Spork's guide to the first millenium

spork

Chieftain
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Nov 13, 2001
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Hi--I just got done doing some theorietical research in preparation for GOTM7 (level: Deity--so I'm a bit scared). On all the levels, however, it's advantageous to expand your civilization as fast as possible, so you can snatch up valuable land before your rivals do.

This advice is most relevant to someone playing on Deity, though it will be useful for other contexts too.

I assume that there are at least three grass-with-shield slots inside your capital after the first border expansion, and at least one is available before.

First you set a citizen to work the grassland with shield while making a warrior. Then you take your first worker and assign him to dig a MINE on that spot. Meanwhile, the warrior pops out. He's not needed in the city yet, and has about 15 turns to explore the neighborhood before he needs to come back and prevent disorder at pop=3. The second warrior goes quicker, thanks to the mine you built. He comes on turn 9 and on 10 a new citizen appears, which would throw an unguarded city on Deity into overpopulation disorder, and since your first warrior is out exploring, the second warrior should stay home to keep order.

After the mine is finished, the worker makes a road on the mined square, and then goes on to mine and road (in that order) a second shield-on-grass square.

This part might be controversial, but I think it's really paid off for me. After your two warriors, you build a granary. There is a counterintuitive part to this, though.

Just after you start your granary, your city will grow to population 2. At this point you will have one mine and a worker six turns away from finishing a second. During this time DON'T have your second citizen working a square that gives two foods. Have him work on a forest square. What's strange about this is that you're artificially trying to stagnate growth. You also finish the granary sooner, because a forest gives two shields per turn rather than the one you'd get from the unmined grass-with-shield.

The whole idea behind slowing your population growth is that you want your third citizen to come exactly one round after the granary is finished. I've calculated that you should keep a citizen working the forest spot for exactly six turns, and then put him back on the grass-with-shield, which should be one round away from having a finished mine. If the third citizen comes before the granary, or at the same time, it will take 10 rounds to make a fourth. However, if he comes in after the granary, it will only take five. This means that arresting development for a couple of turns actually makes your city grow faster.

After the granary is done you must make a settler. He is done exactly one round before your population would hit four, which would throw even a double-guarded city on Deity into disorder. After you shoot off your first settler, you will be very happy you built that granary, because your population will recover much more quickly, and you can fire off the settlers more frequently. They are by far the most important units to rush out in the early game. Sure, most of them are not protected from the barbarians, but one way to deal with them is to just always be broke. That way, they have nothing to steal from you. One way to get broke is to pay other civs for Wheel and Iron Working so you could make better decisions on where to settle.

Oh, and after the first settler, I usually build a temple, so that you can support more population. When I'm done the city is full and I do a second settler. Then barracks, then settler, and only after that I build proper combat units (interspersed with settlers and workers to relieve population density).

Anyway, everything after the first settler you can just make up, but up to that point, I'm convinced this is the optimal method.
 
Originally posted by spork
Just after you start your granary, your city will grow to population 2. At this point you will have one mine and a worker six turns away from finishing a second. During this time DON'T have your second citizen working a square that gives two foods. Have him work on a forest square. What's strange about this is that you're artificially trying to stagnate growth. You also finish the granary sooner, because a forest gives two shields per turn rather than the one you'd get from the unmined grass-with-shield.

The whole idea behind slowing your population growth is that you want your third citizen to come exactly one round after the granary is finished. I've calculated that you should keep a citizen working the forest spot for exactly six turns, and then put him back on the grass-with-shield, which should be one round away from having a finished mine. If the third citizen comes before the granary, or at the same time, it will take 10 rounds to make a fourth. However, if he comes in after the granary, it will only take five. This means that arresting development for a couple of turns actually makes your city grow faster.

Spork, for the most part you have hit the nail on the head by noting the value of an early granary. However, I STRONGLY disagree with your decision to slow population growth deliberately, especially if doing so gets you no additional shields (mined bonus grassland is 2 shields = forest). If your capitol is growing too high for you to keep it happy, it is 10 times better to increase the luxury tax than slow it down. The extra citizen ususally pays for the lux tax by itself. And it can be turned down when a settler is produced in the capitol. NEVER slow down your early growth deliberately.

If your civ is an expansionist one, like the Iroquois in GOTM7, you may want to consider building scouts somewhere in here as well.
 
A couple of points. Scouts are preferrable early if expansionists. Maps and contacts are your most valuable commodity. As the second response pointed out, use the luxury slider to avoid garrison troops until after the second and maybe third city are built. Research is close to futile, gold is more useful, and may be needed to purchase peace.

I have generally avoided a granary in the capital, preferring to pop rush a granary in the second city, but that was when pop rushing was 39 shields. I may depend on how much open land there is and if there are any food bonuses for the capital.

SirPleb pointed that the granary takes effect after the second pop increase, so try to time the granary completion just before the pop is to increase. Having several idle turns in between is less efficient and a player is better off building an extra unit if possible.

I do not like the idea of a granary and then a temple with only two cities. On many maps this extra delay for a temple is too much. If there is a lot of open land it is not so bad. Seems to me that having a third city earlier will help more than a temple in the capital.

I have not started the May GOTM. I'll probably start a couple of games on Deity level before the official game to see how the early, early game goes with the new 1.21f rules. Maybe I'll be like SirPleb and use graph paper to map out the moves before making them, but probably not :)
 
I agree with the other posters in that you can't afford to slow your population growth, especially in the capital. Boost the luxuries to just 10% will usually keep you going until pop 4 or 5, 20% often gets you to 6 if you have some luxury resources developed by then. Or you can just put in your second garrison unit.

Usually (it varies considerably depending on the terrain), I build a scout, warrior, settler, warrior. At this point I decide if I am going for granary, or just pop out more settlers.

1
2
3 garrison
4 garrison
5 luxury resource?
6 temple
7 luxury rate?
marketplace!
 
What strikes me about this thread is how completely logical the posters are - as compared to the often ILLOGICAl and stupid AI.

Quite a contrast.
 
:rolleyes:
 
Originally posted by PaleHorse76
:rolleyes:

And yet, even after that blistering response, Zouave STILL has no idea that he's beating a dead horse!
 
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