Granary on Sid?

If you're playing on Tiny or small, then yeah I usually push out a settler or two first, then make a tactical decision whether I have time for a granary or not. Your early warrior scout should tell you where the expansion is coming from, and if they're going to take any of your good nearby city sites. On a bigger map I would do the granary.
 
It is situational, but if they are so close as that, you are dead anyway. Start with extra 18 troops and 2 settlers and 4 workers. Really bad if it is like Germany as they get archers and spears to start.
 
No attack/defense bonus for units in sid. Only starting troops, free support, reduced anarcy and trade.
 
Kime11 said:
How much is bonus in defending units on Sid,anyway?

They get 12 free defenders, best they tech for, so Germany gets spears. 8 attackers, so Germans get archers. 2 settlers and 4 workers. Their cost is 4, yours is 10. Barb bonus is 25, it is 800 at Chief, so barbs are no fun with your warriors and even Horsemen.
 
Own said:
i recently tried (and miserably failed) a sid game. by the time i got a granary, i only had room for two cities. would it be better to just never build a granary, and go right to settlers?

I once started on an island with two sid AI's and i was going to quit but i managed to tkae them over using those great hoplites and actually won the game. but it was like my 20th sid try and i like diety a lot more
 
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