Sprenk
Prince
A few preliminary, and, no doubt, primitive thoughts. Caveat: much of this is hardly original.
The early game eurekas seem to fall into the following discrete categories (T for tech, C for civic):
Exploring--
Find natural wonder (Astrology T)
Meet another civ (Writing T)
Discover a 2nd continent (Foreign Trade C)
Fighting--
Kill unit w. slinger (Archery T)
Kill 3 barbs (Bronze Working T)
Clear barb outpost (Military Tradition C)
Developing Resources--
Farm a resource (Irrigation T)
Mine a resource (Wheel T)
Quarry a resource (Masonry T)
Improve 2 sea resources (Celestial Navigation T)
Build Iron Mine (Iron Working T)
Build Pasture (Horseback Riding T)
Improve 3 tiles (Craftsmanship C)
Miscellaneous--
Found city on coast (Sailing T)
Make trade route (Currency T)
Build any district (State Workforce C)
Grow pop to 6 (Early Empire C)
Found pantheon (Mysticism C)
There are several implications here:
1. An opening scout (or two) makes a lot of sense, not only for the eureka potential (and all three come very early!), but also for the benefits of goody huts and 1st city-state encounters. I suspect building a scout first will be the standard on almost all maps.
2. An early builder gives you a LOT of bang for your eureka buck. You can't get all the eurekas immediately, but you should at least be able to get 2 tech and a civic eureka from it.
3. You more than likely can get all 3 "fighting" eurekas by just building 2 slingers (they're cheap) once you find your friendly neighborhood barb camp. Have your starting warrior help out. Then you've got an early standing/defensive army built and partially trained already.
4. I doubt that the early Monument build ("to get the culture flow ticking") we're all so used to from Civ 5 is actually a smart move given the eureka system, unless you can find a place to slip it in and still hit the eurekas. Sure, the culture is valuable, but there is apparently NO eureka benefit from a monument.
5. On certain maps, it's worth thinking about placing your 2nd city on a coast for the Sailing eureka.
6. It's also well worth considering an early trade route to your 2nd city, for the roads and Currency eureka, if nothing else.
Any feedback?
The early game eurekas seem to fall into the following discrete categories (T for tech, C for civic):
Exploring--
Find natural wonder (Astrology T)
Meet another civ (Writing T)
Discover a 2nd continent (Foreign Trade C)
Fighting--
Kill unit w. slinger (Archery T)
Kill 3 barbs (Bronze Working T)
Clear barb outpost (Military Tradition C)
Developing Resources--
Farm a resource (Irrigation T)
Mine a resource (Wheel T)
Quarry a resource (Masonry T)
Improve 2 sea resources (Celestial Navigation T)
Build Iron Mine (Iron Working T)
Build Pasture (Horseback Riding T)
Improve 3 tiles (Craftsmanship C)
Miscellaneous--
Found city on coast (Sailing T)
Make trade route (Currency T)
Build any district (State Workforce C)
Grow pop to 6 (Early Empire C)
Found pantheon (Mysticism C)
There are several implications here:
1. An opening scout (or two) makes a lot of sense, not only for the eureka potential (and all three come very early!), but also for the benefits of goody huts and 1st city-state encounters. I suspect building a scout first will be the standard on almost all maps.
2. An early builder gives you a LOT of bang for your eureka buck. You can't get all the eurekas immediately, but you should at least be able to get 2 tech and a civic eureka from it.
3. You more than likely can get all 3 "fighting" eurekas by just building 2 slingers (they're cheap) once you find your friendly neighborhood barb camp. Have your starting warrior help out. Then you've got an early standing/defensive army built and partially trained already.
4. I doubt that the early Monument build ("to get the culture flow ticking") we're all so used to from Civ 5 is actually a smart move given the eureka system, unless you can find a place to slip it in and still hit the eurekas. Sure, the culture is valuable, but there is apparently NO eureka benefit from a monument.
5. On certain maps, it's worth thinking about placing your 2nd city on a coast for the Sailing eureka.
6. It's also well worth considering an early trade route to your 2nd city, for the roads and Currency eureka, if nothing else.
Any feedback?