USC
Unity Scout Chopper
BTW in your poll, I voted "expansion." Later on, you will seek more balance. But... in my PARTICULAR playstyle, which is by far not the only (though many traits are common to most players on these forums), beginning builds are:
- exploring units
- settlers/workers/cheap upgrade-purpose units or granaries/barracks followed by settlers/c. u. p. u. 's
- occasionally a wonder if I really want to try a wonder gambit (ancient-age wonder strategies are on the higher levels by definition gambits)
The idea is to spread like wildfire, something called "REX" (Rapid EXpansion) by many players. You want only just enough military to minimize the number of AI extortions (which are based on your military strength) and the amount you need to spend on entetainment.
Here's an example of one of the alternatives to how I play:
The archer rush gambit. You expand less and invest the shields saved in archers (preferably from barracks), then make a very focused, well-considered attack on a neighbor, generally intending to weaken him, grab a little land, and then make peace and extort techs/a few more cities rather than to take him out. The archer rush works better the more of the below apply: you are a mil. civ, you have culturally-linked pansy-a**ed neighbors, you are an industrious civ, you are playing a level high enough for them to have something to take, you are playing a level low enough to have a rat's chance of pulling it off. (A failed archer rush is generally Ctrl-Shift-Q material.)
HTH
USC
- exploring units
- settlers/workers/cheap upgrade-purpose units or granaries/barracks followed by settlers/c. u. p. u. 's
- occasionally a wonder if I really want to try a wonder gambit (ancient-age wonder strategies are on the higher levels by definition gambits)
The idea is to spread like wildfire, something called "REX" (Rapid EXpansion) by many players. You want only just enough military to minimize the number of AI extortions (which are based on your military strength) and the amount you need to spend on entetainment.
Here's an example of one of the alternatives to how I play:
The archer rush gambit. You expand less and invest the shields saved in archers (preferably from barracks), then make a very focused, well-considered attack on a neighbor, generally intending to weaken him, grab a little land, and then make peace and extort techs/a few more cities rather than to take him out. The archer rush works better the more of the below apply: you are a mil. civ, you have culturally-linked pansy-a**ed neighbors, you are an industrious civ, you are playing a level high enough for them to have something to take, you are playing a level low enough to have a rat's chance of pulling it off. (A failed archer rush is generally Ctrl-Shift-Q material.)
HTH
USC