Tell us your opening game

1) Build Rome as soon as you have found a nice site (river, ocean, 'special' squares,...).
2) Churn out warriors and settlers.
3) Send most warriors scouting for other nice city sites, and send all settlers to build cities there (until you have at least 4 or 5 ).
4) Set research at 60, try to optimize your trade arrows and beeline towards Monarchy.

(exceptions: no city if you wish to try early conquest with units from huts, no Monarchy if you master early Republic and wish to play early landing, probably a few others I forget just now).
 
I think I follow the 4 points of la fayette. However, I don't build that many warriors to scout with in case I get free units from huts.
 
Much like la fayette. I make a point of popping a hut before settling my capital to give myself a chance at a NONE unit.

Once I identify which city is going to be my SSC, I rush build a temple (and a grannery, but not on diety) and three warriors, as resources allow, so it can get busy on SSC wonders/improvements ASAP.

I take the advice of someone (or more than one) on this board and stop popping huts if I get a tech other than monarchy and its pre-requisites before I have monarchy.
 
I almost always start my games exactly the same way.

1. Build first city.
2. Research Horseback Riding or Bronze Working.
3. Research next tech: Masonry or Pottery.
4. Finish Settler; build Phalanx.
5. Finish Phalanx; begin work on Pyramids or Hanging Gardens.
5a. If research not finished, build Horsemen, then Wonder after I get the tech.
6. Research to Monarchy.
7. Found next city & begin work on Phalanx there.
8. Finish Phalanx; start work on Settler.
9. Research to Literacy.
10. Settler's done; begin work on other Wonder from point 5 or Great Library.
11. Research to Philosophy.
12. Get Monotheism from Philosophy bonus.

That's pretty much how I do it.
 
Anyone play ToT? I just wanted to note that i've really had to readjust my strategy playing it because Mike's expires :eek: It's so annoying that im thinking of shevling it after this short week and go back exclusivly to MGE. Still play MGE more anyway though ;)
 
1. Build your city
2. Build warriors (They get built quicker)
3. Build settlers
4. Start wonder (assuming that you have decent production in your capitol)
 
The title of the thread was “the opening”, which I define as the first 50 to 100 turns, say until 1AD at the outside. By that time I’ll have 6-8 cities or so, maybe 10 techs, a wonder & will be in Monarchy.

I think La Fayette is right on target -- for the first two or three moves or so (but not ten to twenty) place your first city in a good location. Sometimes the blinking initial spot is only a space or two from something truly optimal (have you ever placed a city with tow specials only to find that by moving one more space you could have had another two whales (but now never will?) Yes, the initial site could be ideal, but there is nothing wrong with: 1) moving a couple of spaces and opening up a hut with the initial settler, and sometimes 2) I’ll road a shield grassland space, move another space and then start my capital (which could make a difference of a number of turns of initial research.)

What to build right off? I like a searcher or two, partially for the nearby huts, partly for ideal city locations, partly to meet the neighbors. Depending upon the terrain, I may go with a horse (if it was granted as a starter tech), but the warriors are SO cheap, that is it hard not to use them as 1) police; 2) fodder; 3) cheap searchers. When they are far away, they may uncover huts that could yield NONE units, as well as cash & other wondrous gifts.

After my first searcher or two, the next build is a couple of settlers -- although if I’m playing at a high level and this city is truly in a sweet location, maybe only one settler (to be followed by a Wonder). -- I want three or four cities near each other to help provide for the common defense, and to ease the movement of camels later on. Circa the third or fourth city being founded, one of them will have started a wonder.

Research plan -- 60% science, 40% cash; Ceremonial Burial, Alphabet, (Off Tech), Code of Laws, Monarchy. Then revolt & change the allocation to 70%/30%. The Off Tech, could be Bronze Working or Writing -- both have strong merits. Sometimes, I’ll come across a free tech from a Hut, which could mean that I’ll “skip” the off tech & move forward through to Monarchy with four techs researched. I’ve also discovered that if one starts with Bronze as a free tech, then one can postpone the Off tech awkwardness & get to Monarchy with four techs researched (there’s been some study as to the tech availability -- usually one a third are available at any time).

Next research target -- Write or Bronze, looking for the intermediate goals towards Philosophy and Trade (Myst, Lit, Curr). I find that I’ll have to research all the techs to Philosophy to get the free tech, but if I deviate from that path, I’ll miss out at a deity and sometimes even emperor. At King & below, I’ll go for Trade before Philosophy.

Avoid wars until Tactics, but if there is too much pressure, get some vet elephants after Monarchy & establish a domain of at least a dozen decent cities to work with -- ie, if you only have space for five-six cities on your side of the island, then research Poly (build a barracks & start a settler -- switch to an elephant & with two or three of them, clear out the other civ in your way. don’t make this the only thing going on, however -- continue building your first wonder & researching at max level.

First wonder? I usually go for Colossus in my best location, may switch to Hanging Gardens (and back again) if I think that I can nail two of the ancients in the same spot. Usually I can get one or two at deity, 1-3 at Emperor, 3-5 at King, and 6-7 at Prince. but then again, I usually make a strong effort at building wonders over making extra settlers and growing faster…

As far as units go, I’ll have a couple of warriors out searching, some of the free units from huts doing the same, but only one or two offensive units back home for barbarians -- once I have a dip or few, one stays home, a few may be located in the SSC as “pre-camels” (just in case for Col), and a few may be out searching. The militia (warriors) are posted where needed, and maybe a couple of defenders in key cities or at the fringe. I seem to be increasingly careless that some of my core cities are actually empty.

Infrastructure? Most of the cities will have temples -- the SSC gets everything when it is not putting up a wonder. Other cities won’t have anything else until later in the game.
 
Originally posted by Specialist290
I almost always start my games exactly the same way.


IMO this is not a good idea.
You should adapt your behaviour to what happens, and you would also improve your gameplay much faster if you tried different solutions instead of sticking to the same pattern all the time.
 
I begin with puting the capital in the first , or second turn if the first place loook teriblle . 2 warior and a settler exploring with 2 warior for a place to next city . first research are alphabeth and writing . after settler build barack or diplomat . all next city are warior settler or barack (if no size 2 ) . expending as much as possible . when meet the first other Player fortify the warior and building massive army mostly legionaire and chariot or elephant . moving a settler to the Fortified Warior building road in the way an establissh a new city there . then began to conquer . settler now build only road to move faster . continue to explor with explorer or combination of diplomat and horsman . playing in depostism as long as posible . revolt to Republic when no war seem in the near future an then to democracy .always refuse first offer of peace , accepet second with Bribe money . break treaty when found a city to conquer and have some soldier
around .refuse cease fire unless it is a diplomat alone .
 
This is my start in a Deity-level game:

1) I build the first city/the first two cities
almost immidiately.

2) I build a two warriors, one to explore and one to keep cities content.

3) After I've built the warriors, I start building settlers, settlers and even more settlers. I also throw in a warrior once in a while to keep cities content.

4) I avoid building city improvements and try to keep my cities small. Usually I build no city improvements at all.


First my research concentrates on Monarchy, after that Navigation and Trade if no AI civ threatens me. Later when I have some good happiness wonders, I research The Republic.

The wonders I try to get are Hanging Gardens and the Great Wall. Often I just end up building a wonder fairly useful, because I can't always get the wonder I want.

In the beginning I try to keep peace at any cost. I usually start fighting when I get Steam Engine (ok, this isn't game opening anymore ;).
 
I explore a bit to find a good spot for a capitol/ssc. It needs some shield and trade capability without the need for improvement right away.
At deity, I try to build 4 cities asap. I use both settlers to found cities. I build a warriot to gain time to get to size 2 so I can build a settler without discontent.
MY first research goal is monarchy, but my first tech is horseback riding to give me some defense against raging hordes barbs.
After a warrior and a settler, I build a horseman for defense, and let the warrior go exploring for good locations for cities 3 & 4.
After building a warrior and a settler, my capitol will build two horsemen for defense and riot control. With some luck, I can start on a wonder then. The other three cities will each build a settler which will build roads until monarchy.
The wonder I want most is hanging gardens, but I will research colossus first . This starts me towards trade and the caravans which are necessary to build wonders.
Before the first city, I pop every hut, after, I never do unless it is within a city, and I am guaranteed good results.
My approach is similar to most others, with the exception of using horses to defend and warriors to explore.. I rarely get hurt by barbarians now, and the warriors can explore faster than I can expand anyway..
 
Right away I build as many settlers as possible to expand and link my cities with roads. I have very thin defences at first and hope I can get by with diplomacy. once I have sufficiently expanded I begin to build up defences and attack units to scout and fend off invaders. I also put science at the top of my priorities and try to reach philosophy first. i might build a few wonders in my capital. I hardly ever wage large wars in ancient and medival times but perhaps seize a few cities. I try to put myself in the best possible position to start attacking once I get technologicaly ahead of opponents or when i know I am likely to succeed. Attacking people without being prepared usualy is just a waste of good units and your enemy is likely to take back what you just took.
 
1. Build first city right away, if the starting spot is not too bad, and start building settler.
2. If I have a 2nd settler I explore a few huts and found second city on a good spot, and start building settler.
3. I research horseback riding (if I not have it already).
4. When I get horseback riding I switch 1 city to producing horsemen. I now start researching Ceremonial Burial.
5. With my 1 horsemen I explore as many huts as possible, and hopefully get more horsemen/elephants out of them, to explore faster..
6. When I get Ceremonial Burial, I research Bronze Working.
7. I keep building settlers, though if unhappiness is very bad I first build a temple.
8. When I get Bronze Working, I defend all my cities with a phalanx ASAP. I know go to Monarchy.
9. I just keep building settlers and temples everywhere, and try to explore as fast as possible and meet other civs to get money and advances from.
10. When I get monarchy, I revolt to monarchy, and start going for Philosophy AFAP.
11. First wonder I start building is generally Hanging Gardens, for which I almost always get Pottery out of a hut, or from other civ. Second Wonder is usually Great Library, sometimes Pyramids.

This is about my starting game, though the details depend also on the difficulty level (unhappiness etc.), and my contacts with other civs.
 
I almost immediately build my cities and get people to defend them. Then I put up the science rate as much as I can while keeping my people happy and go or fundamentalism. I try not to build too many city improvements until I get fundamentalism. Then I build all my city improvements and a large army and start taking over smaller civs. That almost always works on cheiftain(yeah, I suck). I tried on warlord once and the Romans kicked my sorry butt, so I wouldn't say it works on anything higher on cheiftain.
 
I used something similar to your strategy on Prince level & often still use variations of it at higher levels. The basic principles apply at all levels -- defensible borders, a good road/rail network to move units for emergencies, enough cities for resources, etc.

Padfoot -- try an idea called the Super Science City (SSC) -- select a sweet location with grass, access to ocean, maybe plains -- preferably with specials in the radius. In fact if you have a choice, choose those specials that generate trade arrows -- Whales, Wine, Silk. Treat that city with loving care -- maybe some day move the palace there. Build the Colossus there -- and maybe the Hanging Gardens as well if you can. Later add Shakesphere's Theatre, and the two science wonders -- Copes & Isaac's. Make sure this city gets the infrastructure -- temple, with the library & market right after your first Wonder or two. With Shake's you can grow this city to a max size fearlessly -- then check to see how many beakers this city contributes compares to the rest of your kingdom.

Meanwhile, research to Monarchy, revolt accordingly & see if you're not leading the science by 1 AD if not by 1000BC. Once you have trade, send three camels (from anywhere, but the farther out the better) to your SSC & the ensuing trade routes should also add to your city's bounty.

Meanwhile, grow -- both with more cities and with development of the countryside -- after you plant four cities or so, set aside one out of three settlers for roads (and later irrigation) while the rest build new towns. Grow your civ to defensible choke points & hold there until you can develop a set of quality forces (I prefer a tech level over my intended opposition, two is even better, i.e. vet Crusaders over Phalynxes, or Cavalry vs. Pikemen).

Research to Democracy (Maybe switching to Republic on the way, maybe not) for the Statue of Liberty -- allowing the switch to Fundy earlier than getting that tech.

See if this will let you play comfortably at Prince level -- then it will be on to lesson #2 & trade.
 
After reading up a bit in these forums, I've changed my strat a bit, but I'm not quite sure how to put it down in words. I'll edit this post when I am.
 
I always play deity - you'll always have 2 settlers.
I let my settlers wandering around, openings some huts and looking for a good city site with at least 2 specials(whales preferred). The often find NONE-units which are determined to explore the continent.
Then my capital is founded. The 2nd settler also looks for a good site (wheat, oasis etc.) and founds my 2nd city.
Having built 3 warriors in my capital, it begins to build a wonder. Having built it, a temple is rushed - then the capital starts another wonder. A settler from another city builds road, buils mines and irrigates the tiles.
I always play raging h. - 150g for a captured barb king! B.t.w, there seem to be hot spots, where barbs always appear.
The exploring units often find advanced tribes - in one of my games I had 5 cities in 3600 B.C.!
I prefer The Hanging Gardens, then Colossus, then the Lighthouse (if I'm on a small or middle sized continent).
Don't waste your shields building The Great Wall or The Great Library or the Pyramids - only amateurs do that in the higher levels.
If I find a nomad, I let him look for a good site and build a city. So the chance of finding another one is increased.
 
Back
Top Bottom