With an Expansionist civ, always move the scout before founding the first city. You may learn vital information that could impact your choice of what to do with that first settler.
4000BC: First thing to do, check Preferences, click Always Wait at End of Turn on, then toggle other options as I want them. Then I save the game. This is the point from which everybody plays the first turn.
I move the scout west onto the plains, then south from there onto the hill, to have a good look around. (Hills and mountains allow you to see two tiles away, unless some rugged terrain blocks part of your view). I spot dyes to the west, and jungles.
Peeking under all the fog, I see mountains and hills to the south, forest to the east. In the screen below, there are clearly forest all along the river, under the orange X's. Grassland under the green X, no idea if it has a shield or not. Hills under the white X's and mountains under the purple. That's all I can see. The forests along the river are all on top of base grass tiles, so if the forests are chopped down those would all become grassland, no idea if they would have bonus or not.
Rather than use up one of the grassland tiles by founding where we started, I think it would be better to move south, across the river, onto a hill tile. This will leave three bonus grassland open for growing to a very strong size 3 with three mined tiles each bringing 2 shields per turn. If we found on the starting tile, we would only have two bonus grassland to work, plus whatever that one to the north is, and whatever is under all the forests. Staying put would be a good option, but once we hit size 3 we'll be a less productive city unless that grass to the north has a shield on it. I think we will IMPROVE our net growth curve by spending a turn now to get early access to one extra bonus grassland tile. This is high level city planning, but it's part of my thought process: a city with more Good Tiles nearby would not have this concern -- meaning I'd probably not spend a turn to move, just to preserve one good tile.
But there is also a longer term plan to consider. No city ever needs more than enough food to grow to about size 22. Up to then, good, after that, it goes to waste (except adding a tiny bit to scoring). If we found where we are, we have a couple hills, a mountain, and lots of grass under the forests along the river. High Food city. If we move south, we will give up the eight tiles marked below in red in exchange for the eight marked in light blue.
This means, ultimately, trading a hill, two plains and five grass, for two hills, two mountains, two plains, one grass and one unknown tile (which is probably another hill or mountain). This means, long term, trading food for shields (but still enough total food), PLUS what looks like also the short term benefit of one extra bonus grassland. (That turned out not to be the case, the grass under the green X is a bonus, but I didn't know that yet. And I had to decide on what I could see).
There are four other minor factors in favor of the south location. 1) Moving away from the goody hut gives a CHANCE to pop a settler out of there, if we wait at least five turns to pop it. 2) Moving onto a hill provides a defensive bonus for our capital. 3) There is an oh so slight chance of Iron Works by bringing more hill and mountain tiles into range. (Imagine the agony if that were possible and we miss it by that much!) 4) By giving up some food from the capital, we make more room for another strong city just to our north, by redeeming what looks to be otherwise wasted hills mountains to the south.
For all these reasons, I thought about this and considered all of this in about 80 seconds of examining the terrain, and moved the settler south onto the hill.
Unfortunately, there are no food bonuses in sight. No wheat, no cattle, and no flood plains. This means that a granary will be more important, and the sooner the better, because city growth will be slower. Without any wheat or cattle, it's just too slow to go without a granary. Either we spend too much time at size 1 and 2, with VERY low production and research, or we build fewer settlers. Both of those are bad. So with no food bonuses, the time to build the granary is after there is a second city on the board.
I move the settler south across the river. The worker is standing on the original tile, which is bonus grassland. I start a mine, it will be done in 6 turns.
3950BC: London is founded. I immediately veto the governor's tile selection in favor of the grassland where our worker is digging. (It would be a mistake not to do this, only to miss out on the improvements the worker is doing for a while. The city governor would assign the next new population unit to the worked tile, but not until the city grows. Don't wait, get in there and take care of it yourself!)
First order of business after founding the capital is always to turn science to 100%, in the F1 screen, then click F6 and select a research path. I usually prefer to research Ceremonial Burial first, unless playing a religious civ. This is because its one of the two cheapest techs (Pottery is the other) and because building temples early is often part of my game plan. (Maybe the new patch will slow that a bit, since the whip now yields only 20 shields, instead of up to 39, for the first population worked to death).
Inside London, I opt to produce a scout unit for additional rapid exploring. With this civ, I would do so even on Deity.
I move the scout two tiles west onto the dyes. Not the best results, but I see the delta of a river, so the coast is one more tile away. Always good to reach a coast and open up a wide view of the water and the shore.
3900BC: Scout moves west onto a hill, opens up the coast. A fish is spotted, and more jungles.
3850BC: Scout can move north into jungle or south toward mountains. I opt to go north. Some grasslands spotted, so that was a good choice.
3800BC: I move our scout north again. He locates a wheat and more shoreline to the west. I move west onto the wheat, and more shoreline opens up. A hill is spotted in the distant north, looks like a good destination for the scout, possibly to scout several turns' worth of land on one turn.
3750BC: I move our scout two tiles northward. (Note that I am mostly moving diagonally to maximize scouted area per turn, and heading for high ground where possible, with the second move of the scout when that's possible). The hill opens up lots of land to our curious eyes: grass, some desert north of the hill, an incense up there, a game forest to the east (between the scout and London). And a goody hut next to the hill!
3700BC: London produces a second scout. Time to pop that goody hut we started next to. I move our scout there and we get... a settler!! (I don't think you can get a settler out of hut on the first couple of turns, so good thing that I waited!)
I tell the settler to Wait (W-key) as I am going to postpone deciding what to do with him until the end of this turn. (NOTE: apparently the random number seed was set to pop a settler out of the first hut. In some cases, that came in the desert for other players. Since I had two huts to pop here, and I did the hut next to London first, I got the settler there. I almost bet that if I went back and popped the one in the desert first, IT would have been a settler).
Our worker is done mining. It's never good to move a worker off a tile with no road if you can help it. So the next thing to do is to build a road. This will also help by further improving the Good Tiles around London. (Good Tiles are the "best" tiles in reach of your city, that you will choose to work with your population. Preferably, you want your workers to keep up with or stay ahead of population in terms of improving the land. The TOP priority for workers at the very start of the game is to identify the Good Tiles for your core cities and improve them. Roads to connect cities to one another and to resources are important, but first improve the land a little bit). Improve the very best tiles first. In this case, the bonus grass on the river are our best tiles, and we should finish improving the first one before moving to the other one.
Our western scout pops the other goody hut and we find 25 gold. I move him west from there.
London's next project? If this were Emperor or Deity level, we would need a military police unit before growing to size 2 or we'd have to spend some of our trade on luxuries already. At Monarch or lower, I would either push for another scout or start a settler. The settler would be a BAD choice for this map, since it would be done training before there was enough food to grow to size 3. To build a settler this early, we would have needed food bonuses (irrigating the wheat or cattle would have been the first task for our worker if we'd had any close by). So... normally (Emperor/Deity, and needing a military police unit to keep the peace) I'd build a warrior now, or on Monarch or lower with an expansionist civ like this, I'd build a third scout.
However... in this special case, we got a free settler! And remember that I said to build the granary once we had a second city? We're about to get that second city already. The sooner we get a granary, the better. (If going for Pyramids, you'd skip the granary and go right for the wonder. We're not doing any ancient wonders, though. We're working on the basics). It would be a tiny bit risky to go right for the granary with no military units around yet, but... we can let the second city build military units for us! The granary can take the place of food bonuses and allow us to build a lot more new settlers more quickly. The faster you expand in the very earliest parts of the game (cutting corners on defense, but only for the first 20 to 30 turns or so) the more powerful you will be later.
The biggest mistake most new players make is dillydallying to build stuff that can wait until later, instead of founding new cities quickly.
If it can wait, it SHOULD wait. Chant that over and over in your head. Focus on things that of immediate benefit to your exploration or expansion or productivity, and postpone defense matters until the first 1000 years (at least) are done. Even if another civ is right on top of you, it's almost always better to build regular warriors and hurry along your settlers or granaries or the building of more workers, than to build defense. If barbarians are set to high levels, they actually pose the only early threat to you unless you have a city RIGHT next to an enemy capital (like we ended up with in RBD2). The only reason to bolster military in the first millenium is to pursue a gambit involving an immediate attack. We won't be doing that in this game.
3650BC: I tell our settler and scout near London to Wait. (Don't let the game's automatic selection of pieces and units dictate how you play your turn. Make units that could benefit from more information wait until other units move first). I move the western scout north, spot hills in that direction, then turn west, where I spot more hills, more desert, and three more incense.
Our scout near London moves east, and yes, that coastal tile is a small inland lake.
Our settler moves north across the river. He spots another source of dyes above him, and a mountain. Hmm, the river we are on is NOT the same river that goes to the west. This means that to found our second city on fresh water, there will have to be two tiles of overlap with London. Well, that's OK. The fresh water is much more urgent. As a bonus, we'll be founding on a jungle tile, which is auto-cleared when you build the city. (A low priority concern, but still worth noting).
3600BC: York founded, three tiles north of London, on a river, next to a dye. I start a scout there, since we still seem to have a lot of land left to explore. There will be time available to veto this decision later, if circumstances lead us to believe we should build warriors instead. (Note, also, that the granary in London could also still be vetoed if a more urgent need came up -- not bloodly likely, but possible).
Our western scout moves west, then northwest onto a hill. He has spotted gold deposits, another river and a wheat tile. He's now quite far from home, though.
Our eastern scout moved east one tile. Another river spotted in that direction (at least four rivers in our area).
3550BC: Our worker is done building the road. I move him one to the SW, onto the other bonus grass tile that is on the river. Remember: improve the Good Tiles at your capital first, then worry about other stuff. (It might be a good idea to build another worker soon, out of York, since our first worker is going to be busy at London for a while. Build one scout OR warrior first, then a worker, which would be done at the same time the city grows to size 2 -- getting that bonus grassland at York mined and a second worker to improve the land more quickly and maybe even get the dye online, would help a lot).
Our eastern scout moved east again, this time onto a hill, finally spots some open land where he can move faster. Our west scout moves SW then west onto a hill, and he spots a brown cultural border. We have found the Russians, they are to our west.
This is the point of no return with the granary. At this point, I could still veto and swap to a warrior or another scout, or ever a worker (though that would waste one turn of shields). I've seen nothing to make me fear for London's safety as yet (and even if an AI did wander by, they don't tend to violate your borders quite this early). So I affirm the granary.
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