Strategy Guide: The Early Game

Hypnotoad

Prince
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I've been thinking for a while that it would be nice to start strategy threads. I thought I'd start with one on early game strategies. Feel free to post additional ideas on the early game or to take issue with the ideas I have.

So one question you'll need to ask yourself is what your goals are for the early game. Do you want to focus on military might? On creating wonders of the world? On founding religions?

There are certain technologies that I think are pretty crucial to get early on: hunting and pottery are perhaps the two most important. Hunting lets to create Javelineers. These units are strength 3 and so will do a good job defending you against barbarians for most of the game. They also have a healthy bonus against heavy units and so can be quite useful (against spearmen, e.g.) later in the game. Pottery lets you create cottages. Setting up early cottages is crucial to staying in the tech lead later in the game.

If you want to go for military might, hunting gets you pretty far. You can take over Civs with just hunting (even if you don't rush them immediately). After that, you can either go down the horse route or the Copperworking/Axeman route. I prefer the Copperworking route unless I have a unique horse unit and even then... Copperworking not only gives you great combat units (Probably most of the cities I've captured have been by Axemen -- who are medium units and so Javelineers don't have a bonus against them), but also gives you the forge, which allows you to give all your melee units free upgrades and allows you to create the all-important engineer great people.

In fact, I think one of the most important decisions to make when pursuing wonders is whether to try to go to copper working, build a forge and then research Masonry try to get a wonder for free (with a great engineer) or to just go straight for Masonry and try to build the wonders from scratch. I normally play on immortal and I have to say that I normally don't succeed in building the Sphinx before someone else if I go the copperworking route. The only way I've reliably succeeded with the copperworking route is as a philosophical civilization. It's just faster to go straight for Masonry and then build them from scratch.

If you want to found religions, the associated techs often aren't that great. So you'll need to decide how long you think you can wait before you start researching the techs. There is a delicate balancing act here. Think about how many religions you want to found and which ones. As Egypt I've managed to found all but one, but this takes very careful play. Much easier to give some a pass.

Overall, I'd say the key is to think about what techs you can pass up at first to get at your real goals. For example, fishing is quite nice in some situations, but I almost always find that it slows me down too much. Those 20 turns spent researching it could be better spent getting you to pottery and on to Masonry or Copper working. Similarly, part of the beauty of the best techs (Hunting, Pottery, Copper working) is that they provide a couple different important benefit on their own and they lead to yet further quite good techs. Time spent carefully choosing your techs will be amply rewarded.
 
Thank you for opening this threat.
I always thought it would be great, if somebody told me how to get really started. All I ever manage are Time victories on Prince Level:blush: , and not even that on a regular basis.
It would be great if this threat expands further and explains some basic tactics for the game (What the hell is pop-rush? Probably something with Population but what exactly?).

Thanks again for this threat and to everybody who cares to share his experiences with others,

Waterloo
 
The details of TAM strategy definitely change from version to version, because significant changes are still being made. But regarding the current version...

* Certainly Hunting, because Javelineers are overpowered, and good for rushing any nearby neighbors. If any AI neighbors are very close by, their capital (at least) should be rushed with Javelineers. Never the horse route, because all of the mounted units suck, even Egyptian War Chariots.
* I find Fishing worth going for first if a significant amount of seafood is around. For example, as Lydia on the standard map my first 2 cities will run off of seafood. (My 3rd city will be Hattusas.) The early commerce and food are important, and it will probably take a while to get Workers.
* Agriculture is essential for Taverns.
* Tribal Law is essential for Elder Council once you hit the number of free units. All of which you need to build, and more, because the game is so dangerous. And then you need to stay in Elder Council for the rest of the game, because no other civic in that column is economical.
* I don't find founding religions to be very valuable.

When you said Bronze Working for forges, Hypnotoad, you meant Copper Working. That choice is interesting, and certainly whenver you do get Copper Working you should immediately build a Smithy and hire an Engineer, but otherwise I don't find the early tech tree to have many interesting choices. I believe the best path is nearly always whichever worker techs are essential (plus Hunting and Tribal Law), then Masonry, then BW. Even if you're going to have trouble completing wonders, you need to get to BW for military anyway.

I have started with Mysticism on games where I wanted to cover a lot of territory via Stonehenge, for example as Carthage. Otherwise, I'm too busy going for the Sphinx or the Colossus (and maybe the Lighthouse) to go for Stonehenge. On the other hand, attempting to build early wonders is a very important source of much-needed wealth. During that time I think of wonder-attempting cities as acting as commerce cities in that sense.

I'd say BW is the end of the "early game" (the scope of this thread). After BW the game hits a plateau where, for a while, tech differences are less decisive, especially militarily.

In general I find commerce to be much more important in TAM than in vanilla, and I need some kind of gimmick (City States, or the Colossus, or an extensive fertile area for cottage spam) to stay afloat. But cottage spam is pretty necessary for everyone. Grassland hills often need cottages rather than mines. However I think some people manage to get a lot more money from conquest, and generally more value out of building military units, than I do. One has to be very careful about military upkeep. Just the cost of a city's garrison can bring down the commerce it pulls in.

Distance upkeep was especially interesting to me in a game on the standard map as Rome on Emperor. I restarted many times trying to refine a strategy.
Spoiler :
My first moves were always to rush settlers and javelineers to seal off the two halves of Northern Italy. The secret sauce turned out to be to found those two cities just a couple tiles closer to Rome. (Also to be more conservative about expanding out into southern Italy.) That made the economic difference that enabled me to keep going and get ahead.


Not to hijack, but I think a TAM succession game (players take turns playing ~10 turns, then posting the results) might be fun and a good way to get strategy discussed.
 
I've changed all references from bronze working to copper working; thanks Jet.

I wholeheartedly agree with Jet on Taverns. Another great example of a tech (Agriculture) that does a lot of things from you. Obviously, you can create farms. You can also build taverns which give you two gold (important for keeping your tech rate up) and which allow you to get an artist, so you can expand your borders.

The fishing thing surprised me. It first happened to me when I was playing the Persians on the Huge map. They start with a fish in their fat cross and the next city (towards the Tigris) has two crabs. So I always went for Fishing, figuring that it was particularly nice since fishing boats aren't built with population. Then one time I started by skipping fishing and I found that I built all the wonders I wanted fairly quickly without fishing. Give it a try. A similar trick worked for me as Lydia in my most recent game. I took fishing late and I got the Great Lighthouse, Sphinx, Collosus, etc.

As for religions, they are important if you are going for a cultural win. And, if you aren't going for a military win, that's pretty much your only option. All types of victory are quite hard in TAM and cultural victory is no exception. You need all the help you can get. The cathedrals really help.

Tribal law is another tech that seems quite useful but I almost always go for after Masonry. Once you start building wonders, you can have the luxury of researching the useful techs.

I like the idea of a succession game.
 
Interesting thread!

My strategy is a little different from the paths shown here:

I usually skip the very first wonders, my strategy is to reach exploration tech as fast as possible, minding to give away spare ressources to nearby civs early so at least one of them is pleased by the time i can build the first merchant vessels. Until that point, i keep my numbers of cities low (5-6) having them grow to their max and building only the most essential units for defense, then many workers to chop forests and build as many cottages as possible to provide a stable economical basis.

Of course, its possible to combine this strategy with the ones mentioned above, but i usually end up with great lighthouse being my first wonder. The most important wonders to me are the riches of kroisos and the statue of zeus (the latter coming along with a great engineer, since the ai does not rate architecture very high as it seems). I do not rate them very high, sometimes i even use great people to start golden age, which is especially nice to prepare war.

Since i am more the "builder" type of player, my war mongering starts upon discovering axemen (urbanization before bronze working because of barracks if i don't have good unit traits), so i usually don't have any wars but defensive ones during the early game...
 
I find it very hard to resist the Sphinx. Then I always go for city states so I get a free specialist in every city. This is extremely powerful and useful. It's a population point that doesn't require food to support. This is normally the most important thing for me to accomplish in the early game.
 
Agreed. I suggest timing the Sphinx's completion to coincide with the presence of libraries in as many of your cities as possible so that you can have a free great scientist instead of an artist (from the tavern)/citizen early on.
 
Hypnotoad said:
I find it very hard to resist the Sphinx.
Must... not... build... Sphinx.... OHIBUILTITANYWAY!!!
 
JohnMK said:
Agreed. I suggest timing the Sphinx's completion to coincide with the presence of libraries in as many of your cities as possible so that you can have a free great scientist instead of an artist (from the tavern)/citizen early on.
Good idea! Otherwise libraries seem pretty iffy. I could be wrong though. I mean, even if you only get 2 beakers, that's like a Tavern. But then... let's see... 50% (?) Research might be fairly typical (if not at the time of completing the Sphinx, then a bit later...) ... so you'd need to be pulling 27 commerce to get those 2 beakers. That's kind of a lot.

Certainly ONE library in the capital, for a few extra beakers and to farm a great scientist. But multiple libraries without City States... eh.
 
Oh sorry, I assumed city states in my previous advice. Dispense with it if City State isn't your thing. I happen to think it's pretty compelling, at least if you're able to get to it early enough and employ useful specialists.
 
My early game strategy depends on which Civilization I am running. I try to make as much use of each Empire’s specific strengths when possible. Starting Tech, Racial Traits, Unique Units and any synergies between them and the local terrain can often create an early advantage. A little homework in the TAM Civilopedia can go a long way.

It also depends what map I am playing on. TAM is a blast on a random map but one has to scout like crazy to learn what’s about. The technologies that reveal resources gain in importance on a random map. On one of the TAM static maps, each Empire plays a little different due to one’s neighbors and the terrain situation. I know I play a different opening the second time I play the same empire on the static maps.

I am a balanced builder at heart, waging wars only when necessary and I sadly hate micromanaging. My general early game puts a heavy emphasis on land grabbing and often goes something like this.

I scout a lot, especially if I don’t know the map. Or, I don’t scout at all if I really know the map well. Neighbors can’t attack you until they meet you.

I develop enough cheap early techs to justify a worker. Until then, I build lots of warriors and/or javelins.

I get that one worker working to maximize the settler building ability of my capitol. Meanwhile, I build more warriors and/or javelins.

At size 4 or so I have the capitol spit out a bunch of colonist/workers in a row. I will sometimes chop rush. With troops already at the sites, I colonize the most resource intensive sweets spot in my neighborhood. I like to fully maximize my early access to resources. They are not only the key to city size but the extra resources are a key to making friends. Gift extra resources to neighbors, and give demanded resources to those you want to befriend. Join a few low risk wars and come alphabet time, you can have one or two tech trading partners.

I try to balance my land grab with devising some way to finance my growing empire. Work commerce resources, build cottages, build money related wonders, loose wonder building races, fight a profitable war, build taverns, and/or score the early game money saving civics: council of elders and slavery. Doing most of these (As early as reasonably possible) makes for a decent tech rate while expanding.

And I try to balance my land grab with devising some way to defend my growing empire. This depends on what resources I have but often it’s just warriors and javelins till Bronze Working. If the peaceful growth has not gone well I sometimes use these defensive forces (plus a sacrificial archer or two) to take what is rightfully mine. I prefer to grow on my own but it is hard to deny that an early small war can go a long way to solidifying a strong start. Take one enemy worker maybe take one enemy city and ten turns later sue for peace with a fairly crippled rival on one flank.

Wonders and great people are low priority until I have 4 or 5 or 6 cites. Then I launch any and all wonders I have the right resources to accelerate production. If I have stone, I always go for The Sphinx. Some games I spread the wonders around my fringe cites so to get more bang out of their culture. Other games they all go in one city for swift, but sadly random, great people.
 
anyone have any specific strategies for boosting your economy? i'm just starting my first TAM game and having a hell of a time keeping a military and a decent science rate at the same time. i went the conquest route mid game and just the cost of keeping conquered cities is sinking me rather than helping. theyre pretty useless actually. i might just raze the next civ i conquer, and i will have to conquer another civ just for the dough each city gives you is the only thing that will temporarily keep me afloat. built a bunch of taverns but its still not enough. i wanna move my palace but i have no freakin clue how. is that even possible in civ4? also, how do trade routes work? i'm still new to civ4, as well.

oh, i'm playing as the dacians, peltasts rule!
 
You might get some hints by taking a look at our Succession Game in the thread "SG: Queen Teuta."

Trade Routes are a powerful source of commerce, which is divided between money and science. To have them you need to be connected to another civilization and have an open border agreement with them. The easiest way to get an open border agreement is to go to war with someone else.

Another good source of money: sell your excess resources to other civs. To do this, you need to discover commerce.
 
You can build a new palace, but I can't remember in TAM if it is tied to a certain technology. You definitely will need a certain number of cities.

Open Borders and commerce definitely should be available by the mid game. Urbanization is another great mid-game money maker (because it allows caravan houses, which are +3 gold each).

Another route is to go down the ship route and build merchant vessels. But again that requires open borders (also obtained down the ship route).

I guess in the true early game you really do need to be careful not to over expand or you can truly zap your economy. TAM is a tough game and the economics are one of the toughest parts.
 
alright i did some major reconstructing of my economy and i think i pulled it off. first off, i finished off the mycenaeans. had to wait ten turns before destroying their last city as i signed a peace treaty with em to get all their techs. with that done and having no troops in enemy territory was a big help. shot for urbanization and changed civic to patronage so i could load my cities full of merchants and thus counter the expenses. after killing the mycenaeans i reduced my military down to half its size (i was sporting a fighting force of 14-17 peltasts at any given time). exploration helped a bunch also. i signed an open borders agreement with rome (in exchange for war with germania) and was well on my way to financial success. i was barely hacking it at 30% science. now i'm up to 50% with 7-9 gpt. i could knock it up to 60% but i dont really see the point with only one turn increase in tech research and a loss of 6-8 gpt.

i guess what i learned is this:

exploration - not to be neglected even if you dont care about scouts or ships.
the real gem is the open borders and increased trade route revenue.

join your rivals in their stupid wars early on. just so you can have open borders and tech trading opportunities.

whatever the hell allows you to produce merchants. get the tech and build it. me, i mightve gone the long way by beelining for urbanization. not sure. will have to check the civopedia for info on merchants.

war. IT SUCKS!!! especially when you're winning. cuz you have to fight another one right after it to pay for it. that is unless you can flood your cities with merchants. in which case, you won't be able to fight another war anyway, with the low production.

ALSO. played a little trick on kroisos. read about this somewhere in the forums. they wanted timber but could only give me 3gpt. so i gifted them 3gpt, so i would get 6gpt for my timber. 10 turns later i cancelled the gifts. they still gotta pay 6gpt. i guess they were pissed cuz they came over and blockaded one of my cities with a merchant vessel. WTH? not sure if its really a blockade if its a merchant vessel, but i'm thinking about blowing them outta the water.

AND how does a trade mission work? does anybody have an answer about how to move palaces? i cant find it in the civopedia.
 
Once you start doing trade missions you'll see that they are the greatest benefit of Exploration. Build a Merchant Vessel, move it onto a city of a Civ you have open borders with, and the ship will get a button to do the trade mission. It will show you how much you'll get. You might see larger numbers in larger or more distant cities.

I think moving the Palace requires the Aristocracy tech. It enables the Palace building in other cities. If you build it, the old one disappears.
 
Am I the only one who feels like the barbarians are constantly swarming me?

There are roughly 5-6 tribal warriors on any turn attacking me. I have to field a force of roughly 110-12 javileneers just to protect my borders. This gets very expensive early on and inhibits any growth. I eventually triumph, but I feel like I'm playing against the barbarians and not the other civs. By then I have a huge experienced military and I roll over everyone else.

I do play on the huge maps. Once as Persia, once as Carthage, and now as the Hittites.

Any ideas?
 
I am surprised you are finding it with the Hittites.

My general experience is that Civs that have close neighbors don't experience this that much (most of Western Europe, Anatolia), whereas Civs with a desert nearby or a lot of empty space face fierce Barbarians (Egypt, Persia, Carthage, Babylon, etc.). Try playing as Greece or Rome -- you'll encounter some Barbarians bu not nearly as many, and not the waves of them.
 
i noticed the barbs showing up like clockwork when i play dacia. its great for XP. i just dont like the pirates. gotta keep a fleet just to keep your fishing boats protected. but i really wouldnt change em if i could. i think they've been programmed nicely. havent really noticed any land barbs other than tribal warriors though. might be nice to have a barb horseman rape your fields and ravage your women every once in a while.
 
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