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I just don't get how to start off fast....

Eddogegr3

Warlord
Joined
Mar 22, 2006
Messages
116
I am a Civ Veteran. Back in my teens I played Civ 1 and Civ 2 obsessively and dominated. I slowed down with Civ 3, but still managed to conquest. Now I am older and I play Civ 4 and I just don't have the time to obsess over it and work on the fine details.... But I understand the game, the concept the rules.. I JUST GET OFF TO SLOW STARTS and it bites me in the end... And I usually only play on warlord!!! I was one of the many who used City Spamming to my advantage. We know we can't do that anymore.... I always get locked into a little corner of my world now.

First off I am playing Beyond the Sword... Newest Patch...
I play to win by a domination type victory. I don't care about Space, or Time. I have managed to be able to get ahead in the tech race; but I am never prepared militarily. I start obsessing about buildings to build my economy which allows me to build military. But then, I get declared war on and it's all over.

What are some BASIC tips you can give me while starting off...

i.e.


-When to build first worker.... settler? How fast should I be founding new cities?
-Is religion of any use to this style?
-How many buildings and wonders should I be building; as opposed to pumping out military...
-What Civ/Leader to use that benefits my style. (Julius?)
-What are some basic technological advances I should make a goal to strive for. I usually pick stupid random stuff like tech's to found religion or Liberalism.

ANY info on this (or other relevant topics) would help!


EDIT and UPDATE: I have decided on Mehmed or Darius as leaders for my needs.
 
Hi. There are many topics on your type of questions. I'll try my best to answer.

I recently learned about Specialized Cities, where one city is only making money, one city for science, one (or 2) for miltary production, and a great person city (trying to pump out great people).
The 1 or 2 miltary production cities that just produces units and nothing else, no AI would be messing with you, as long as your power rating is in top 3. This allows you to build your other cities safely.

Slow starts happen, its just how you handle that slow start that makes it fun and challenging.

I like to start warrior first, and then worker, warrior, settler (to escort the settler)
I use to never have a state religion for awhile, until recently I realized how powerful religion is. (Money and the civs that are based on them.)
Those buildings in what city and what wonders are part of the specialized cities I mentioned before.
I like to use Elizabeth, because shes PHI, which is 100%+ on great people, and FIN, which adds 1+ coin on coin plots. They have a pretty good UU in early/mid, and the UB is a stock market, 65%+ instead of banks (50%), which makes the FIN trait even better. Find out which styles fits you.
If you are a war guy, stick to techs that give you unit upgrades. But I like to go bronze working - iron working if i'm in the mood to rush AIs. This goal will reveal copper and iron, which will fit nicely into your style, especially for JC, his UU needs copper (which are strong in the very early ages)

Read other threads here, all are very helpful. This is what I have learned for the past month and I'm still trying to prefect my stragey (Still on Warlord, so dont be ashamed or anything)

Have fun
 
-When to build first worker.... settler? How fast should I be founding new cities?
I build my first worker when I feel I need him. (Have cows and AH, have corn Agr, have mining and gold, etc. I also try to time them alot, like say I am researching BW and know it will take 20 turns to build a settler, when I have 20-23 turns left on BW I have my city put everything on hold to start making that settler so that it pops out as soon as I can see copper.
Also as for settler pumping, the rules I follow are to get and mainatain 200 science. So I tend to go for tiles that produce money early on. Once I get CoL, everyone chops/whips out a courthouse. I then aim to get and hold 4-500 science per turn. Floodplained areas (awesome cottages), Gems, gold, and spices are what I look for in quantities. Plus those resources tend to spawn together alot. (However,they are not garaunteed to be near either.) A food rich place is only worth settling to me when I get markets. Although, now is a good time (CoL) to switch to Caste system to not need currency as much. If I for some reason want to stay in slavery though - I go for currency. At which time food cities chop/whip a market and soon turn 4 food into 7 or 8 gold. And for miltary I try to have 1 military pump for every 3-5 cities. Libraries are a bit more tricky for me and so are universities when I get them. As I personally switch over from cottage economy into specialist economy from this point on. Also my slider stays pretty low alot and I make up ground by declaring war on a neighbor. Sometimes I will just burn everything down and collect ~200+ gold per city conquered to fuel my slider.


-Is religion of any use to this style?
Not really IMO. I mean, yes and no. If you found one support it. (If you have to send 1-2 missionaries into a neighbor's cities that are over size 5 - or their largest ones.) If you don't found it, a neighbor did. Get that Holy city, or vassal him and don't let him grow for a while if you can.

-How many buildings and wonders should I be building; as opposed to pumping out military...
If you are under half of the power chart leader, build up troops. If ever get so many you can't afford and foresee financial danger DoW someone.

-What Civ/Leader to use that benefits my style. (Julius?)
Imperialistic and Organised is best combo probably. (Allows city spamming somewhat) Although you could also switch out Imperialistic for either agg or fin maybe creative.

-What are some basic technological advances I should make a goal to strive for. I usually pick stupid random stuff like tech's to found religion or Liberalism.
Liberalism is awesome, if I get it first. :D There is alot of possible answers for this one.


ANY info on this (or other relevant topics) would help!

Wow. its been a little while since I wrote this. So this thread maybe even already have matured. Anyways, here's something.
 
I am a Civ Veteran. Back in my teens I played Civ 1 and Civ 2 obsessively and dominated. I slowed down with Civ 3, but still managed to conquest. Now I am older and I play Civ 4 and I just don't have the time to obsess over it and work on the fine details.... But I understand the game, the concept the rules.. I JUST GET OFF TO SLOW STARTS and it bites me in the end... And I usually only play on warlord!!! I was one of the many who used City Spamming to my advantage. We know we can't do that anymore.... I always get locked into a little corner of my world now.

First off I am playing Beyond the Sword... Newest Patch...
I play to win by a domination type victory. I don't care about Space, or Time. I have managed to be able to get ahead in the tech race; but I am never prepared militarily. I start obsessing about buildings to build my economy which allows me to build military. But the I get declared war on and it's all over.

What are some BASIC tips you ca give me while starting off...

i.e.


-When to build first worker.... settler? How fast should I be founding new cities?
-Is religion of any use to this style?
-How many buildings and wonders should I be building; as opposed to pumping out military...
-What Civ/Leader to use that benefits my style. (Julius?)
-What are some basic technological advances I should make a goal to strive for. I usually pick stupid random stuff like tech's to found religion or Liberalism.

ANY info on this (or other relevant topics) would help!

I just did a very successful domination game on Prince, with high power and a nice tech lead over everyone else. I wouldn't call myself an expert as its my only such win at that level, but here's some stuff I think helped me dominate.

- I built a worker fast, but then again I had some workable food resources nearby. This varies a lot depending on what's nearby, but if you have a food resource nearby and the technology to work it definitely go worker first.
- Religion definitely can help your wartime economy a lot, spread it around a bit and with the multipliers (banks, markets, wall street) the holy city can definitely help you keep the science slider up. Plus sharing a religion can help keep neighbors off your back.
- Have at least one pure military production city. Lots of hills and such, some farms, no need for commerce. Build barracks, stable, heroic epic, and after that only military units. Not only will it give you a nice invasion force, but it'll keep your power level up while your other cities can relax. Just resist to urge to build stuff it doesn't need like a courthouse or library.
- Towards the end of the game, switch to police state, build rushmore and build jails in every important city. With war weariness completely eliminated and strong production, you can wage war indefinitely until your opponent is completely destroyed, with never letting up for peace.

And that's all I got for you. I'd recommend looking into Specialist Economies, those are nice (though somewhat compromised if you use police state).
 
Warlord is fine for starting out. If you want to be a domination player, you need to educate yourself on the differences in combat from Civ 2-3 an Civ 4, which are immense. You basically need to rethink the whole thing, and don't be surprised if you need about twice as much firepower to dominate at Civ 4. But the plus side is that economics and diplomacy are so enhanced that you can offset the need for more enhanced milirary.

On warlord level, I would recommend that you first master rushing your nearest neighbor with axe or swordsmen/ It is not vital on that level, but will be on the next two levels. Prioritize bronzeworking for copper and animal husbandry. Settle your second city near one of those resources if possible.

As for getting locked in, try to settle in such a way as to cut off a portion of your continent for future expansion. If that is not possible, settle aggressively toward your nearest neighbor with the idea that you will take his territory and cut THAT off from the next rival's expansion...
 
A couple questions:

For some reason, I build Barracks often. But really I only need them in my military producing city (or cities)? right

As far as specializing cities....

What improvements need to be in your military unit city other than barracks and stable?
What about in your Science city?
What about i any other specializing cities?

What resources and terrain should be nearby? Hills for the one pumping out units I would imagine.... any other terrain examples?
 
A couple questions:

For some reason, I build Barracks often. But really I only need them in my military producing city (or cities)? right

Naturally yes. Barracks only benefit (assuming one isn't using nationhood) when military units are built in the city that the barracks was created in.

As far as specializing cities....

What improvements need to be in your military unit city other than barracks and stable?

Anything that benefits production. Exclusively military cities need production to build military and nothing else. Improvements and national wonders like forges, factories, power plants, heroic epic, and ironworks all aid in production of military units.

What about in your Science city?
What about i any other specializing cities?

Come on, this is fairly obvious. Build buildings that augment the purpose that the city is being used for. Science buildings are for science cities, and financial buildings are for financial cities (These should be cities where religions are founded and have holy shrines within unless you want to stifle your research.) It would also benefit you to have some production in those cities in order to build your buildings. Just a little bit that can be replaced later will help.

What resources and terrain should be nearby? Hills for the one pumping out units I would imagine.... any other terrain examples?

This can depend on various factors, including the use of state property for bonuses and water wheels and workshops. Generally, areas with a lot of coast should become science centers. They also are important for finances but will produce little unless your stifle science, intelligence, and culture sliders. Admittedly, though, with the addition of new buildings that increase water tile production, this may not be true by default. Good production cities are possible virtually anywhere in the later eras (except for water areas), but plains and hills push in favor of them at any era, and grasslands are only good spots once workshops are upgraded and state property is activated. Grasslands are good for anything in the later part of the game, but they are geared towards commerce centers in the beginning, and unless you don't have a lot of good cities for production in the later game, you may want to make them commerce centers in the later game as well. Finally, flood plains are useful for anything, but their high food yield makes them most useful for specialist centers. Also, the close presence of deserts may mean they may lean towards production centers if you can only build waterwheels in desert tiles near rivers and if you have hills nearby.

Stinking system. It won't let me place this in here without 10 characters.
 
You need to focus your goals in Civ4 more than in previous versions of the game. When you start a new game write down:

1. Your initial build order in your capitol.
2. Your tech path out to your first four techs.

On standard speed, you should start by either building a worker, then a worker, then a settler or a worker, a warrior (which lets your city grow to size 2,) a worker and then a settler.

You should begin by researching any tech that you have an associated food resource for in your capitol's city radius. Then research mining and bronze working. However if you start with mining already you can research bronze working first and then cut down forests with your workers to power out your first settler.

The downside to chopping forests early is that you usually don't have copper near your capitol (I usually don't, anyway) and will probably want to settle your second city by horses. Which means you need to research Animal Husbandry before you settle your second city and begin taking over the world. That's why I suggest using food resources to build your second cities and leaving the forests. You can use them to rush your chariot attack.
 
I'll give you some advice as well. Though most will likely have been covered already, it can prove to cement it, so to speak.

But the I get declared war on and it's all over.

That's a big problem. It should not be all over when you get declared on. You should be the one to seek military conquest, so at worst you'll get declared on as your units are accumulating to enough to break through the enemy's defenses, which should certainly be enough to defend your territory. The best way to beat the AI as the levels increase is in war.

Also keep an eye on the power graph to see how you stand. You may look weak to the AI, and you may even be weak (sometimes the power graph isn't too accurate about military power due to the way it's formulated), so then the AI attacks you. You should be doing the attacking most of the time.

It is dangerous for an AI to declare war on you, since the rest of the AI will then also very likely declare war (a "dogpile" factor in each AI's programming).

-When to build first worker.... settler? How fast should I be founding new cities?

Worker should be the very first build, unless you have seafood (though it might still be best in that case as well). This has been mathematically calculated to be best, but it's essentially better to have low population working enriched food resources than to have high population working regular tiles. Just think about this: you wait many turns to grow your city (which could have been tens of turns working improved tiles earlier) only to gain another 1 additional production for worker/settler builds (2 food goes to additional population, 1 production goes to building; true for all tiles with 3 hammer+food).

Settlers should be built when the following are true (assuming barbarians are on):
- You have a military unit to escort it
- Your population is as high as the amount of resources you can improve in the short term (so 2 cows, 1 grain; best to have at least population 3)... not a hard and fast rule though

Cities should be founded as fast as they are beneficial to you. If from the moment you found a city, it's output (commerce converted into beakers and gold) is immediately higher than its maintenance, then it's good and you probably need to expand more. If from the moment you found it, it's output is lower than its maintenance, but not by much, it's all good: as it develops it will become better. Only when the maintenance is too high to continue expanding should you pause your expansion.

Should you start running out of room, start settling cities with military units... specifically, other people's cities.

-Is religion of any use to this style?

At such a low difficulty, religion can easily be acquired. It's useful for the happiness and culture boost, but might end up problematic when other AIs start getting their own religions and start hating you for being a heathen (making war more likely). Don't overspend your production on missionaries (unless you're specifically trying for a peaceful game and trying to convert your neighbours), since that production should be spent on military units getting ready for your next conquest, if possible.

-How many buildings and wonders should I be building; as opposed to pumping out military...

For buildings, look at their output. If a small city has 4 beaker output and a library would take a long time, it's probably not worth it to build a library now due to the low benefit. The balance between buildings and units is something I struggle with as well, though.

Build wonders only when you really need them. Those hammers you just spent on the wonder could have been spent on a very large amount of military units that could have conquered and probably doubled your territory (assuming you can afford it). Is building the wonder worth losing out on that?

Try playing a game where you build NO wonders. You'll find yourself capturing some of them and getting their benefits anyway, without having to build them.

-What are some basic technological advances I should make a goal to strive for. I usually pick stupid random stuff like tech's to found religion or Liberalism.

Plan out what your strategy will be. If you've already got a religion, it might not be as beneficial to found another religion as it would be to gain access to a very good military unit, for example. Code of Laws is a good one for the courthouses that will help cut maintenace costs as a result of your expansion. Liberalism is definitely a good one to head for once you get in range: the bonus technology is very valuable.

Good luck in your games! :)
 
Thanks for all the tips!

I tried a new game yesterday... (Well two actually, but I won't discuss the first one--it was bad). Anyhow, on my next attempt, I tried to focus on specializing cities. The only city "types" I was specializing on was Science and Production. Re-reading the above, it looks like I need a Commerce city as well. I assume one does not need a food city but food should be balanced in with the others? I don't really need a "Great People" city.

So, I decided with my strategy, I was thinking Memhed might be a great fit for me. In this game, I did something I have never done with Civ 4. I did not automate the settlers. I assume this was a good move? I learned alot about the resources because I never needed to concern myself with this before.

Well, I made Istanbul my "production" city. It had loads of hills nearby which I made all mines. But then it was on the coast as well, and somehow it became my "science" city as well. I was never able to actually build a successful science city; instead I had like 3 nice production cities. Yet somehow I led all Civs in science (this was on Warlord, mind you).

I tried to focus on building more troops and because of this no one declared war on me (except Julius Caesar, who was in last place and on the other side of the continent and had to inexplicably travel through his huge enemy (my neighbor), Isabella, to get to me. I squashed his weak stack quickly, and then the Apostolic Palace ended this as soon as it started).

In the end (I never did finish--my wife was starting to look at me weird) I got up to completing almost all the techs and stopped. I was in first place by the end. But no where near ready to take my neighbor down (Isabella). I could have went for somebody weaker but I had to travel great distances for this.

It seems I did a couple things right; I did not automate workers in order to help specialize a city; In the end I started to automate them however after I ran out of things to do with them (when I do that, do they go over and change what you already built?); I also avoided being declared on by stockpiling troops.

My negatives: I managed to make a Production City, but then it was #1 in science and that distracted me. I never made a successful science city--can I get more details on how to work the land around a "science city" and what type of land? coast? other?

Keep in mind, I always play on the longer game speed above "standard"--but not the longest. Barbarians off.

Part of my problem is I am waaay too OCD. My ultimate goal is to conquer the world with a strong army. But I feel you need technology to do this, and good production so I focus on that, and then the rest of my economy (finance). And then I like strong culture and happy people and clean cities and if I see any city weak in these areas; I have this need to fix it. So I always get ahead of everyone in tech, finance, but then I get rushed and declared on. I now see you need to stock pile and focus more.

My last question is of a strategy one: I am not good at warring (by land) early in the game. I start to stock pile troops and then--in another OCD moment--I am like, no I need one more troop before I declare war. No, one more. No, one more. No, one more. No, one more. Etc. So when you say, i.e. Axe/Sword rush your neighbor early on, about how many troops do you need THAT ARE ALREADY BUILT before you go in? I usually go with what I think can take the closest city. And then secure it and regroup.

Thanks in advance too any that will read this long speech!
 
Thanks for all the tips!
My last question is of a strategy one: I am not good at warring (by land) early in the game. I start to stock pile troops and then--in another OCD moment--I am like, no I need one more troop before I declare war. No, one more. No, one more. No, one more. No, one more. Etc. So when you say, i.e. Axe/Sword rush your neighbor early on, about how many troops do you need THAT ARE ALREADY BUILT before you go in? I usually go with what I think can take the closest city. And then secure it and regroup.

Thanks in advance too any that will read this long speech!

The numbers will change by level (higher difficulty requires more troops), but I generally break down the military into an attacking army, and then city defense military. Oh, and I play Warlords, not BtS. That might make this a little different.

I generally start the war whenever I have my attacking army prepared, and have enough excess city defense troops for holding the first couple of cities. I expect my military production during the war to be enough to replenish any attack forces I lose, and to generate enough city defense units to hold the cities I keep later in the war.

For the attacking army, I usually shoot for something like.....
2 city raider units for each "CG-type" unit I expect the opponent to have in a "typical" city.
A defensive unit against melee (or gunpowder) attacks.
A defensive unit against mounted attacks.
A medic unit.
Optionally, one or two mounted units of my own for the 2 move value.

When seige becomes important, I also add:
enough seige to bring culture down to 0% in one or two turns
enough suicide seige to accept the loss of 2 seige units per city.

A city defense group usually consists of 3, later game 4, units spread out amongst CG, mounted, and anti-melee and/or anti-mounted units.
 
Ok, digging around here, I think I made a big mistake here.

In your science city, you want commerce. So, build cottages first I assume; not farms, right? I was erroneously thinking commerce is money and science would have nothing to do with commerce (and be from the old concept of "trade"). That was old school thinking.

So a Science and Money city would need lots of commerce, but one would have the money improvements (banks, markets) and the other would have the city improvements (library, universities). That is essentially the only difference. And coastline is also a great source of commerce it seems?

So this begs a new question: What do you do early on in--for example--in your science city when there really aren't a lot of science improvements to build. You build you library, and then??? start stock piling troops?

It seems no one here has any use for religious buildings, happy building, health buildings, or culture buildings?

I would assume you would need a courthouse, police station and a granary in each city? (to go along with your specialized buildings...)
 
Ok, digging around here, I think I made a big mistake here.

In your science city, you want commerce. So, build cottages first I assume; not farms, right? I was erroneously thinking commerce is money and science would have nothing to do with commerce (and be from the old concept of "trade"). That was old school thinking.

So a Science and Money city would need lots of commerce, but one would have the money improvements (banks, markets) and the other would have the city improvements (library, universities). That is essentially the only difference. And coastline is also a great source of commerce it seems?

So this begs a new question: What do you do early on in--for example--in your science city when there really aren't a lot of science improvements to build. You build you library, and then??? start stock piling troops?

It seems no one here has any use for religious buildings, happy building, health buildings, or culture buildings?

I would assume you would need a courthouse, police station and a granary in each city? (to go along with your specialized buildings...)

Yes, commerce cities are for science. Unless you are running a specialist economy the main thing for these are cottages, tons and tons of cottages. Coast isn't bad but they just can't compare the longterm rewards cottage spamming can create.

The main thing you want for a cottage spam city is as much green grasslands as possible, as its two food makes for a great location. Floodplains work even better, but are harder to come by. Avoid too many hills or plains. Also keep in mind that under jungles are usually lots of fertile fields just waiting to be cottaged if you can summon the man power to chop them down. Spaces next to rivers are the best, as they provide an extra +1 commerce bonus.

In the early stages of the cottage spam however, building farms may be best. You want to get your city as large as possible as fast as possible (until it hits the health/happy cap). Having a dozen cottages won't do you any good if you can only work two of them. Once your city has grown, you can cottage over your farms.

And while this isn't always possible, ideally your actual gold city will be a holy city with a nice, well-spread religion. If you can, found and spread it (a reasonable amount) or just capture an enemy holy city. Get the holy building built, throw in a market, grocer and bank... run some merchant specialists and you're good. If the religion is large enough, you can support your entire economy on almost a single city, allowing you to set the science slider real high. Owning multiple holy cities is even better, if you can get the great prophets.


As for your other questions, yes, pretty much every city needs a granary as soon as possible. Courthouse too, unless its your capital (or right near it). Jails aren't exactly as vital... put them in your major cities, as those will suffer the most from war weariness. And these are all things to build after your library is done. And don't forget Monastaries also increase science! Get a bunch of religions in the city and you can build a lot of those.

As for the other buildings, there is certainly a use for them. It's just situational, see if your city needs them. A city should always be generating some culture so at least one culture building is a must if no religion is present (libraries count) and if it's directly competing with enemy culture, you'll want as much as possible. As for all the health/happy buildings, just look at you're cities limit. If your city has plenty of health but is limited by unhappiness, forget the aqueduct and build a colloseum or temple. Grocers and markets are pretty great at adding these if you have the resources.

I tried a new game yesterday... (Well two actually, but I won't discuss the first one--it was bad). Anyhow, on my next attempt, I tried to focus on specializing cities. The only city "types" I was specializing on was Science and Production. Re-reading the above, it looks like I need a Commerce city as well. I assume one does not need a food city but food should be balanced in with the others? I don't really need a "Great People" city.

So, I decided with my strategy, I was thinking Memhed might be a great fit for me. In this game, I did something I have never done with Civ 4. I did not automate the settlers. I assume this was a good move? I learned alot about the resources because I never needed to concern myself with this before.

"Food cities" are actually "specialist cities", which also are great people farms. They can be very useful but somewhat situational, the easiest way to do it if you have like four good food resources nearby, such as a seafood capital. What you basically do is work the food tiles to get the city to its happy/health cap and then stop working as many tiles as you can (without starving the city) and turn them into specialists. Farm everything you can, mine hills for occassional production.

Scientists are typically the best. During this time, the city's production will be pretty low, but you can just switch off the specialists at will when it has something important to build, and then switch them back when you're done. Caste system and representation work well with this. All the specialists help generate a lot of great people points, who are useful!

Because of the micromanaging this requires, it's probably best you leave it alone until you get a better handle on the game and just stick to cottage and production cities. While helpful, it isn't vital.

Also the less automating you do the better, expecially with settlers. :p
 
For your worker automating that changes the improvements that you have already made, go to the menu, and look for the gameplay tab. look for the checkbox that says, "workers leave improved tiles alone" or something of that degree. This way, if you choose to press anything automated, it'll leave alone the tiles you improved.

Also, as for you starting a war, bringing like 4-5 extra units to defend the city you captured is important as well. You wouldnt want you leave that city alone and defenseless cuz the AI will go right back in there to get it back.
 
So a Science and Money city would need lots of commerce, but one would have the money improvements (banks, markets) and the other would have the city improvements (library, universities). That is essentially the only difference. And coastline is also a great source of commerce it seems?
Pretty much. Cities with high commerce and production can also be merged. For a Science/Military - Science/Gold - Gold/Military combo as well. But it really isn't worth going with any of these combos unless you are pulling in at least 30-40 commerce per turn in that city. I don't know this can be tricky and you don't want to do it alot as it can stifle things up kinda easily.

So this begs a new question: What do you do early on in--for example--in your science city when there really aren't a lot of science improvements to build. You build you library, and then??? start stock piling troops?
Alphebet is fairly easy to pick up (with some effort) around the time of CoL and Currency. Once you have a science city with a library, build research. Switch out of it only when you feel you must.

It seems no one here has any use for religious buildings, happy building, health buildings, or culture buildings?
Actually, I am partial to Colloseums without the ability to spell them atm. religious buildings are odd for me. Some games I love them, some times I don't care. Culture only comes in when going for Cultural victory for me. Once I explore my immediate surroundings I can usually decide if I am going to try for a cultural victory. Stone and/or Marble and its proximity is a pretty decisive influence usually. (Depends on traits and such too.) I tend to go for Monarchy early though so I can try and pop Feudalism from the Oracle.

I would assume you would need a courthouse, police station and a granary in each city? (to go along with your specialized buildings...)
Pretty much. Granaries are most valuable in cities you plan on putting alot of cottages around and can grow higher than 4 or 5.
 
1. Unrestricted leaders, Catherine with Holy Rome or Zululand.
2. Spread like cockroaches and box in your opponents.
3. ????
4. PROFIT
 
Looks like you really have improved your game. Not automating your workers really do wonders :)

A few tips on the early game:

If my capital is on the coast and has seafood in the BFC (big fat cross) I will usually make it a priority to make a work boat (if more then one seafood I often make two workboats) as early as possible. If I don't start with fishing I will research it early (it is cheap so I will often get it asap). I usually work the best hammer tile (forest on plain hill=3 hammers=work boat in 9 turns on epic speed), then switch to the seafood once the work boat is finished.

If the capital is inland I will usually make a worker first, however, making a warrior or a scout is not a bad option. In any case I will usually research a "worker tech" first (unless I am trying to found one of the early religions). Agriculture, AH, mining, bronze working (for chopping) and the wheel are all worker techs

The first worker tech I research depends on what kind of resources I have in the BFC and what my initial plan is, but I will usually make sure my worker can improve a food tile early (i.e riverside corn=agriculture). Food is in my opinion very very important in the early game.

While I reseach my first few techs and build a worker (or warrior/scout) I send my initial warrior/scout out to explore. My undefended capital will not be invaded so early. Try to explore in a cirle around your capital. Exploring is a key point to a strong game! You want to pop goodie huts, you want to reveal potential future city sites, you want to get in touch with as many AIs as possible and you want to identify the location of your neighbours (future victims).

Since you don't play with barberian units you don't have much to worry about. Even with barbs the warrior/scout will more or less win all battles against animals on the low difficulty levels. On noble and avove (and with barbs on) it is a good habit to end every turn on a forest or hill tile (even better forested hill) if possible. Such terrain will give a defence bonus. Using the terrain to your advantage is important in a war with the AI as well. Forests, hills, rivers can make a major impact on a war. If my initial warrior/scout earn a promotion I give him woodsman 1 (and later on woodsman 2).

Ok, time to begin to think about your second city. A good rule of thumb for the second city is to look for strategic resources. Usually it is a strong move to research bronze working early to reveal copper (and to get access to slavery). Don't forget to research the wheel as well to be able to hook it up. My second city will more or less always claim either copper or horses. Copper allow me to build axemen which is a great and versatile military unit. Horses allow me to build chariots which is superb against barbs (2 movement points) and enemy axemen. It is often possible to "rush" the capital of a close AI with axemen. Chariots can be used as well, but a chariot is not that good for rushing.

Hopefully I will have copper and/or horses nearby (on monarch and below you usually have time to research both BW and AH before you need to think about archery). If I don't have either I will research archery (and make iron working a priority). If you do have copper or horses nearby, it is tempting (and sometimes the strong move) to make a settler immediately. However, I will usually need an escort for the settler (unless barbs are off). Even with a warrior as escort I try to make sure the settler and the escort end their turn in forrest, jungle or on a hill. I also make another worker, either before the escort and the settler or immediately after. It is vital that you work improved tiles! The difference between a cottage, pasture, mine or farm and just grassland, plains or a hill is huge.

When deciding where to place that second city try to get one or more food resources inside the BFC. You will need food even if the city is intended to be a production city. If the copper/horses are in the second ring of the city you will need to build a monument to pop the cultural borders and claim the resource (work the best hammer tile while you build the monumen, don't worry about growth until the monument is finished).

With two cities and at least either copper or horses I make sure the cities are connected. Then I will usually build (often chopped or whipped) barracks in both cities. I will produce quite a lot of military units in both of these cities even if one or both of them later on become science cities. I will actually build barracs in more or less all my cities. It allows me to build a much stronger military unit in an emergency and barracks will give me a better powerrating. A strong power rating makes it unlikely that the AI will declare on me (I am also a fan of walls in border cities I expect the AI to attack in case of war, walls also helps on your power rating).

My early military is now taken care of. I now have the option of early rushing or a more peaceful approach. Hopefully I have managed to explore a lot of the land. If I choose the peaceful approach I either look for a city site that will give me lots of commerce (hopefully one food resource + either lots of grassland/ preferably riverside (flood plains even better) or gold, gems, silver) or a city that will claim resources (happy resources or strategic resources) or a site with lots of food (hire scientists/merchants/priests to produce great persons). Sometimes it will be a strong move to settle the third (or even the second) city on a choke point. A place where you block off land from the AI.


Sorry for the wall of text and all spelling mistakes.
 
Hi everyone, I just wanna add my 2 cents about the uber military city.

I'm a new warmonger, but I liket it and it works great! (noble, noble...)

I usually delay my warmongering to build the Pyramids, as it allows me to run representation early and it's a great benefit in the long run for my warmongering.
Also, I must say that this "trick" works best with the imperialistic trait.

So, basically:

Nice production/food ring. Focus on production, but build everything related to science as well.
You stack military instructors and eventually keep one to create an academy.

Since your imperialistic blood is boiling with desire of conquest, you must be getting those generals early. So it's frequent that I go to war even though I know I can't capture the cities, just to have great generals early and augment my science via the representation civic. Plus, you are getting xp for your units. The wonders related to war require high level units.

When the war machine is rolling, this city holds:

war academy
science academy
West Point (+4 xp)
National Epic (+100% military)
a horsehockyload of military instructors
every great scientists that comes my way
any extra great engineer


With this as the backbone of your army, you can afford to loose high lvl units and slide down the science without any serious losses. If there is very few tiles of water and a tremendous ring, it can be profitable to give it access to the coast, but it becomes more vulnerable from attacks and water tiles are crappy in terms of production.

Also, making the production sacrifice for the Pyramids indirectly boost you toward the Great Library because you can get to litterature faster. Having built the GL will most likely give you the great scientists needed to complement this military city.

Waaaar!
 

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Water tiles are crappy, but marginal if you are playing as the Dutch. With, of course, access to a river - which you should be, because Watermills are the most amazing improvements ever.
 
When the war machine is rolling, this city holds:

war academy
science academy
West Point (+4 xp)
National Heroic Epic (+100% military)
a horsehockyload of military instructors
every great scientists that comes my way
any extra great engineer

I am curious why you are putting science acadamies and scientists in this city? If you settle a scientist, it should always be in a city that at least has a library, a science academy, and will have a university (or does). For me the only GP a military deserves to get is prophetsand artists. And those are situational.
 
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