Noob guide for openings

tu_79

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So you did a first run to see what this mod is about and you feel ready to try to win this time. Now the big question, how do I begin? Well, no choice is a clear winner, since this mod is all about feasible options. Check your map, check your uniques, check your rivals and decide. I'll give some hints on what to expect from the first choices.

First choice: Building queue.
Scout, Warrior, Worker, Monument or Shrine?
- Explorer approach. Scouts are good to reveal map fast, specially in difficult terrain, but they are easy prey for barbs. Warriors can be use to recon the map too, and they stand better against brutes, but they move too slowly in difficult terrain. Your starting warrior can be used to recon the capital surrounds and even find good spots for a second or third city, so when is it good to start with this extra exploring? It gives some extra goody huts, happiness from Natural Wonders and some candies from first-to-discover city states, but that's just making up for the extra cost. What it really gives is finding best spots for settling, and knowing in advance what your lands are worth of, to allow for more educated choices later (pantheons, policies, techs). Early exploring is specially important for civs that depend on certain resources, so you can secure them.
- Cultural approach. Early monument gives faster border growth, so you can start working a good tile in the second ring sooner. But where it shines is in advancing through policies faster. Policies are good by themselves, and some policies give even more culture. Having many policies in no time is what really is needed to build some Wonders.
- Religious approach. Founding a religion is quite potent if you can do it early. Having an edge converting cities lets your religion expand with less faith cost, which you can save to purchase Great People in the late game. Many good pantheons are too weak to allow founding a religion, and their bonuses are lost when your cities convert to another religion, so building the shrine early is an option. Religions take a while to notice (Middle Ages) but once they do, they are strong. You can usurp another's religion by conquest right, but it won't have the bonus of your choice.
- Growth approach. A starting worker can do little other than plowing farms and needs to be constantly protected. It can be a good option if you plan on playing with just a few cities (more people, more specialists), or find too many forests that can be chopped for extra production. Avoid this start if picking Progress policy tree.

First choice: Research
- Trapping. There are a couple places where trapping is a life saver, specially in forested tundra (try deer with the tundra pantheon) and in waterly starts. Needed for Ivory. Trapping resources are best for feeding people. It leads to fishing ships, and military ships later, an absolute must if you start isolated in an island. The archer may not be the best unit, but for self defense it's much better than warriors alone.
- Pottery. The only reason to rush this is Stonehenge. Settler can wait for your second tech and Granary can wait after your first settling wave (city isn't growing while producing a settler). This is in the way to Trade, so increase priority if you need gold.
- Wheel. It gives nothing useful for the first turns. You won't have yet any horses, and roads are expensive, just the food from bananas isn't worthy. The only reason to start with wheel is to get to Horsemen fast, but that isn't even a reason because you need Animal Husbandry too. It may be worthy for a second tech if horses are easy to take.
- Animal Husbandry. Revealing Horses is a priority for many civs. To grab them as soon as possible or to settle near and secure them. It's good in tiles without features, as cows and sheep are good for extra food/hammer and are easy to improve too for a little extra hammer.
- Mining. Revealing Stones is a nice extra hammer, but it takes a while to be able to improve them and they aren't frequent. Wells are amazing for non-river starts, but they probably could wait for a second tech. The reason for rushing mining is get to Bronze Working and reveal Iron.


First choice: Policy
Notice that all kind of victories are possible with every policy tree, just in its own fashion. A warmonger can win a cultural game if he crushes all opposition, and a Tradition start can lead to a domination victory taking just capitals and burning the rest. Also keep in mind that it is possible to pick some policies from every policy tree, but you won't get the extra bonus for finishing a tree.
- Tradition. Most bonuses goes to capital, rewards Great People and Wonder hoarding. Best suited for a small empire with big populated cities that expands slowly with few to none aggressive wars.
- Progress. Favors building production, working on improved tiles and makes up for getting many cities. Best for empires that want to meddle in world-wide affairs without constant fighting (spread religion, dominate world congress, stop runaways). Expands fast and fight when needed.
- Authority. Favors fighting and conquest. This requires to keep momentum, but rewards accordingly. It expands slowlier than Progress at first, but doesn't need to stop. For people that prefer tanks over butter.

First choice: Pantheon. (... wait, no, that's too long to explain here! :) )
 
Did some authority on 5/12 and it's not good anymore. Unless you go on non-stop warfare, you'll sooner or later hit major culture wall. I did those tests after seeing myself surrounded by all authority civs (Iroq, Sweden, Otto, Songhai), who meanwhile ate progress Byzantium, trad Korea and auth Arabia. I was tradition India and got culture win turn 241 before anyone even managed to open 3rd policy tree.
So i made couple of authority starts and every time at certain point I was lacking culture (and had science problems) and only showed me how strong progress is. Authority is providing more production, fair enough, but you can't do wonders (not enough policies) and if you start building stuff en masse, you can quickly go into debt (which will never happen with progress). If you play on continents and conquer yours early on, you may still be sailing on galleons when enemy comes with cruisers, as you lack any bonus culture and science generators).

Some comparision with policies being full, showing clear advantages of progress if you survive first 100 turns:
policies.jpg


edit: tradition is missing +2 sci in capital and +1 sci per council and herbalist, which roughly translates into +1.5 sci per city
 
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Did some authority on 5/12 and it's not good anymore. Unless you go on non-stop warfare, you'll sooner or later hit major culture wall. I did those tests after seeing myself surrounded by all authority civs (Iroq, Sweden, Otto, Songhai), who meanwhile ate progress Byzantium, trad Korea and auth Arabia. I was tradition India and got culture win turn 241 before anyone even managed to open 3rd policy tree.
So i made couple of authority starts and every time at certain point I was lacking culture (and had science problems) and only showed me how strong progress is. Authority is providing more production, fair enough, but you can't do wonders (not enough policies) and if you start building stuff en masse, you can quickly go into debt (which will never happen with progress). If you play on continents and conquer yours early on, you may still be sailing on galleons when enemy comes with cruisers, as you lack any bonus culture and science generators).

Some comparision with policies being full, showing clear advantages of progress if you survive first 100 turns:
policies.jpg


edit: tradition is missing +2 sci in capital and +1 sci per council and herbalist, which roughly translates into +1.5 sci per city
What about if you play with Raging Barbs on higher difficulties? Does that skew the favor towards Authority?
 
A newish player here, so my noob time wasn't that long ago. I would advise a brand new player to almost always scout first, unless on an islands map. Its better for learning the game

In my experience, Authority is the hardest early tree to use well. I would comment on a guide for newer players that with tradition you don't necessarily immediately work every specialist as you unlock it (since that is somewhat counterintuitive, and its easy to forget that your policies do give other yields)

Wheel first can make sense if you want to get to the Herbalist quickly; the council is a good building (generally shrine and monument are more important though).
 
My one critique is I rarely see the advantage of a worker at the start. You need techs to reveal the key resources and some expanding borders to get to the good stuff. I think other buildings give a stronger start than a worker does.
 
A newish player here, so my noob time wasn't that long ago. I would advise a brand new player to almost always scout first, unless on an islands map. Its better for learning the game

In my experience, Authority is the hardest early tree to use well. I would comment on a guide for newer players that with tradition you don't necessarily immediately work every specialist as you unlock it (since that is somewhat counterintuitive, and its easy to forget that your policies do give other yields)

Wheel first can make sense if you want to get to the Herbalist quickly; the council is a good building (generally shrine and monument are more important though).
You can produce a scout after a monument, or even as your third choice, and you will explore and learn equally. Only you won't get as many goodies.

Oh, yes, council. But by the time you might want to build a council you are almost already learning your second tech, so I won't take wheel for first choice.

@Stalker0, I didn't ever start with a worker, but thinking about it, if you get some plowable tiles, there is little food available and there are easy to improve luxuries and you don't plan on taking Progress, perhaps the extra food can speed a tradition start. I may try this sometime.
 
Did some authority on 5/12 and it's not good anymore. Unless you go on non-stop warfare, you'll sooner or later hit major culture wall. I did those tests after seeing myself surrounded by all authority civs (Iroq, Sweden, Otto, Songhai), who meanwhile ate progress Byzantium, trad Korea and auth Arabia. I was tradition India and got culture win turn 241 before anyone even managed to open 3rd policy tree.
So i made couple of authority starts and every time at certain point I was lacking culture (and had science problems) and only showed me how strong progress is. Authority is providing more production, fair enough, but you can't do wonders (not enough policies) and if you start building stuff en masse, you can quickly go into debt (which will never happen with progress). If you play on continents and conquer yours early on, you may still be sailing on galleons when enemy comes with cruisers, as you lack any bonus culture and science generators).

Some comparision with policies being full, showing clear advantages of progress if you survive first 100 turns:
policies.jpg


edit: tradition is missing +2 sci in capital and +1 sci per council and herbalist, which roughly translates into +1.5 sci per city
Authority 30 gold on border expansions says food instead of gold for some reason.
Authority also have 50% cheaper roads.
Authority also have 15% more unit-supply (not that I see a point to this, but it is still there :D)
Authority also gets a free settler and the 30 science/culture from conquering a city scales with the city size (so it is usually more than 30)

Tradition gets +10% all yields in the capital from their finisher.

Other than that Progress also gets a 25% bonus towards worker-production.


I probably forgot something, but whatever.
Anyways still a nice writeup.
 
So if you want to play an early, aggressive, and militaristic game, Authority still won't be worth it (unless you have 24/7 war)? I've been trying to play a very quick and aggressive Assyria, but I find I'm taking far too long to take a city (which is mostly my fault) and behind a lot later.
 
So if you want to play an early, aggressive, and militaristic game, Authority still won't be worth it (unless you have 24/7 war)? I've been trying to play a very quick and aggressive Assyria, but I find I'm taking far too long to take a city (which is mostly my fault) and behind a lot later.

Authority is so good right now that it's arguably worth it no matter what your style is. For an early, aggressive and militaristic game, Authority is definitely the way to go. It sounds like your first problem leads to the other.
 
I've had more success with Authority than progress lately. Aggressive game doesn't always mean rushing and taking cities immediately, you get culture and science for killing units, you can steal workers, stop enemy settlers, pillage land for gold. Making your neighbor weak definitely benefits you. I'd really recommend newer players try Authority, its a very different style of game, focus on keeping momentum. Just try to make sure you always have units killing something. The other really important thing for this mod is do not feel bad about lowering the difficulty, there is no shame in playing on 2 or 3 your first game.
 
It's what CrazyG says. Capitals and specially City States are tough to conquer so early. But there is lots of barbs to deal with, workers to steal and tributes to ask. I'd leave pillaging for later. If you steal their workers, their improvements are going to take a while. If you want to try Authority, rush some units and delay buildings.
 
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