Arent11
King
- Joined
- Nov 18, 2016
- Messages
- 996
A great start is 7 production in you cap on T1 (sure you can get more but not v often) but 6 probably makes more sense to talk about. If you are very lucky your second pop can make +3 but often +2.
A builder gives +2/+3 normally to this (if you can use a builder) which is a big benefit % wise and you need every benefit on deity. Agoge is another +50% so that builder is still an aspiration but if you start in the middle of a continent it’s a stupid move, not so much for the civs which is a big thing but the barb scouts really do go everywhere fast and they will attack and spawning 7 units in 7 turns they are arguable worse than a civ early, especially as by the time you beat them up you are vulnerable to an AI which is likely to now come with archers.
A slinger is just too vulnerable to build first, you do need that warrior as @eleven11 implies, that’s what I would build central with no mountains. However in other situations like near the sea you have a good safe border, it’s faster for your warrior to circle (circling is such a key survival tactic) and it may be worth getting a scout out. Often a builder first is too fast if you need more than 1 tech to use its charges well so there is room for something else and the 100% vital thing to do first, as well as your warrior destroying a camp, is to stop scout getting visibility of your city.... and as a side note, a city on a hill is defensible but very visible (+1 tile). You know you cannot easily kill scouts but putting a scout in front of a barb scout normally sends it of somewhere else. With a barb and a scout (fast to build) and some mountain/shore protection you will normally survive, only when you feel safe and to agoge would I send my scout further, it is too useful during attacks when you have few troops to send it exploring.
If you are really well protected which I find happens every now and then I would go builder.
These strats work for me, I’ve played quite a few deity starts to T30 over the last 3 days just to check it out and so much depends on what civ you play. A seashore civ is safer but tends not to get the best terrain. A central location severely increases your risk of barb spawn. Playing Nubia it’s tempting to get a slinger first for the UU but I got Hammered 2/3 times for doing so. Never had issues with Monty as you really want to go warrior anyway and that extra strength just helps so much, Aztecs are again an awesome force in civ.
So bang that warrior out if at all unsure, it seems you have 300+ turns to win so as long as you chop and concentrate on your victory, you just have to survive... but always be aware that a builder is better given the chance to make it.
I would also consider visibility of capital, placing it on a hill is fine with no alternative but is a beacon to barbs. Settling on some tobacco in the grass with hills around you may be a better option.
That's nicely summing everything up, even things I didn't know (visibility of cities on hills). Something like that I would like to read in the severely empty war academy.