@greatbeyond: I see you're often working high production low food/commerce tiles like the stone mine, wouldn't it be better to work the fur instead to speed up growth and research (or a grassland forest for even more growth).
@greatbeyond: I see you're often working high production low food/commerce tiles like the stone mine, wouldn't it be better to work the fur instead to speed up growth and research (or a grassland forest for even more growth).
The latest suggestion; Fishing, AH, Writing, Alpha, Poly. Lit, I think is the quickest research path to the GL. With this an early worker can only work the Sheep, then for quite some time, until we get Alpha and pick up some early techs, the worker can't do anything, except for mine a hill, which we could mine the Stone and Marble until we get Masonry. Once we get Lit, we need to have a Quarry built on the Marble to cut build time in half. The problem with this route is that if anyone attacks before we get Alpha and can trade for BW or Hunting-Archery, we are sitting ducks.
Speaking of aggressive AIs, so far the only ones I have had problems with early in these tests are:
Monty
GK
Peter
The "sitting duck" plan is IMO the only way to put us in the running for a top 3. There's no amount of military units that can really push back an AI advance without leaving us crippled with no tile improvements (crabs gone too usually) and probably 30 turns ofwith whipping and furs gone.
We lose, we lose. I could always use more spoons.
My test game went well. Got Alphabet on the same turn as before (46/47), but with Hunting included in the tech path and with the worker never being idle or doing anything completely useless: the fur, deer, & sheep are all improved instead of just the sheep, and both the stone & marble are mined. On the down side, the Library and Academy were each delayed by two turns: the Library from (38/39) to (40/41) and the Academy from (56) to (58). Also, the worker mined both the marble and the stone, each of which will still have to be quarried, but the mines were essential to keeping the Library within two turns of the other strategy. (If they dont get mined, the Library will be even later.) Since the worker would otherwise be idle anyway, I dont see any real problem with doing these double builds. Everything else looks like it would play out the same way as with the first version of this strategy. Details are attached below.
I used closed borders with the nasties again and there was no DOW through turn 59, when I stopped. I think keeping closed borders with aggressive opponents is worth considering seriously.
Hey Culdeus, did you find a faster way to get to Alphabet? If so, that might be the smarter way to go. Let me know when you can. Thanks!
Worker Strategy version #2 Game Details:
Ok - thanks!@Balthalion
Nothing to complain, i just pointed out that everything was decided, and we need more info about the map and the closest AIs before to go further.
Probably we'll have those infos at the end of your TS, so mine is more a "c'mon, i'm curious" than else.
We've definitely over-engineered these first few turns, but I like the enthusiasm.
Yeah, I know. I have a tendency to "overdo" stuff like this.Also, no need to be so detailed in the TS plan, remember that every player have to put his experience in his TS, trying to follow the team plans.
And you seem to have enough knowledge of the game.
Great! Thanks Blubmuz. We'll satisfy our curiosity later tonight.My "curiosity" is due that if we have Monty or Alex right on our borders we can have some problem, different if we have Gandhi, or Mansa. Anyway, even those nice guys often DoW you if you are very weak or very backwards...
2 turns of delay for the library/academy are worth one less tech to trade for, and this way we need only to road the furs to have our first happy resource.
I think you can go in this way:
Fishing-Hunting-AH
15 turns are fine for the first TS, then we'll go to 10/12.
I never thanked you properly for the advice on technology trading you posted earlier. It was very helpful, so -- thanks!Sounds good to me. I'll be able to check in one more time in the morning, but then I'm out for the weekend. I''m sure you all will do fine.
@ Culdeus & Great Beyond: Try refusing to open borders with Khan and the other aggressive AIs. I think that may have been what kept the early DOW away in my game. I also think that removing the goody huts has slowed the AIs down a lot in this version of the test game. Were likely to have much better exchanges for writing available to us than we were led to believe from our earlier test games.![]()
This is correct, but for the Civ which you sign an OB.This is the secret to breaking this game wide open. This makes just a HUGE difference. Why is this? I would think giving OB would be a diplo +.
Here's a model of what seems to be the "Plan A" right now. Now the main advantage of this build order vs. the worker first seems to be you can pop to size 5 on demand with some MM. Note I totally screwed that up by letting the city get to size 5 by hitting enter too many times. However, that seems to be the big delta. Writing and alpha times are the same. Seems to be about as optimal as I can find without really monkeying with the worked tiles to the point of absurdity.