Playing as a civ that starts with fishing + hunting

I'm a noob (really!) currently trying to win on emperor, but, with Alex, I do several different starts, all depending on my surrounding resources.

Each starting position difference will of course effect how quickly or rather, how directly you can actually research a tech in order to use it or be able to find it, such as horses or bronze (which is what I am always trying to settle near ASAP so i can start my first war even faster!)

This is important because like future said, the timing of the tech orders you pick will sometimes have your worker doing nothing, which we will avoid ^^.

Additionally, the starting positions I use the following builds on are the typical 2F 1H 1C starting cities, with at least one additionally available 3F source. Added Commerce onto the 3F source normally times our builds so that everything happens at the same or near same finishing time. I.E. Bronze working and settler pop out same time or settler one turn before. If you have a 3F 2C source, then you would need to add on 1-3 additional turns in the city growing phase to avoid wasted worker turns.

Also, if you don't have a 3F tile in your immediate borders you will have to wait till your borders Pop, in which case your first Warrior will usually be finished one turn after your city hits size 2. If this happens, you will need to grow your city untill it has 4 more turns to hit size 3.

Further, if you don't have a single hill with out forest you will have to grow your city to size 3 by building a barracks (put bottom of que once size 3) after your initial warrior in order to avoid worker inactivity. The same is true if you only have AGR resources available. This delays our settler slightly both ways but at least it ensures we have no worker inactivity, and of course, when our settler does pop out, we will know where the bronze/horses are available.

So, you have Pigs/Cows/Sheep/Deer (we have hunting!) you go:

Warrior/Worker/Settler/Worker/Barracks/Scout/Scout.

AH/Mining/BW/Wheel/AGR/Writing

This allows you to find your key resources and avoid worker inactivity. I skip pottery because it delays my library and 2 scientist at my 2nd city. I get wheel before AGR because I want to hook up horse/bronze ASAP therefore creating charriots or AXE very fast.

If you get very lucky, you might not even need to make a scout at all. Scouts are in the que simply because you cant make charriots or Axe yet, and need to build something (and hey, they can scout which is good place to attack).

After the first worker pops out and you finish the pasture you should have approximately 4 turns left till BW is finished, so you go mine that empty hill. Once hill is finished Your settler should be about 4 turns from being finished now, the same time needed to finish researching TheWheel. Start Chopping forest at a hill you plan to use later on. Your chop will be finished same time your settler hits 2 or 1 turns giving some overflow for your 2nd worker.

Once settler is done following him with your 1st worker to new city and start pasture or mine followed by road. I normally have my 2nd worker start making a road to 2nd city also because I like to train attacking units fast.

By the time your resource is hooked up, writing should be 1 to 2 turns from finishing, so Just have one worker make farm or 2nd pasture (food) while the other once chops in your library. Then for me, the 2nd city is done for a while. I have resources hooked up and 2 scientist started early (if unlucky, I can only run one because I don't have a 4F tile).

From there the workers finish mines at capitol and any other resources they can find, and of course, roads where needed.

Once again, if no Pig/Cow/Sheep/Deer size 3 first. You should research AGR/AH/Mining/BW/Wheel.
 
^^^Thanks, that's very helpful. I've been researching myst and I guess I should just bypass it and go for a library instead. I mean why research a tech for a single monument, right? :lol:

I'm assuming that you plan to attack with only 2 cities, as long as there is a close enough opponent?
 
Yes future, I do plan to go to war with only 2 cities o_O. I read lots of your posts and you play mainly higher difficulty level, so you know that with only 2 cities on Emperor once you hit around 10 troop count, if you don't attack VERY soon, your units will go on strike (unless luck shows up and gives you a gold mine).

I always bypass myst and monument because I want to attack my first 2 to 3 cities very very fast. The added time to research Myst + build monument, + Pop borders simply takes to long IMO. This does means that when I decide to place my 2nd city I normally have a sub optimal city placement, which I don't mind because with no happiness yet, and a size 3 city, I am content with horse/copper and HOPEFULLY either a food plain or other possible 4F tile so I can run 2 scientist.

I normally play Standard size map with 7 random AI's, so normally I will find a neighbor close enough. If I don't find a close neighbor, I believe the best thing to do is still ATTACK ^^. The BIGGEST difference in a far neigbor is, I will already know this ahead of time because my early scout let me know, SO, when I do attack, I plan to pump out 2 to 4 additional settlers AS my attack force is in route to conquer and RAISE AI cities.

The plan is to fund my newly found cities with CASH pilaged from raised AI cities. I will aim for 2 good production cities, 1 commerce city, and 2 to 3 SE/FE cities. I know some people hate even using the TERM Commerce in a FE/SE economy but I simply find it too diffucult to keep Positive money flow, EVEN with 0% research in a PURE FE/SE (even more so with distant AI, meaning takes you alot longer to reinforce and raise additional cities to continue getting pilaged cash).

My problem comes from how or which/when to use civics with FE/SE and how to maximize city growth + research + Light bublbing, something I am horrible with. Once COL I don't know if I should run slavery or Caste, and which ever I choose severly hampers my game play. If i choose slavery, then I can whip all necessary buildings very fast but I have horrible research and much fewer scientist and lightbulbing. The reverse is true with using Caste.

Even if you have a Spi leader, the timing of different buildings in different cities is always different, so even if you switch between civics, you still have to wait that very long 5 turns before you can switch back. If you have other cities with no other buildings any time soon you lose LOTS of research, conversely, even if the timing works out moderately ok, you still lose LOTS of research during that 5 turns due to only 2 scientist max.

To be honest, I'm regularly confused which tech path to take after I finish writing ^^. Do I want to get Alphabet? I dont play with Technology trading so the only immediate benefit for me is to hit Literature for GL (which I do plan to do sometime). Or do I go to monarch so I can actually get a size city greater than 5 or 6 before I hit COL and CS, which will help me get more production and more commerce, something I find needed to keep up with the AI. When I stagnate my cities at the 4 or 5 cap early too long I just can't compete.

I think since Alex is aggressive its key to war all the time, especially early, lol. Maybe I should just hit mathmatics to construction after writing ASAP so I can use the Oden for my +2 happiness and be content with all my cities as size 5 to 6. At least I get catapults SUPER fast that way and can just war war war! So then the only choice is forget GL losing out on PHILO trait and head straight for CS/PHIL (pop)/paper/edu/liberal/Nationlism (draft)/research powder and try to end the game with cats/ powder lol. Who knows.

Anyways, enough of my problems ^^. I hope I could help a least a little!
 
I've decided to start with archery and just build archers until my worker has enough to do. Seems to work alright and it's better barb protection until resources come online...
 
I've decided to start with archery and just build archers until my worker has enough to do. Seems to work alright and it's better barb protection until resources come online...
Good idea. Having Hunting does make getting Archery more attractive early on, and I'm coming to believe that Archers are an under-rated unit.
 
I played a couple of Alex starts, and I agree that they're tough. I think that Archery is a definite contender for Alex. Trying to discover and then hook up Copper/Horses with your second city is so slow. Especially if you need a border pop, it's really marginal against the barbs. Starts with seafood seem to work much better. With two seafood, you might even be able to go straight to Mining-BW.

peace,
lilnev
 
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