us pulled pork and cornbread, even better.
 
@Bede - My head is aching a little as well. :crazyeye:

Mind if I summarize to see if I understand all this so far?
Initial Moves: We settle the plains hill on the tile one south of our Quechua. Initial build is worker. Next builds are a couple of Quechua followed by a settler? Worker farms the corn and then roads the FP preparing for a Cottage.

A question from a noob - would it benefit us to produce a settler after the worker to get a second city up running. We should be able to produce one fairly quickly with a farm on corn, shouldn't we? We could produce Quechua's in this second city while we work on The Oracle.

Research - The Wheel, Pottery, Mining, Bronze Working, Meditation, Priesthood (for the Oracle), Code of Laws trying to get Civil Service as our free tech, Metal Casting and Machinery for Mace's? Should Writing be in here somewhere for Libraries?
EDIT - OOps, forgot you have to have writing to get to Code of Laws.

The Desert Hill, north and northwest shows it has fresh water available. Should our Quechua move north or northeast to see what is available up there?

@Gator - The roster is fine by me.
 
lurker's comment:
I think whether or not to build an early settler depends on what you'll find after some exploration, just like in civ3 :) I also thought that worker frist is a good strategy, but people seem to get a lot of goodies from huts and steal workers from their neighbours with early warriors, so perhaps building a couple of quechuas first makes sense. You'll have to synchronise it with learning worker techs too.
 
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