I know there has been some strategic posts here for MP but not as many as one would hink.
-Since CIV is a strategic game I like to think about how you start the game a bit like different openings in chess. In CIV it is a bit like Rock-paper-scissors. If you do one particular opening that opening can be countered by and if you do it can be beaten by doing .
I am most familiar with ancient openings since thats what I ve played most. N a previous post I discussed a Egypt opening regarding the policy picking. This time the strategy do work with Egypt but almost with any civ (all thought Egypt is a bit quicker)
The GL + HG combo.
Pros. Strong middle ages and also a good ground for late game. Possibility of fast crossbows or almost any fast middle ages UU especially if combining with picking GS from liberty finisher.
Cons. weak military in the very early stages of the game.
Countered by: Early pressure with classical iron swordrush.
How it works.
Build the following in capital. Monument (if good starting position, scout) grannery.
Policy Liberty, free settler, free worker.
Place second city for strong production, on hill working hill. If possible on a mining resource.
In that city build as many worriors as you can.
Teach pottery, writing. Build Great Library.
While building the great library tech animal husbandry, archery, the wheel.
When the GL finish get mathematics. Start building the hanging gardens.
Tech for Iron working.
Improve iron, upgrade worriors, When HG finish start make settlers in capital. ( You can also alter this by getting a settler even if Hg is not finished to time it with the finishing of researching IW and then go place it on IW for a bit faster swords
.
You can have Hanging gardens by turn 36-37 ish.
After that your capital can work only production tiles and still grow and will get a huge production.
-Since CIV is a strategic game I like to think about how you start the game a bit like different openings in chess. In CIV it is a bit like Rock-paper-scissors. If you do one particular opening that opening can be countered by and if you do it can be beaten by doing .
I am most familiar with ancient openings since thats what I ve played most. N a previous post I discussed a Egypt opening regarding the policy picking. This time the strategy do work with Egypt but almost with any civ (all thought Egypt is a bit quicker)
The GL + HG combo.
Pros. Strong middle ages and also a good ground for late game. Possibility of fast crossbows or almost any fast middle ages UU especially if combining with picking GS from liberty finisher.
Cons. weak military in the very early stages of the game.
Countered by: Early pressure with classical iron swordrush.
How it works.
Build the following in capital. Monument (if good starting position, scout) grannery.
Policy Liberty, free settler, free worker.
Place second city for strong production, on hill working hill. If possible on a mining resource.
In that city build as many worriors as you can.
Teach pottery, writing. Build Great Library.
While building the great library tech animal husbandry, archery, the wheel.
When the GL finish get mathematics. Start building the hanging gardens.
Tech for Iron working.
Improve iron, upgrade worriors, When HG finish start make settlers in capital. ( You can also alter this by getting a settler even if Hg is not finished to time it with the finishing of researching IW and then go place it on IW for a bit faster swords
.
You can have Hanging gardens by turn 36-37 ish.
After that your capital can work only production tiles and still grow and will get a huge production.