I missed this thread for quite some time... so I created it
This thread shall cover the discussion of our main goals and how we want to archieve them. Basing on the discussion here we can hopefully distill our next moves/production/research/diplo efforts more easily. Doing so we don't need to go into great details here because these will be covered by the other specific threads.
I will try to give the discussion a starting point here:
situation:
- we don't know any other team, but Sullla promised at least 1 team contactable by land and all teams contactable via land/galleys
- our capital does not have great growth tiles. (the other teams have at least 1 tile with 6 food -> irrigated corn, pigs,... while our best growth-tiles are clams and not-irrigated rice -> all other teams can grow their cap more easily in the beginning)
- besides clams there is no real early commerce-tile available (the other teams have more (or at least equal) commerce yield compared to us
- given that we are 1 of 2 teams with exp-trait and we are only pop2, we are probably ahead in number of workers.
- no religions have been founded
- no wonders have been constructed
(my personal) goals 'til ~0AD (turn 115(?))
- get 5 good cities running (+/- 1 depending on economy, potential wonder-race, availability of useful city sites)
- get our first GP out (best would be a scientist or a prophet)
- explore all landtiles (+coast) within 20 tiles of CERN
- identify strategically important chokepoints to defend our lands (might need to be settled quite early even if they are expensive)
- get contact to the other teams (at least to all our direct neighbors and some kind of an explorer on his way to make contact to the missing teams)
- grab a religion (best in second or third city)
- get some military up for barb defense and to defend against a potential rush
- get pottery, AH and IW. (for further research we can hopefully find another team to cooperate)
- get some kind on metal (copper or iron) hooked up.
- generate foreign trade routes asap
- raise happiness-limit by 2 or 3 (to 7 or 8 potential pop in CERN) by connecting resources (gems, ivory)
How could we do this?
Exploration:
- Ari should keep exploring the far east. This is the first area, where I expect a contact.
- Pyt should explore the south after healing. (South of the rice there is a nice early chokepoint I want to know more about.) Further this direction seems to be the second potential area to find another team.
- our 3rd warrior should explore the area betwenn rice, gems and ivory. Probably I'd like to have him fogbust and/or escort our settler afterwards.
- We should check for more seafood and especially islands west of CERN.
- Do we know how the world wraps? I didn't see anything precise, so the map could be a cylinder or a donut... In case of a "donut"-world we might find another team in the north as well...
Expansion:
- We need to get our cheaper workers and settlers out fast. Our second city should be capable of building workers/settlers pretty fast, so that CERN has time to grow and start working cottages early.
- To me there are 2 positions that I find very tempting to settle first:
1.) west CERN: Depending on the exact position we might not need culture there in the beginning -> no monument; have clams to grow early; early commerce to fund the city; cheap maintainance; does not need defense initially -> no early unit to defend neccessary; can work clams+2mines without MP quite fast and then build workers and settlers
2.) SE of CERN at the rice: better in the long run, but will probably need early culture and defense. Might be a frontier-city for a long time, so it's position will probably not be ideal for a fast start.
- I'm leaning towards settling 1.) first in case our 3rd warrior does not find copper and a gorgeous city-site between ivory and rice, because it's cheap and is good for rexing porposes.
Research:
- now: The Wheel -> Pottery (~14 turns; # of turns are all estimations with our current research rate)
We need some early cottages in CERN to get our research going and the cheap graneries to compete in capital-growth. Further our cheap graneries are huge to get the other cities going.
- then meditation/polytheism (~10 turns)
Hopefully we can grab an early religion here, but I think we'll have to gambel a little as I think another team will found the first religion.
- then hunting or IW (depending on where we settled our second city; (need to chop jungle (for gems) or the camp on the ivory))
- next go AH/IW for the 2nd visible strat. resource (if we have no copper available)
- after that we should go for writing, priesthood and the missing worker-techs if we need them.
- Priesthood could also be the next target after a religion, if we grab a religion with medi/poly. Because if we get a religion we might have a shot at the oracle, but we'll have to decide that in ~20-25 turns (=after (or some turns before) medi/poly).
- after writing we should have some contacts and find out what the other teams research and what we can research best (alpha for tech-trade or math->construction (catas+our UB) as trade baits to get alpha+..., CoL,...)
developing CERN (and other cities):
- CERN will have to take most of the worker+settler-duties in our empire.
- We should try to get our 2nd and 3rd city asap so they can take over some of these duties for CERN. To do so it might be wise to whip in CERN here and there.
- When 2nd (or 3rd) city can take over the rex, CERN should grow to max and start working cottages.
- before 2nd and 3rd city are able to build workers/settlers/units (after a fast (whipped) granery), I don't think it's useful to grow CERN above pop4. (Most probably I would even stay with pop2/pop3 most of the time.)
- With writing discovered we should build/chop/whip a library fast and run 2 scientists asap. An academy in CERN is a huge boost to our research and we should utilize it as early as possible.
- While our 2nd and 3rd city should become production-cities, our 4th city needs to be a commerce-city, where we start spamming cottages right from the start.
- It would be great if we could avoid building initial monuments in the cities (via religion; best be founding religion in 2nd (or 3rd) city), but it will not be worth to delay culture-pop if we sacrifice working one or more great tiles in the second ring. (Note that 3(?) monuments enable Statue of Zeus, which can be built fast with ivory.)
- I think we'll need 2 or more likely 3 cities if we decide to race for a wonder in 1 city, without falling back in expansion too much.
- I suspect that we'll find iron or horses on CERN-6... (It's just a feeling, but I think there are some small hints.)
Ok, as stated above: This is just a starting point. Feel free to comment an any point mentioned or not yet mentioned.
This thread shall cover the discussion of our main goals and how we want to archieve them. Basing on the discussion here we can hopefully distill our next moves/production/research/diplo efforts more easily. Doing so we don't need to go into great details here because these will be covered by the other specific threads.
I will try to give the discussion a starting point here:
situation:
- we don't know any other team, but Sullla promised at least 1 team contactable by land and all teams contactable via land/galleys
- our capital does not have great growth tiles. (the other teams have at least 1 tile with 6 food -> irrigated corn, pigs,... while our best growth-tiles are clams and not-irrigated rice -> all other teams can grow their cap more easily in the beginning)
- besides clams there is no real early commerce-tile available (the other teams have more (or at least equal) commerce yield compared to us
- given that we are 1 of 2 teams with exp-trait and we are only pop2, we are probably ahead in number of workers.
- no religions have been founded
- no wonders have been constructed
(my personal) goals 'til ~0AD (turn 115(?))
- get 5 good cities running (+/- 1 depending on economy, potential wonder-race, availability of useful city sites)
- get our first GP out (best would be a scientist or a prophet)
- explore all landtiles (+coast) within 20 tiles of CERN
- identify strategically important chokepoints to defend our lands (might need to be settled quite early even if they are expensive)
- get contact to the other teams (at least to all our direct neighbors and some kind of an explorer on his way to make contact to the missing teams)
- grab a religion (best in second or third city)
- get some military up for barb defense and to defend against a potential rush
- get pottery, AH and IW. (for further research we can hopefully find another team to cooperate)
- get some kind on metal (copper or iron) hooked up.
- generate foreign trade routes asap
- raise happiness-limit by 2 or 3 (to 7 or 8 potential pop in CERN) by connecting resources (gems, ivory)
How could we do this?
Exploration:
- Ari should keep exploring the far east. This is the first area, where I expect a contact.
- Pyt should explore the south after healing. (South of the rice there is a nice early chokepoint I want to know more about.) Further this direction seems to be the second potential area to find another team.
- our 3rd warrior should explore the area betwenn rice, gems and ivory. Probably I'd like to have him fogbust and/or escort our settler afterwards.
- We should check for more seafood and especially islands west of CERN.
- Do we know how the world wraps? I didn't see anything precise, so the map could be a cylinder or a donut... In case of a "donut"-world we might find another team in the north as well...
Expansion:
- We need to get our cheaper workers and settlers out fast. Our second city should be capable of building workers/settlers pretty fast, so that CERN has time to grow and start working cottages early.
- To me there are 2 positions that I find very tempting to settle first:
1.) west CERN: Depending on the exact position we might not need culture there in the beginning -> no monument; have clams to grow early; early commerce to fund the city; cheap maintainance; does not need defense initially -> no early unit to defend neccessary; can work clams+2mines without MP quite fast and then build workers and settlers
2.) SE of CERN at the rice: better in the long run, but will probably need early culture and defense. Might be a frontier-city for a long time, so it's position will probably not be ideal for a fast start.
- I'm leaning towards settling 1.) first in case our 3rd warrior does not find copper and a gorgeous city-site between ivory and rice, because it's cheap and is good for rexing porposes.
Research:
- now: The Wheel -> Pottery (~14 turns; # of turns are all estimations with our current research rate)
We need some early cottages in CERN to get our research going and the cheap graneries to compete in capital-growth. Further our cheap graneries are huge to get the other cities going.
- then meditation/polytheism (~10 turns)
Hopefully we can grab an early religion here, but I think we'll have to gambel a little as I think another team will found the first religion.
- then hunting or IW (depending on where we settled our second city; (need to chop jungle (for gems) or the camp on the ivory))
- next go AH/IW for the 2nd visible strat. resource (if we have no copper available)
- after that we should go for writing, priesthood and the missing worker-techs if we need them.
- Priesthood could also be the next target after a religion, if we grab a religion with medi/poly. Because if we get a religion we might have a shot at the oracle, but we'll have to decide that in ~20-25 turns (=after (or some turns before) medi/poly).
- after writing we should have some contacts and find out what the other teams research and what we can research best (alpha for tech-trade or math->construction (catas+our UB) as trade baits to get alpha+..., CoL,...)
developing CERN (and other cities):
- CERN will have to take most of the worker+settler-duties in our empire.
- We should try to get our 2nd and 3rd city asap so they can take over some of these duties for CERN. To do so it might be wise to whip in CERN here and there.
- When 2nd (or 3rd) city can take over the rex, CERN should grow to max and start working cottages.
- before 2nd and 3rd city are able to build workers/settlers/units (after a fast (whipped) granery), I don't think it's useful to grow CERN above pop4. (Most probably I would even stay with pop2/pop3 most of the time.)
- With writing discovered we should build/chop/whip a library fast and run 2 scientists asap. An academy in CERN is a huge boost to our research and we should utilize it as early as possible.
- While our 2nd and 3rd city should become production-cities, our 4th city needs to be a commerce-city, where we start spamming cottages right from the start.
- It would be great if we could avoid building initial monuments in the cities (via religion; best be founding religion in 2nd (or 3rd) city), but it will not be worth to delay culture-pop if we sacrifice working one or more great tiles in the second ring. (Note that 3(?) monuments enable Statue of Zeus, which can be built fast with ivory.)
- I think we'll need 2 or more likely 3 cities if we decide to race for a wonder in 1 city, without falling back in expansion too much.
- I suspect that we'll find iron or horses on CERN-6... (It's just a feeling, but I think there are some small hints.)
Ok, as stated above: This is just a starting point. Feel free to comment an any point mentioned or not yet mentioned.