johnny_rico
one more turn addict
I'm looking for some input on what people do with early great merchants. In my current game, I'm playing as Sury for the first time. His traits are pretty good and I really like all the early cheap buildings he gets.
My start opened with a nice coastal capital (2 fish, 1 clam, 1 cow) and lots of forest. Early scouting revealed a thin continent with lots of seafood, lots of jungle, Charlemagne, and 2 happiness resources (gems and ivory) not in the capital but three of each. Given all the forest in the capital and only one neighbor, I looked to build the Great Lighthouse and use trade routes and specialists for early research and wiping out the King with my UU (using Sury's creative trait as an advantage, I blocked the king from accessing any military resources). In addition to the GLH, I was also able to crank out the pyramids by chopping remaining available forest + whipping. Perhaps I should have gone after the ToA instead but at this point, given Sury is creative, I still haven't researched any religious techs (don't need monuments, no polytheism yet) and I'm pushing for optics asap as I'll have no neighbors very soon.
Switch to representation and started cranking out libraries, the King was the first to code of laws so I've got a holy city coming (and he built the Kong Miao). Research rate is good and the three gem tiles provide some nice cash. Building up cats and ballistas to take him out.
Anyway, enough background. My first two great people were merchants which is a rarity for me and I wasn't sure what to do with them. Given the SE + trade routes I'm running, it made sense to settle them because his +1 food couples nice with the +1 food from the baray for a specialist.
I could've used them to pop techs like metal casting, currency, or compass but with a total of 10 representation scientists in the empire, it made more sense to settle them as each of these techs were less than 10 turns to research from scratch.
As always, things in civ are circumstancial. It just seems that settling early GM makes more sense than bulbing techs that cost <600 beakers (I suppose metal casting is a little over 600).
My start opened with a nice coastal capital (2 fish, 1 clam, 1 cow) and lots of forest. Early scouting revealed a thin continent with lots of seafood, lots of jungle, Charlemagne, and 2 happiness resources (gems and ivory) not in the capital but three of each. Given all the forest in the capital and only one neighbor, I looked to build the Great Lighthouse and use trade routes and specialists for early research and wiping out the King with my UU (using Sury's creative trait as an advantage, I blocked the king from accessing any military resources). In addition to the GLH, I was also able to crank out the pyramids by chopping remaining available forest + whipping. Perhaps I should have gone after the ToA instead but at this point, given Sury is creative, I still haven't researched any religious techs (don't need monuments, no polytheism yet) and I'm pushing for optics asap as I'll have no neighbors very soon.
Switch to representation and started cranking out libraries, the King was the first to code of laws so I've got a holy city coming (and he built the Kong Miao). Research rate is good and the three gem tiles provide some nice cash. Building up cats and ballistas to take him out.
Anyway, enough background. My first two great people were merchants which is a rarity for me and I wasn't sure what to do with them. Given the SE + trade routes I'm running, it made sense to settle them because his +1 food couples nice with the +1 food from the baray for a specialist.
I could've used them to pop techs like metal casting, currency, or compass but with a total of 10 representation scientists in the empire, it made more sense to settle them as each of these techs were less than 10 turns to research from scratch.
As always, things in civ are circumstancial. It just seems that settling early GM makes more sense than bulbing techs that cost <600 beakers (I suppose metal casting is a little over 600).
and 1
Let's assume this 1 
Probably is under a strange name.....