The right answer to someone looking for general advice is often "it depends" sorts of advice. However, I'm a little curious about what stable strategies are (strategies that can work on a wide variety of maps, with a wide variety of leaders, civs, etc. - not strategies which rely on Stables, like horse archer rushes). So I'm going to play a "not playing the map" game, to see how well I can make this go.
Here's how it'll work:
I'll call out a strategy in advance. I'd be delighted to get advice on this from other players before I start. Here's the settings:
RandomScriptMap mapscript (will randomly pick one of Fractal, Terra, Hemispheres, Big-and-Small, Medium-and-Small, Archipelago, Pangaea).
Random size (will automatically add the default number of AIs for the chosen size).
Random Climate, Random Sealevel. Unrestricted leaders, random personalities. Huts and events are on (of course).
Everything else is pretty much default settings - normal speed, Ancient era start, etc. Random leader of random civ. I'm leaning towards Emperor difficulty, but could be persuaded to go to Immortal or Monarch if people think that would be more interesting.
Here's some pretty pictures of some of the possible starts this could throw out:
Duel, isolated start...
Looks like some sort of Huge Archipelago tiny-islands...
Offhand, I'm guessing small Continents?
What looks like a 2-continent Fractal Standard map perhaps
As you can probably tell, the starting position could vary quite a bit...
I'll play ~50-turn turnsets (I might vary it a bit if there are good stopping points near there) - one following the plan, which save I'll keep; another turnset which is just for comparison, of what I'd do if I wasn't blindly following a preset plan. And a good time will be had by all laughing at the epic failure (or, possibly, epic success) of the game. I hope by picking Emperor I give a reasonable chance at each result, and at the very least that the game will not be quickly decided either way. Anyone else will be free to roll their own start with the same settings and try my plan or one of their own on a different map.
If for some reason the strategy literally cannot be followed, I'll do my best to get back on plan if possible, or just move on to the next step if it can't be salvaged. For example, if I planned on axe-rushing a neighbor, then found I had no copper and no neighbors, I might settle an extra city to get copper, tech Sailing to get Galleys, then axe rush a nearby island neighbor. But if I was fully isolated, I'd build some axes then just disband them and move on. I'll try to plan to avoid that sort of map-dependency.
So here's my offhand thoughts about the plan; I'll probably put together a full plan in more detail after other people have a chance to weigh in (if anyone else cares to).
1. It might be isolated, so all early rushes are off the table; similarly, I cannot rely on tech trades to get me caught up in tech. If there's an important tech, I'd better research it myself. I'm of two minds about a Medieval war... on the one hand, if I get boxed in to just a couple cities early, it might be the only hope. On the other hand, if I'm truly isolated, it's just a waste of hammers and beakers. I'm leaning towards just calling for an early REX to perhaps 5 cities, planning to squeeze in extra cities somewhere lousy if necessary for National Wonders. Then pick up a couple other techs to stabilize my economy, and resume expanding after that if there's still space available.
2. I could start on a small island with only space for one or two cities, so Sailing will be important early (the necessary early tech path could be a mess... AGR -> AH -> Fishing -> Mining -> Sailing -> BW -> Hunting -> Pottery -> Writing -> Mysticism -> Wheel? I feel like I have to cut some corners there, but I can't see a single tech in there that might not be necessary depending on the terrain).
3. Similarly, I could get a seafood-only food start, so I'd better work a Fishing Boat or two into my opening build. I'm not going to try to call every build all game long, but I am going to give a fair amount of detail at least for the opening. Worker-first seems like the obvious start; perhaps worker - warrior - warrior - worker - work boat - work boat - settler? If I'm not coastal, I'll end up just skipping those work boat builds anyways.
4. I'm going back and forth on victory condition. Cultural or Domination strike me as the simplest two to aim for; which of the two is more generally stable I'm undecided on. Whichever I pick will obviously have a big impact on my post-opening tech path and expansion pattern.
Here's how it'll work:
I'll call out a strategy in advance. I'd be delighted to get advice on this from other players before I start. Here's the settings:
RandomScriptMap mapscript (will randomly pick one of Fractal, Terra, Hemispheres, Big-and-Small, Medium-and-Small, Archipelago, Pangaea).
Random size (will automatically add the default number of AIs for the chosen size).
Random Climate, Random Sealevel. Unrestricted leaders, random personalities. Huts and events are on (of course).
Everything else is pretty much default settings - normal speed, Ancient era start, etc. Random leader of random civ. I'm leaning towards Emperor difficulty, but could be persuaded to go to Immortal or Monarch if people think that would be more interesting.
Here's some pretty pictures of some of the possible starts this could throw out:
Spoiler :
Duel, isolated start...
Looks like some sort of Huge Archipelago tiny-islands...
Offhand, I'm guessing small Continents?
What looks like a 2-continent Fractal Standard map perhaps
As you can probably tell, the starting position could vary quite a bit...
I'll play ~50-turn turnsets (I might vary it a bit if there are good stopping points near there) - one following the plan, which save I'll keep; another turnset which is just for comparison, of what I'd do if I wasn't blindly following a preset plan. And a good time will be had by all laughing at the epic failure (or, possibly, epic success) of the game. I hope by picking Emperor I give a reasonable chance at each result, and at the very least that the game will not be quickly decided either way. Anyone else will be free to roll their own start with the same settings and try my plan or one of their own on a different map.
If for some reason the strategy literally cannot be followed, I'll do my best to get back on plan if possible, or just move on to the next step if it can't be salvaged. For example, if I planned on axe-rushing a neighbor, then found I had no copper and no neighbors, I might settle an extra city to get copper, tech Sailing to get Galleys, then axe rush a nearby island neighbor. But if I was fully isolated, I'd build some axes then just disband them and move on. I'll try to plan to avoid that sort of map-dependency.
So here's my offhand thoughts about the plan; I'll probably put together a full plan in more detail after other people have a chance to weigh in (if anyone else cares to).
1. It might be isolated, so all early rushes are off the table; similarly, I cannot rely on tech trades to get me caught up in tech. If there's an important tech, I'd better research it myself. I'm of two minds about a Medieval war... on the one hand, if I get boxed in to just a couple cities early, it might be the only hope. On the other hand, if I'm truly isolated, it's just a waste of hammers and beakers. I'm leaning towards just calling for an early REX to perhaps 5 cities, planning to squeeze in extra cities somewhere lousy if necessary for National Wonders. Then pick up a couple other techs to stabilize my economy, and resume expanding after that if there's still space available.
2. I could start on a small island with only space for one or two cities, so Sailing will be important early (the necessary early tech path could be a mess... AGR -> AH -> Fishing -> Mining -> Sailing -> BW -> Hunting -> Pottery -> Writing -> Mysticism -> Wheel? I feel like I have to cut some corners there, but I can't see a single tech in there that might not be necessary depending on the terrain).
3. Similarly, I could get a seafood-only food start, so I'd better work a Fishing Boat or two into my opening build. I'm not going to try to call every build all game long, but I am going to give a fair amount of detail at least for the opening. Worker-first seems like the obvious start; perhaps worker - warrior - warrior - worker - work boat - work boat - settler? If I'm not coastal, I'll end up just skipping those work boat builds anyways.
4. I'm going back and forth on victory condition. Cultural or Domination strike me as the simplest two to aim for; which of the two is more generally stable I'm undecided on. Whichever I pick will obviously have a big impact on my post-opening tech path and expansion pattern.