RFHolloway
Analyst in the UK
I thought I would summarise some of the points I have learned from GK2.
GK2 - The Training Day Experiment
Some of these I was able to use relatively quickly, others take more thought, and some will vary from game to game. I was an OK monarch player when I started reading it, now I am relatively comfortable on emperor, and ready to start thinking about moving up. Reviewing the list makes me wonder what I was doing right to win at Monarch!
I have tried to split these into 3 categories
· Quick points which should be relatively easy to use in games
· Not so quick points, these require a bit of thought away from the keyboard, or deliberate planning to include
· More difficult points, These are really things to think about, balances to strike and ways to assess your priorities.
Quick points
· If you are considering moving your settler, move your scout if you have one to explore the squares that might affect your decision, before you move the settler. You should then consider moving your worker to explore. If you do move the worker see whether you can end up on a square you are likely to work in anycase.
· Scouts are good build more if you are expansionist
· Techs from huts are always the cheapest one that is not being researched.
· F10 as you start will show all the civilisations
· Researching a tech on minimum generates lots of gold, which helps a mass upgrade strategy.
· The importance of confirm or deny once the coast is reached. (dont leave gaps which you have to fill in later.
· Dont bother researching first tier techs, trade for them.
· Keeping large areas of territory in view (e.g. scout on a mountain) helps keep barbarians under control.
· Cities 3 squares apart can defend each other by moving units from one city to another on roads.
· 2 warriors are usually better than 1 spear, and will cost the same. (and 2 swords are definitely better than 1 pike after upgrade)
· Chokepoints are important. When you see one think about how you can use it
· Chokepoints can be used to block contact between AI civs
· Chokepoints can be used to block AI expansion (but beware wars when they run out of room)
· Chokepoints may be blocked with a unit (even a scout! Because the AI will not declare war without a reason)
· Canal cities save time later when shipping is up and running.
· Look for mountains and hills near cities to attack from.
· Letting a settler factory get to size 7 is a mistake, but the solution is to build something bigger, and then build settlers which will complete faster than the food can grow.
· Captured wonders generate no culture for you
· Horsemen are far mor effective when working on roads. Then they can move attack and when they retreat move out of range of a slow attacker.
· 2 spears on a mountain in enemy territory can still stop an awful lot of imortals.
· Coastal units can be withdrawn on boats to neutral sea to heal
Not so quick points
· Choose city sites with future city sites in mind (medium term planning). This means that your second city site will need to take into account where you might put cities near it.
· Spend time working out which tiles will be used by cities when, so that you have some sense of priority for your workers.
· It may be worth leaving a unit on a chokepoint soon after it is identified as a gatekeeper.
· Horsemen should be used as raiding troups (attack and retreat, dont move towards the enemy on the second move.
· Planning when you want your golden age. This requires a balance between using it at an appropriate time (perhaps not in Despot but that might not be so bad, perhaps after the initial land grab is completed so that the GA affects the most cities), and not using your unique unit until it is outclassed by other units.
· Planning when to take out opponents. Which first, what impact that has on when the other wars will be fought.
· Where and when to build FP build early for the reduction in corruption close to the capital using normal builds, and then us a GL to move the palace, or just use a GL to build the FP in the heart of enemy territory.
· For ancient age Golden Ages consider the impact of the market places on the additional commerce. Either build during the GA using the additional shields, or built before the GA to maximise the cash. If out of despotism (you should be!) you could borrow money from the AI (trade Gpt for cash) and use the cash to rush some market places. The marketplaces should helop cover the Gpt.
· Invade larger cities, and try to get size 1 cities when you sue for peace. You will have to watch culture flips, but it saves them from autorasing.
· A detailed example of tech brokering between continents through the middle ages can be found in post 1457
More difficult points
· Managing workers so that they improve the right tiles, with the fewest number of wasted moves.
· Using scouts to scout the immediate area vs moving out for contacts.
GK2 - The Training Day Experiment
Some of these I was able to use relatively quickly, others take more thought, and some will vary from game to game. I was an OK monarch player when I started reading it, now I am relatively comfortable on emperor, and ready to start thinking about moving up. Reviewing the list makes me wonder what I was doing right to win at Monarch!
I have tried to split these into 3 categories
· Quick points which should be relatively easy to use in games
· Not so quick points, these require a bit of thought away from the keyboard, or deliberate planning to include
· More difficult points, These are really things to think about, balances to strike and ways to assess your priorities.
Quick points
· If you are considering moving your settler, move your scout if you have one to explore the squares that might affect your decision, before you move the settler. You should then consider moving your worker to explore. If you do move the worker see whether you can end up on a square you are likely to work in anycase.
· Scouts are good build more if you are expansionist
· Techs from huts are always the cheapest one that is not being researched.
· F10 as you start will show all the civilisations
· Researching a tech on minimum generates lots of gold, which helps a mass upgrade strategy.
· The importance of confirm or deny once the coast is reached. (dont leave gaps which you have to fill in later.
· Dont bother researching first tier techs, trade for them.
· Keeping large areas of territory in view (e.g. scout on a mountain) helps keep barbarians under control.
· Cities 3 squares apart can defend each other by moving units from one city to another on roads.
· 2 warriors are usually better than 1 spear, and will cost the same. (and 2 swords are definitely better than 1 pike after upgrade)
· Chokepoints are important. When you see one think about how you can use it
· Chokepoints can be used to block contact between AI civs
· Chokepoints can be used to block AI expansion (but beware wars when they run out of room)
· Chokepoints may be blocked with a unit (even a scout! Because the AI will not declare war without a reason)
· Canal cities save time later when shipping is up and running.
· Look for mountains and hills near cities to attack from.
· Letting a settler factory get to size 7 is a mistake, but the solution is to build something bigger, and then build settlers which will complete faster than the food can grow.
· Captured wonders generate no culture for you
· Horsemen are far mor effective when working on roads. Then they can move attack and when they retreat move out of range of a slow attacker.
· 2 spears on a mountain in enemy territory can still stop an awful lot of imortals.
· Coastal units can be withdrawn on boats to neutral sea to heal
Not so quick points
· Choose city sites with future city sites in mind (medium term planning). This means that your second city site will need to take into account where you might put cities near it.
· Spend time working out which tiles will be used by cities when, so that you have some sense of priority for your workers.
· It may be worth leaving a unit on a chokepoint soon after it is identified as a gatekeeper.
· Horsemen should be used as raiding troups (attack and retreat, dont move towards the enemy on the second move.
· Planning when you want your golden age. This requires a balance between using it at an appropriate time (perhaps not in Despot but that might not be so bad, perhaps after the initial land grab is completed so that the GA affects the most cities), and not using your unique unit until it is outclassed by other units.
· Planning when to take out opponents. Which first, what impact that has on when the other wars will be fought.
· Where and when to build FP build early for the reduction in corruption close to the capital using normal builds, and then us a GL to move the palace, or just use a GL to build the FP in the heart of enemy territory.
· For ancient age Golden Ages consider the impact of the market places on the additional commerce. Either build during the GA using the additional shields, or built before the GA to maximise the cash. If out of despotism (you should be!) you could borrow money from the AI (trade Gpt for cash) and use the cash to rush some market places. The marketplaces should helop cover the Gpt.
· Invade larger cities, and try to get size 1 cities when you sue for peace. You will have to watch culture flips, but it saves them from autorasing.
· A detailed example of tech brokering between continents through the middle ages can be found in post 1457
More difficult points
· Managing workers so that they improve the right tiles, with the fewest number of wasted moves.
· Using scouts to scout the immediate area vs moving out for contacts.