Trystero
Deity
They are usually saved as custom maps so we can't tell what the exact map type is from the settings.
Protective: Free City Garrison I and Drill I promotion for all Archery and Gunpowder units. Double production speed of Walls and Castle.
Imperialistic: +100% Great General emergence. 50% faster production of Settler
Exploration is going to be a little different in this game, as we have both a scout and an archer, I'm happy for the archer to follow the coast, and the scout to go inland for now.
If we decide on settling with the crabs, either SIP or 2W1S, the first action of the worker should probably be to chop the forest. If we don't chop the WB, we will have to whip it.
If we settle 2W1S, then we can't settle until t1, hence we could not farm until t1 either.
The only scenario where moving the worker to scout is bad is if we decide to SIP and farm.
Regardless, the start is so sucky we want as much info on t0 as possible I think.
Assuming there are sites available, how fast do we want cities 2,3,4 on this type of start?
I am not against searching for more hammers for cap or stealing workers or going Maths for forest chop or GLH. But these all seem to be tactical choices without having a strategy in mind. The closest came from neil - "Maces, Trebs, and CBs and eventually Galleons". If we agree, lets map a plan that gets us those the quickest and rapidly build an army.
Barb Animals start appearing after game turn 5 (hard coded, independent of game speed). As mentioned earlier the game stops spawning them if both of the following two conditions are met:
- The average number of (non-barb) cities per player must be >= 1.5.
.- A certain number of game turns must have elapsed (depending on difficulty [iBarbarianCreationTurnsElapsed] and game speed [iBarbPercent], marathon is special with 400%).
So in a quick deity game animals are usually only created in just 1 IBT (5->6).
When the era of barb animals is over, the existing creatures are not eradicated in 1 major extinction event. Instead, the game kills off 1 animal per turn until they are all gone and will insert regular barb units (Warriors, Archers, ...) as they are "needed" during the next IBT (can be > 1 unit/turn!, ALL required units are created immediately).
As we all start with BW, I think it is not totally unreasonable to assume the barbs do to!
So no earlier than turn 20, right?
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