cleverhandle
King
Feeling a bit frustrated with this game, my first shot at Monarch. It's still too early to see what kind of hole I'm in, but it definitely doesn't feel good at the moment - my economy is starting to grind down. I'm curious how people deal with starts like this one.
Game: Monarch, Standard Continents, 7 civs
Civ: China, Qin (Ind/Fin)
Situation: It's me on an island, all by my lonesome. Not another civ or any landmass in sight of the shores. Decent food sources, decent land, but zero luxuries. Zero. Well, OK... there are some whales on the frozen far north end of the island, but I still don't have Optics. Plenty of copper and horses (of course - since an early rush would have been so helpful) though no iron. I'm a few turns from Machinery and have the other prereqs for Optics when I get my first contact, with the Incas - Wayne is ahead of me, his 1000 to my 900, though he has only 6 cities to my 8 (IIRC).
I haven't met anyone else yet, so as I said it's still too early to draw many conclusions about my future. In fact, I'm a little surprised that Wayne isn't further out in front of me. I'm really more interested in what general principles people use to play this kind of start and what VC they shoot for. Particular areas of interest...
City development: I'm figuring that on an island start, you want to spread more (while still hitting important bonus resources) so that you're not stuck paying lots of maintenance for a lot of cities when your economy is already going to be struggling. That was pretty much what I followed after my second city, which was when I realized that I was all alone. What about numbers? It seems like 9 cities is a good target number, but I feel like I'm struggling with maintenance and I'm not even there yet. An obvious benefit of an island is the lack of land grab pressure, but I don't really want to leave any open space by the time Astronomy rolls around for the AI's.
Religion: Worth trying for with Qin in this situation? He's not the best for religion, but I didn't want to get stuck as a Pagan until Optics, especially with the near total lack of luxuries on my island. I had hoped to get Judaism since I at least had Mining for Masonry, but I was about 10 turns late on that. I knew I would need Monarchy early (again, no luxes), so after getting that I went for Theology and got Christianity, which I was surprised at. Still, I'm not certain that was the best play, given the many techs I'm still missing.
Tech: What to research? My original thought (and the one I played out in the attached game) was to head for Optics as soon as reasonably possible in order to get the heck off the island and pick up some tech trades before I was so behind as to have nothing tradeable. Sounds good in theory, but unfortunately a lot of the bottom techs are not so useful to me - it's mostly militaristic stuff in the metals branch of the tree. And nothing to help my cities - I basically stopped researching the top after Writing (for libraries and Theology) and found that my cities had nothing to build except military. No markets, aqueducts, colosseums, theatres, etc. So now I've been garrisoning about 4 units per city to keep them stable (no luxes), and have support costs weighing down my budget. I just grabbed Alphabet, interrupting Machinery, around 1000AD so that my larger cities could at least build research rather than more military. I'm wondering if the better research strategy is to let the AI boats come to you and focus on techs like Math and Currency that will let you get more out of your cities.
The game is attached. Comments on how to play it out or more general island-start strategies are welcome.
Game: Monarch, Standard Continents, 7 civs
Civ: China, Qin (Ind/Fin)
Situation: It's me on an island, all by my lonesome. Not another civ or any landmass in sight of the shores. Decent food sources, decent land, but zero luxuries. Zero. Well, OK... there are some whales on the frozen far north end of the island, but I still don't have Optics. Plenty of copper and horses (of course - since an early rush would have been so helpful) though no iron. I'm a few turns from Machinery and have the other prereqs for Optics when I get my first contact, with the Incas - Wayne is ahead of me, his 1000 to my 900, though he has only 6 cities to my 8 (IIRC).
I haven't met anyone else yet, so as I said it's still too early to draw many conclusions about my future. In fact, I'm a little surprised that Wayne isn't further out in front of me. I'm really more interested in what general principles people use to play this kind of start and what VC they shoot for. Particular areas of interest...
City development: I'm figuring that on an island start, you want to spread more (while still hitting important bonus resources) so that you're not stuck paying lots of maintenance for a lot of cities when your economy is already going to be struggling. That was pretty much what I followed after my second city, which was when I realized that I was all alone. What about numbers? It seems like 9 cities is a good target number, but I feel like I'm struggling with maintenance and I'm not even there yet. An obvious benefit of an island is the lack of land grab pressure, but I don't really want to leave any open space by the time Astronomy rolls around for the AI's.
Religion: Worth trying for with Qin in this situation? He's not the best for religion, but I didn't want to get stuck as a Pagan until Optics, especially with the near total lack of luxuries on my island. I had hoped to get Judaism since I at least had Mining for Masonry, but I was about 10 turns late on that. I knew I would need Monarchy early (again, no luxes), so after getting that I went for Theology and got Christianity, which I was surprised at. Still, I'm not certain that was the best play, given the many techs I'm still missing.
Tech: What to research? My original thought (and the one I played out in the attached game) was to head for Optics as soon as reasonably possible in order to get the heck off the island and pick up some tech trades before I was so behind as to have nothing tradeable. Sounds good in theory, but unfortunately a lot of the bottom techs are not so useful to me - it's mostly militaristic stuff in the metals branch of the tree. And nothing to help my cities - I basically stopped researching the top after Writing (for libraries and Theology) and found that my cities had nothing to build except military. No markets, aqueducts, colosseums, theatres, etc. So now I've been garrisoning about 4 units per city to keep them stable (no luxes), and have support costs weighing down my budget. I just grabbed Alphabet, interrupting Machinery, around 1000AD so that my larger cities could at least build research rather than more military. I'm wondering if the better research strategy is to let the AI boats come to you and focus on techs like Math and Currency that will let you get more out of your cities.
The game is attached. Comments on how to play it out or more general island-start strategies are welcome.