So far in this forum I have seen too many articles showing a strategy that works in some conditions (specific civs to play, specific and usually standard settings for the map and the number of AI players, specific speed). I wonder if there is anyone out there that, like me, likes to "check a bit" what happens with slightly different settings and see if the "strategies" can really work in these cases too. I will ignore the obvious difference it makes to have an "archipelago" or a "pangea" map, and will focus only on pangea or large continents maps. I also ignore (for the moment) the issue of speed, not because I think it isn't vital, but because I want to focus on other aspects of the game. Of course, in your answers it would be very helpful if you could also contribute opinions about these settings too - I just dont feel I have much experience with them.
Specifically, I have in mind two or three significant variations that I believe there should be checked:
1. The ratio Map Size/Number of Opponents. The less opponents there are, the bigger is the distance between them. But there are some things that dont scale equally: there are far more goody huts per player and early exploration is a must (the barbarians are far more, too, but we can ignore it). Also, this affects how you plan early war: it's another thing to capture the capital of an opponent that starts 12 squares away from your capital, and a completely different thing to capture the same capital when it is 22 or 32 squares away (maintance cost + time for movements). Can a version of REX still be tried in such a scenario, and if yes how?
2. (For Pangea maps) Starting position in respect to the sea. It is no joke that sea trade routes are better - they are FAR better than land ones. So, if your major cities are in the middle of land, you have much bigger problem to get money (and this means research rate) than when you are close to the sea. What is your strategy for this case? Also starting position according to nearest civs. Of course, everybody knows that it's another thing to have as neighbour Mensa and a quite different one to have Monty. Isn't this changing a bit the strategy you should follow?
3. Do you opt for flexibility in adapting a strategy after you know enough about the area and your opponents, or you just beeline to a specific tech discovery order from the start? I have seen many people saying that I go (for example) to bronze to get some axemen and capture some cities. Still, how will you get the resource if you dont have roads (not to mention copper)? Also, how often it will be a good spot to build the city right next to the resource square? If you have to build it even one more square away, then you also need mysticism (to make some culture and grow the fat cross - unless you only play creative civs). So, after all, which is the specific order in which you search for all these early techs?
What I would like to see is some guides that describe generally but specifically what can be done and when. For example, to give my personal answer in the 3rd issue, I tend to believe that - whatever your later strategy will be - the first discovery you should opt is Mysticism (if you don't already have it), as this leaves the road open for all directions (even switching to complete religious strategy in some cases), as Obelisk or Stonehedge can be handy in all cases.
I wonder if there are people out there that have tried such a diversity in their games and they could share with us their knowledge.
One last note: there is one victory condition that I rate less than the others, and this is the Domination victory (of course, I consider Time victory as a "loss of time"). The reason is the following: it allows in some cases "victories" that would, in fact, be "losses" if the game continued for some more turns. History has seen far too many "dominating" empires that broke in pieces after a few years - so I feel Conquest victory is all right but domination is inadequate, and I believe that any "healthy" strategy opting for domination victory can be transformed to a strategy for conquest victory too.
Specifically, I have in mind two or three significant variations that I believe there should be checked:
1. The ratio Map Size/Number of Opponents. The less opponents there are, the bigger is the distance between them. But there are some things that dont scale equally: there are far more goody huts per player and early exploration is a must (the barbarians are far more, too, but we can ignore it). Also, this affects how you plan early war: it's another thing to capture the capital of an opponent that starts 12 squares away from your capital, and a completely different thing to capture the same capital when it is 22 or 32 squares away (maintance cost + time for movements). Can a version of REX still be tried in such a scenario, and if yes how?
2. (For Pangea maps) Starting position in respect to the sea. It is no joke that sea trade routes are better - they are FAR better than land ones. So, if your major cities are in the middle of land, you have much bigger problem to get money (and this means research rate) than when you are close to the sea. What is your strategy for this case? Also starting position according to nearest civs. Of course, everybody knows that it's another thing to have as neighbour Mensa and a quite different one to have Monty. Isn't this changing a bit the strategy you should follow?
3. Do you opt for flexibility in adapting a strategy after you know enough about the area and your opponents, or you just beeline to a specific tech discovery order from the start? I have seen many people saying that I go (for example) to bronze to get some axemen and capture some cities. Still, how will you get the resource if you dont have roads (not to mention copper)? Also, how often it will be a good spot to build the city right next to the resource square? If you have to build it even one more square away, then you also need mysticism (to make some culture and grow the fat cross - unless you only play creative civs). So, after all, which is the specific order in which you search for all these early techs?
What I would like to see is some guides that describe generally but specifically what can be done and when. For example, to give my personal answer in the 3rd issue, I tend to believe that - whatever your later strategy will be - the first discovery you should opt is Mysticism (if you don't already have it), as this leaves the road open for all directions (even switching to complete religious strategy in some cases), as Obelisk or Stonehedge can be handy in all cases.
I wonder if there are people out there that have tried such a diversity in their games and they could share with us their knowledge.
One last note: there is one victory condition that I rate less than the others, and this is the Domination victory (of course, I consider Time victory as a "loss of time"). The reason is the following: it allows in some cases "victories" that would, in fact, be "losses" if the game continued for some more turns. History has seen far too many "dominating" empires that broke in pieces after a few years - so I feel Conquest victory is all right but domination is inadequate, and I believe that any "healthy" strategy opting for domination victory can be transformed to a strategy for conquest victory too.