Gus_Smedstad
Warlord
- Joined
- Jan 12, 2008
- Messages
- 103
While I haven't played Deity yet, I understand that a rush is the optimal play because the AI players have enough resources (workers, a secondary city) to steal that there's no economic downside to it. Provided there's a civ close enough that it's possible to rush. At Emperor difficulty, though, it's a different story. Typically the AI has at most one worker to steal, and no secondary city by the time you arrive with an early army.
So here are the various openings, as I understand them:
Things I'm not too clear about with the settler spam approach:
So here are the various openings, as I understand them:
- Warrior Rush. Build 4, possibly 5 additional warriors at the start, and take the nearest neighbor's capitol. This eliminates a threat, but is a relatively weak economic start. Teching to Iron Working soon after is important, because the 5-6 warriors are usually not enough to deal with neighbors 2 and 3, and you've already invested in infantry.
- Horseman Rush. Build scout, worker, settler, or scout, settler, worker, and tech to horseback riding immediately. Settle near horses (preferably 4 horses), and connect them with the worker. Buy 1 horseman and build 2, and take as much as many neighbors as you can. Also weak economically, but at least you have 2 native cities instead of 1, and stronger militarily than the warrior rush, at least for a while.
- Settler spam. Build worker or scout, settler, tech to Construction and start building colosseums. Any time you have at least 3 happiness, build another settler. Leads to tremendous income, but gives neighbors time to build a military.
- Settler spam up to -9 unhappiness. As above, but build settlers if you are at -6 happiness or better. New cities will be stuck at size 1, but can work a hill to push for a colosseum.
Things I'm not too clear about with the settler spam approach:
- When to build military, and how to divert? Sooner or later your neighbors will come knocking, and you need to be able to at least defeat an invasion by an aggressive player.
- When to build libraries? A big part of this is getting a lot of cities that can support 1-2 scientists. In my current game I kind of stalled out that way - it's turn 114 and I haven't completed any at all, not even in my capitol. Too many other demands, and building libraries requires production needed for military units and Colosseum / Settler expansion. Further, scientists don't produce hammers. "When to build Universities" is an extension of this question, but is late enough not to really be more mid-game than "opening."
- What about culture? I'm playing Arabia, I have 7 normal cities and 2 annexed ones, and at turn 114 still haven't unlocked Meritocracy. I have a Cultural city state, but that isn't producing enough.