Let's talk about water maps

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Sep 10, 2012
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I have so much to learn about playing water maps (Small continents, islands, archipelago, etc.). They always throw me off of my game, especially when it comes to naval invasions and warfare. Some thoughts and questions:

Beeline for sailing, right? What's your next major tech milestone? I'm wondering how great players approach water maps differently than land maps.

When do you launch your first offensive? What would your attacking force look like?

Is it worth taking out a nearby city state or two?

Tradition is superior for everyone but Carthage, right? Since it will take so long to establish defensible cities away from your main island?


Thanks in advance for your responses.
 
Generally speaking, for water based maps i don't always go for a scout straight up, and i prioritize sailing but i won't necessarily beeline for it.

Sailing is very, very important; as important as an early scout in a land map. But if there is early advantage to teching 2 or 3 elsewhere generally i'll put it off a few more turns.

Lots of boats are always good too.

If you're playing multiplayer against reasonably good opponents, do not be tempted to maximise commerce bonuses by making every city you have a coastal city for the +3 hammers. If you have a land based city, their navy cannot catch you out and you can recover your lost cities with a land army they may lack or struggle to land.
 
Archipelago & Small Continents: There is a chance another major AI is sharing your landmass. You'll find out fairly soon.
When this occurs, usually the human covets that AIs land just as much as that AIs covets yours so early war (very much different from isolated start.)

Timing of Sailing on water maps: Depends upon if there are sea resources or not near you; if there's so many that you want God of the Sea; then the tech for Workboats will be a very high priority. Otherwise it can wait for a library.

Exploration: Large islands & tiny islands both feature being able to get to almost every other land mass without crossing ocean tiles. But for small continents there are far fewer connecting islands and some of the other major land masses may be impossible to reach pre-Astronomy. (This makes Astronomy a very high priority; especially if your the one who started in the impossible to reach landmass.)

Trade Routes: If your playing Carthage, you don't have to worry about trade connections. Otherwise, on tiny islands (standard size) there is likely to only be one other site in addition to your capital; by contrast large islands (standard size) tend to three or four decent city sites (subtract one a city state has already taken); and small continents may have up to eight decent city sites (after you conquer the AI if it was present; and there may be two or three city states taking some of the slots as well.)

Going to war on water map: With G&K I prefer using 100% naval vessals for conquering on water maps. (After conquering I'll send some land troops for defense of the new possessions.) This makes Privateers may preferred unit (along with Frigates for ranged; I pre build those as the first naval ranged unit and cash upgrade; those same units are my main defense on water maps; on top of the ranged units in cities. The triple attack of city bombard + naval bombard + land unit bombard will cripple or kill an enemy naval unit per turn.)

Social Policies: With G&K I prefer Tradition for water maps, but I'd also prefer it for all other map types as this works better with my semi-tall (usually 5 cities; founded in a matter that neither delays NC nor Circus Maximus).
(I always go full Tradition, then two Social policies as a filler [open Patronage & Ascethics] to become free friendship with every city state in the world; then Rationalism.
 
I will sometimes get Optics before Philosophy. Usually a good idea when there is no space for a second city on the same island. I believe a trireme (or two) is the true "scout" on an island map, with a couple warriors to follow the trail it blazes and take the goody huts.

With a large enough landmass as your start, shared with neighbors, it can be just like any continents game, with scout first and ignoring navy for a while. It depends on the size of your start.
 
Usually a good idea when there is no space for a second city on the same island.

That causes me to restart. (I play on the large islands script instead of the tiny islands script and so if it looks like its given a tiny island start instead of the large island start I selected, I reroll.)
 
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