Seen a lot of posts about what to build first, what to tech first, etc. Turns out these are all wrong. Best thing to build and research turn zero is NOTHING. Let me explain.
Watched a video on twitch where a guy named harmbesdragonballrevival presses-shift enter to end the turn without choosing anything in the production queue. Allows him to bank the production as he techs to archery. Ends up putting the saved production into Temple of Artemis which he completes on turn 12 (online speed).
https://www.twitch.tv/harambesdragonballrevival/video/286461444
Why lock into a project when you can wait and decide later? You can effectively start a settler at size 1. Or get the campus the turn after you research writing (no chopping required). Opens up possibilities that I haven't really seen used yet.
Did some testing and this works with techs as well. At least for the first couple of turns. When I met someone it triggered the eureka for writing and all my saved up science disappeared. So make sure you "spend" the banked research before you trigger any eurekas. Those early game eurekas might get triggered on accident so you may not want to bank too much early game. Later in the game this could be used more safely.
Government policy cards let you switch every turn so long as you don't choose a new civic tech.
This is brand new to me so I'm sure there is more to learn. I've seen CivTrader6's videos and a few that Boyan_Sun posted but never saw this technique used. Think it will help those players looking for fastest times.
Watched a video on twitch where a guy named harmbesdragonballrevival presses-shift enter to end the turn without choosing anything in the production queue. Allows him to bank the production as he techs to archery. Ends up putting the saved production into Temple of Artemis which he completes on turn 12 (online speed).
https://www.twitch.tv/harambesdragonballrevival/video/286461444
Why lock into a project when you can wait and decide later? You can effectively start a settler at size 1. Or get the campus the turn after you research writing (no chopping required). Opens up possibilities that I haven't really seen used yet.
Did some testing and this works with techs as well. At least for the first couple of turns. When I met someone it triggered the eureka for writing and all my saved up science disappeared. So make sure you "spend" the banked research before you trigger any eurekas. Those early game eurekas might get triggered on accident so you may not want to bank too much early game. Later in the game this could be used more safely.
Government policy cards let you switch every turn so long as you don't choose a new civic tech.
This is brand new to me so I'm sure there is more to learn. I've seen CivTrader6's videos and a few that Boyan_Sun posted but never saw this technique used. Think it will help those players looking for fastest times.