EscapedGoat
Warlord
- Joined
- Dec 4, 2005
- Messages
- 204
After playing my first few games going straight to ancient around turn 7-8, I tried a few games with a delayed ancient going rather turn 12-13 and I had a much better start, because I had 10+ units and 2 territories settled (far apart for cities) rather than the usual 5 units and one territory I had under the other attempts.
Here are some thoughts:
1. Going Ancient ASAP will land you the culture you want. Harappans seem to be picked early every time for example. This is a clear risk by delaying - but if you want a less "contested" culture, this is a non-issue.
2. Getting the first city up is nice, but it's not that productive for the first turns. delaying it a few turns is no big deal, esp. since you are gaining resources in Neolithic also (albeit differently)
3. Having tribes going around the map and picking up 20 food to "self-replicate" themselves snowballs extremely quickly, especially since the next unit gets it's full movement upon spawning. This can lead to covering a huge amount of ground quickly, also leading to more food, more discovery sites, and more hunts.
4. Hunts also give better yields in neolithic era, yielding food and culture vs just plain gold later (useless resource in the beginning)
When you do transition to ancient, you should have a much stronger "base" to work from given your huge neolithic population which can be used for exploration, war, hunts or whatever you see fit. It's even possible to disband 4-5 units to join the city to make it essentially catch up or surpass where your city would have been in just 5-6 turns of development, but given the real cost of new units (production AND food via. the pop used to train them) you are looking at a huge advantage by keeping your units in the field.
By no means saying this is an optimal play, but seems strong to me so far.
Here are some thoughts:
1. Going Ancient ASAP will land you the culture you want. Harappans seem to be picked early every time for example. This is a clear risk by delaying - but if you want a less "contested" culture, this is a non-issue.
2. Getting the first city up is nice, but it's not that productive for the first turns. delaying it a few turns is no big deal, esp. since you are gaining resources in Neolithic also (albeit differently)
3. Having tribes going around the map and picking up 20 food to "self-replicate" themselves snowballs extremely quickly, especially since the next unit gets it's full movement upon spawning. This can lead to covering a huge amount of ground quickly, also leading to more food, more discovery sites, and more hunts.
4. Hunts also give better yields in neolithic era, yielding food and culture vs just plain gold later (useless resource in the beginning)
When you do transition to ancient, you should have a much stronger "base" to work from given your huge neolithic population which can be used for exploration, war, hunts or whatever you see fit. It's even possible to disband 4-5 units to join the city to make it essentially catch up or surpass where your city would have been in just 5-6 turns of development, but given the real cost of new units (production AND food via. the pop used to train them) you are looking at a huge advantage by keeping your units in the field.
By no means saying this is an optimal play, but seems strong to me so far.