futurehermit
Deity
- Joined
- Apr 3, 2006
- Messages
- 5,724
Ok, I'd like to request some help.
I really want to play a game with Alex, but his starting techs always turn me off: hunting + fishing.
What do you do when you start inland with a civ like this?
Let me give you an example:
With Hatty (ag + wheel + creative) I research usually: anhusb-mining-bronze-pottery-writing-alpha-myst-poly-lit (with the goal of suing for myst/hunt/fish in first war). With creative no need for early myst: no monuments. I love how strong this opening feels! I am always able to go worker first because I have an abundance of worker techs to keep my worker busy (I will sometimes go worker-worker-settler start as well).
With Alex, there seem to be so many tech needs...
Need ag + anhusb to get growing
Need mining + bronze for copper/slavery
Need wheel + pottery for cottages/granaries
Need myst for border popping
Then writing-alpha-lit (and the late lit time threatens the loss of GL...)
I notice quite a drastic difference in the opening of these two leaders. The combination of ag + wheel + creative always draws me back to hatty, but I really like Alex's trait combination for domination attempt and if I could just figure out how to manage a better opening with him I think I would be in good shape with him.
Oh yes, one other thing I forgot with Alex...
I want to attack early. With Hatty I have the option of doing so with either copper or war chariots.
I hate attacking with wimpy normal chariots. If there is a city on a hill even without spears it is hard to take out the archers.
So, that means if no copper, there is a need to work ironworking in early if I want to rush asap (i.e., not wait until alpha and trading for iron). Should I just give up on an early attack and just accept only attacking post-construction? Seems like a waste of the uu though...
Any advice would be appreciated
I really want to play a game with Alex, but his starting techs always turn me off: hunting + fishing.
What do you do when you start inland with a civ like this?
Let me give you an example:
With Hatty (ag + wheel + creative) I research usually: anhusb-mining-bronze-pottery-writing-alpha-myst-poly-lit (with the goal of suing for myst/hunt/fish in first war). With creative no need for early myst: no monuments. I love how strong this opening feels! I am always able to go worker first because I have an abundance of worker techs to keep my worker busy (I will sometimes go worker-worker-settler start as well).
With Alex, there seem to be so many tech needs...
Need ag + anhusb to get growing
Need mining + bronze for copper/slavery
Need wheel + pottery for cottages/granaries
Need myst for border popping
Then writing-alpha-lit (and the late lit time threatens the loss of GL...)
I notice quite a drastic difference in the opening of these two leaders. The combination of ag + wheel + creative always draws me back to hatty, but I really like Alex's trait combination for domination attempt and if I could just figure out how to manage a better opening with him I think I would be in good shape with him.
Oh yes, one other thing I forgot with Alex...
I want to attack early. With Hatty I have the option of doing so with either copper or war chariots.
I hate attacking with wimpy normal chariots. If there is a city on a hill even without spears it is hard to take out the archers.
So, that means if no copper, there is a need to work ironworking in early if I want to rush asap (i.e., not wait until alpha and trading for iron). Should I just give up on an early attack and just accept only attacking post-construction? Seems like a waste of the uu though...
Any advice would be appreciated
