JBossch
King
I whip in my size 4 capital.And, it's not like you're gonna whip in your size 2-3 capital.
I whip in my size 4 capital.And, it's not like you're gonna whip in your size 2-3 capital.
The only time I whip my Capital is if I am Coastal with heavy seafood and low production, otherwise, better to stay at max pop and work good tiles.
I think that stealing workers from and choking nearby neighbors is one of the most important facets of the early game (on difficulty levels where the AI starts with a worker)
In most cases, a worker first is the better bet. Your concern about an "undefended worker" isn't necessary. Barb animals can't enter your borders, and regular barbs won't enter until after 2000 BC. Also, the AI will not attack you until around 1000 BC at the earliest. It's just coded that way. Also consider that by "growing your capital a bit", you are growing onto unimproved tiles that are only adding a single hammer or a single food, at most, to your build. Much better to get a worker ASAP so you are working an improved tile that much sooner.I typically build up a warrior or scout first, simply because it allows my city to grow a bit, and I don't want to handicap it by pouring all of my food for 18 turns to build one undefended worker.
Unless you start in a flood-plain filled city, health shouldn't become an issue in most cases until you start raising your happy cap.That early boost of health
You are correct in that there it's not really wise to go for one of the 3 early religions. However, there's usually get side benefits to founding the others. You're gonna bulb philo for lib anyhow...you want courthouses so may as well get confucianism....Maybe wanna control the AP so you bulb/oracle Theology.As far as religious techs, there is no real advantage to starting a religion. Unless you some how get a religion that becomes nearly global (which seems almost impossible, because the AI almost always favors religions not invented by you)
There are no general rules only guidelines. Sometimes it's just down to calculation the first 30 turns to see what turns out best.
What i can see here is that many favor growing to 2 or even 4 working unimproved tiles too much. It's sometimes better to just queue a second worker after the first so your food gets converted to hammers for a useful second worker instead of getting eaten with one spare hammer directed to a warrior that takes 15 turns. If you're expansive and have a 3H tile it's almost always better to put on the second worker immediately. And if you're imperialistic and have access to a 3H tile at least consider beginning with a settler immediately or after your first worker is finished according to circumstances.
In all cases, time growing to 2 with completion of improving your second resource. No problem being at size 1 when there's nothing to work but you don't want to be at 1 for a single turn when you have 2 tiles with resources improved.
Some MM but better openings.
VoiceOfUnreason said:One concern that I have is that there are likely to be at least two very different sorts of participants - those that will leverage the opportunities of war in the first 50-75 turns or so, and those who won't.
It's not clear to me how you organize this sled trip when the dogs are pulling in different directions.
Civ 4 seems a lot harsher on making opening make or break than past civ iterations
For example, you start with a bunch of seafood, but are not a fishing culture. The sideline into teching fishing and building fishing boats changes things a lot. What doesn't get teched? What doesn't get built?
@TMIT, you mean worker warrior? That's how most players would play it anyway. I don't fogbust that much early game since i don't like warriors (do fogbust a bit otherwise i get hit too hard).Instead i tend to road a lot in the vicinity of my capital taking out barbs when they step on the resources, a bit iffy at first with archers but one they have cover that tends to solve the problem. Works very good if you have better units than archers and helps getting HE unlocked sometimes which is very difficult with warriors.
And, it's not like you're gonna whip in your size 2-3 capital.