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How I Play Prehistoric....

Discussion in 'Strategy and tips' started by MacCoise, Jan 3, 2017.

  1. MacCoise

    MacCoise Prince

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    Just thought I would scribble down a few notes on my strategy for the (very) early game to see if others think i'm way off the mark or just to get a debate going on playing styles. There is so much discussions about bugs and development on this forum that I think the odd diversion to talk about how fun the Mod is would be a nice change,

    Anyway feel free to mock my strategy or complement my brilliance. I have a funny feeling I know what point might jump out!






    Prehistoric strategy



    My set-up:

    I delete specific events that just annoy me- the “wandering Man” and the migration ones (a herd of wild animals have migrated into your empire”. I just plain don’t like them!

    I sort of like to role-play but without being too strict. Basically I find it more fun to be thematic and at least consistent in my games. I play as the Celts with no starting traits.

    I play on Large map maybe 13-14 Civs. I know this could cause problems down the road but let’s face it games don’t last that long. I am happy to play up to Medieval and have the feeling of a complete game. There is more content and fun in the prehistoric era alone than in a lot of games I own.

    I play on eternity (plus J )



    General Principles:

    I DON’T HUNT! Sacrilegious, I know. I just find it a bit tedious and don’t really buy the argument that “myths” would have boosted science. Hunting is already modelled in the game through hunting camps….. I know this is supposed to be a huge part of the early game but I don’t find it hampers me- I generally keep up with the AI on Monarch level.



    Strategy:

    Generally I might move my Settler to the coast one or two moves maximum. I keep my Clubman at home and send my Stone thrower to be my first scout. With a bit of luck the surroundings in all directions will be discovered. If he dies, he dies.



    Tech strategy:

    Then straight to Gathering and set my Gatherer to improve whatever pops- horse or elephants first.

    Then I generally go to Soft (Hard? )Hammer to see what strategic resources are about. I then map out my next 3 or 4 cities prioritising strategic resources. If Stone is in my first city vicinity I can usually switch my Gatherer over to that before they have completed the other resource. The work done is not lost.

    Here is my first real choice- either carry on to Piercing or get Cave Dwelling and Oral Tradition for education. If I feel threatened I usually go straight for the Spiked Clubman.



    Then my general rule of thumb is to max out the Stone Took workshop techs- ones that add science or production once its built. I pick and choose other techs along the way based on my resources.



    At this point I normally go back and pick up the Cultural tech that unlocks the Elder Council then Captured Fire. It is only as this stage I get Cooking having put it off a long time.

    Then it is time to see what the best way to Tribalism maybe diverting for Raft Making.

    Once I get Tribalism I start expanding (carefully) prioritising strategic resources (especially Stone or Horses). Then Canine Domestication, Barter and Chiefdom. Then whatever animal techs are useful to me like Elephant Domestication.

    I only go for the prehistoric religions if I have the appropriate resources. I normally don’t bother with Druidism even then. Tengriism is a favourite of mine if I have Horse.

    Then Sedentary Lifestyle with hopefully 4 or 5 cities on the go….



    Build Strategy:

    I’m a production type of guy. There is an obvious advantage in Civ type of games in making out hammers and then letting everything else fall into place.

    For my First City this means Alpha Male, Stick Gatherer and then as quickly as possible to Stone Tool Workshop once I have growth in the positive. With no production rich tiles this can be frustrating but all the more important.

    Then I look at my resources – if I have meat I try to get Butchery as soon as possible. My early economy is built on baskets if gold is an issue.

    If I can avoid it all I skip Clubmen and wait until Spiked Clubmen before building my first little army (three of them).

    After Stone Tools I, as a rule, try to max out food buildings. As I mentioned I delay Cooking as part of this strategy.

    So in general my first city is production then food with diversions for Spiked Clubmen and specific buildings that complement whatever resources I have.

    Once I start expanding I really get into the role play spirit. This means being very strict about specialisation. So first example if my second city has Stone I will usually nominate this as my Industrial City and brutally prioritise production even at the expense of growth.

    And so so…usually a Gold city, a military city (this means waiting for this City before building Microlith workshop) , a Naval Base, a Religious capital If I’m lucky, a science base and so on…..

    Effective? I’m not sure but it’s fun.

    Recent changes now mean I think that Crime prevention will have to be a higher priority!



    I generally stay on the defensive throughout this period unless I am in position to deploy a lot of Elephants. I will have my ideal next few city sites mapped out….





    Other:

    I usually take Expansive as my first trait to boost growth in my capital. Maybe this is why health is never really an issue for me during Prehistoric. If I do build a Healer’s Hut it I usually just so I have a Great Person slot be using,
     
    Last edited: Jan 3, 2017
  2. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Then you should suggest some other events. Especially early ones otherwise your fire pit will always burn down.
     
  3. MacCoise

    MacCoise Prince

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    Really? what's the connection? Just a greater number of events= each specific one less likely?
     
  4. Thunderbrd

    Thunderbrd C2C War Dog

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    The event engine checks to see if an event is going to happen this turn for a player. If it does, THEN it selects from the events that CAN happen. If only one event can happen then you will always be getting that event until more event types qualify. We already know we need a lot more events to balance some things out as it is now.
     
  5. JosEPh_II

    JosEPh_II TBS WarLord

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    Why don't you just Turn Events Off. You can do that you know.

    JosEPh
     
  6. rfcfanatic

    rfcfanatic Mercantilist

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    I like to build production buildings too and prioritize them almost under all circumstances in any era. Because more :hammers: simply enable building the rest of buildings and units faster.

    I said "almost", because there are situations where other building categories could be more urgent. E.g. when I capture a crime-infested rebellious city, I'll need crime prevention, :) and :culture: buildings to tame the city. However, by that time I'm running civics that enable to rush-buy things. It's possible to kill tens of :mad: points in a city in one turn thanks to rush-buy and multiple production feature! Of course, a solid economy is needed in order to be able to spend :gold: so lavishly.

    Other than :hammers:, in early game I want :science: and :food: too as much as possible. I do hunt a lot though in order to get :science:

    I queue buildings heavily in cities. That feature combined with multiple production is just too powerful to be discarded. As the number of cities grow, the Domestic Advisor screen becomes extremely useful - you can queue units/buildings in many cities at once.
     
  7. Shoobs

    Shoobs Prince

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    Whenever a production building comes up, I also do Production first... though I do sometimes cheat alittle and put down a resource or two ( usually early food ( like an apple ), not animals )
     
  8. Alexej

    Alexej Prince

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    You play without starting traits and then choose some? How is that possible, I have overlooked something?

    And I do hunt a lot and collect many myths but I am allways behind most of AIs in tech tree
     
  9. MacCoise

    MacCoise Prince

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    Its in the options- No Starting Traits/ Developing Traits
     
  10. Thunderbrd

    Thunderbrd C2C War Dog

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    Well... Developing Leaders and Start with No Positive Traits. That generates a game where you start with no traits and pick them as you earn them.
     
  11. MacCoise

    MacCoise Prince

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    Its called Start with No Positive Traits but it's actually Start with no Traits
     
  12. Thunderbrd

    Thunderbrd C2C War Dog

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    With Developing Leaders, that is true. Without Developing Leaders, you would need to also select No Negative Traits to start with (and always have) no traits at all. This option, without DL, would leave you with one defaulted negative trait for the whole game.
     
  13. Harrier

    Harrier Deity

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    This reads as silly (I was going to say sounds ridiculous).

    I think many changes over the years have led to this effect. Probably not intended.

    But it should be reveiwed and the 3 options combined in some way.
     
  14. Thunderbrd

    Thunderbrd C2C War Dog

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  15. Harrier

    Harrier Deity

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    What I mean is:

    No developing leaders and no positive traits and no negative traits = ???.+

    Also why would someone want to play a game with just a negative trait? Unless they are such a good player they would always win otherwise.

    No big deal just throwing out some thoughts here. :)
     
  16. Thunderbrd

    Thunderbrd C2C War Dog

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    No developing leaders and no positive traits and no negative traits = no traits at all.

    All leaders would be playing with the same. It's just another interesting possible configuration. Use that with Pure Traits and the trait each leader has is doing nothing but harming them. So it's an 'overcome' your deficiencies game rather than a 'play to your strengths' game. Why would someone want that? For the uniqueness of it I suppose. Same reason someone might want negative elements to positive traits and negative overall traits at all... just taken to an extreme.
     
  17. Hydromancerx

    Hydromancerx C2C Modder

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    Anyone else save the Captured Fire national wonder for right before Fire Making so you can be in a Golden Age while switching civics around Tribalism?
     
  18. Toffer90

    Toffer90 C2C Modder

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    Yeah, I disliked that I used this strategy in every game; so I made it far more punishing to do the same in my modmod.
    I made it so that the captured fire tech wouldn't unlock much more than "Captured Fire" NW and that 7 other techs could not be researched before "Captured Fire" were built or fire making was researched.
    Techs that require Captured Fire OR Fire Making tech are, cooking, druidism, horticulture (new name for naturopathy), heat treatment, slash and burn, poison crafting and earthenware.

    So waiting with building captured fire could be a bad idea, as it stops you from building many buildings for a long time in my modmod.
    It would also be the only way to get to the druidism religion first.
     
  19. Noriad2

    Noriad2 Emperor

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    When the Captured Fire wonder becomes available, there is no economic benefit in building it. You spend a bunch of hammers, you get a higher production for a few turns. Net profit = zero. The economic benefits of captured fire become bigger as you get more population (from bigger cities and having more cities). So from an economic point of view, the later you build it, the better. The other benefit is the removal of anarchy times from civic changes. And as early-game civic changes often give zero turns of anarchy, there is no point building it until civic changes actually give anarchy.

    Two things can go wrong: 1) you accidently get firemaking tech from a goody hut, obsoleting the wonder 2) you conquer the city of an enemy that already has the wonder in that city. If you disband that city, you get back the option to build Captured Fire yourself. In theory this might be exploitable (build temporary city -> build Captured Fire for the Golden Age -> disband temporary city -> repeat) but this early in the game, the costs are too great and the benefits are too small so I never bothered to try it out.
     
  20. Dancing Hoskuld

    Dancing Hoskuld Deity

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    I wait until I have 4-5 cities before I build it, just so that the golden age has some benefit.
     

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