I don't see a problem with having 4 civs on our home "continent". There is enough room for some initial peaceful development, and by the time of the first clashes, we will be strong enough compared to the AI... After all: this is only Emperor! Using a "real archipelago" against Emperor would be like stealing candy from a baby... Let's at least have a little bit of a challenge...
And: if we would have started this like a "normal" SG, we wouldn't have noticed early on anyway, so restarting now would feel indeed like taking unfair spoiler information from our unusual "multi-start"... So let's stop whining and instead show them AIs, how the big boys play...
When comparing the four starts so far, the most striking feature is, that I am the only one who went for an ultra-early granary. And I think this is important for managing the Republic slingshot: because of the lack of food, it will not be easy to achieve this on Emperor. With the granary and consequently doubled growth-rate, we'll have the best chances to succeed with the slingshot. Both Nathiri and tjs282 traded Alphabet to a neighbor. I think this is too risky and jeopardizes the slingshot, considering our not-so-good start position (and consequently slow research). Nathiri in addition wasted some turns in the beginning with researching Masonry, which is not needed at all at that point, only delays the slingshot (diminishing the chances of achieving it) and can be obtained for free from the AI later on anyway. (That start sequence appears a bit "unfocused" to me as a matter of fact: no clear plan for the research and no clear plan for exploration: there are already 4 Warriors (which already cost maintenance and further reduce science output), but instead of exploring the far regions of our continent, they turned around and came back home, after meeting the Russians?! Warriors built for exploration need to keep walking as far as their feet will carry them... For MP duty, new ones can always be built at home. As in fact has already occurred here: of the 4 Warriors, it's enough if two stay at home, and the other two should by now have reached Russia on one side and the Dutch at the other. Don't understand me wrong: I don't think it's good to have 4 Warriors at this early stage. Way too many for my taste. There would have been better ways to invest those shields. But if we already have them, sending them to the far corners of the world would have been my choice of using them. All these little mistakes can be seen in the critical "indicator": 35 turns still left on Writing!)
In tjs282's start I don't like the fact, that the capital will drop back to size 1 in turn 21, and there is no Granary yet to regrow it quickly! Why are you crippling your poor capital that way? There are still many commerce- and shield-rich tiles for your capital to work, while there are no good town locations for our settlers. So letting the capital grow to size 6 and get some decent research and production going, is much better in this situation than to have 3-4 unproductive size 1 towns. The expansion will later be much quicker, if we first setup a strong capital. Just compare our research: you started with Writing immediately and now have 19 turns left. I first spent 12 turns on Pottery, but my Writing is now already down to 21 turns. I'm pretty sure that thanks to the Granary my approach will catch up or even overtake yours before the end of Writing, and then during CoL and Philo will cruise ahead significantly.
Spoonwood's start was highly original! The best exploration of them all. But I think, you handicaped yourself too much by obeying the pre-game order "Writing first", and the missing Granary will make itself felt over the next 1-2 turnsets? And the same "problem" as in tjs282's game: settler finishes in turn 21. Are you really sure it is wise to build a settler that early? Especially as the new town doesn't really have better tiles to work (yet) and these two citizens would earn much more gold and shields, if they stayed at home in the capital at this point? Just consider: in turn 30 my capital will reach size 5, yours will reach size 2...!
And: if we would have started this like a "normal" SG, we wouldn't have noticed early on anyway, so restarting now would feel indeed like taking unfair spoiler information from our unusual "multi-start"... So let's stop whining and instead show them AIs, how the big boys play...
When comparing the four starts so far, the most striking feature is, that I am the only one who went for an ultra-early granary. And I think this is important for managing the Republic slingshot: because of the lack of food, it will not be easy to achieve this on Emperor. With the granary and consequently doubled growth-rate, we'll have the best chances to succeed with the slingshot. Both Nathiri and tjs282 traded Alphabet to a neighbor. I think this is too risky and jeopardizes the slingshot, considering our not-so-good start position (and consequently slow research). Nathiri in addition wasted some turns in the beginning with researching Masonry, which is not needed at all at that point, only delays the slingshot (diminishing the chances of achieving it) and can be obtained for free from the AI later on anyway. (That start sequence appears a bit "unfocused" to me as a matter of fact: no clear plan for the research and no clear plan for exploration: there are already 4 Warriors (which already cost maintenance and further reduce science output), but instead of exploring the far regions of our continent, they turned around and came back home, after meeting the Russians?! Warriors built for exploration need to keep walking as far as their feet will carry them... For MP duty, new ones can always be built at home. As in fact has already occurred here: of the 4 Warriors, it's enough if two stay at home, and the other two should by now have reached Russia on one side and the Dutch at the other. Don't understand me wrong: I don't think it's good to have 4 Warriors at this early stage. Way too many for my taste. There would have been better ways to invest those shields. But if we already have them, sending them to the far corners of the world would have been my choice of using them. All these little mistakes can be seen in the critical "indicator": 35 turns still left on Writing!)
In tjs282's start I don't like the fact, that the capital will drop back to size 1 in turn 21, and there is no Granary yet to regrow it quickly! Why are you crippling your poor capital that way? There are still many commerce- and shield-rich tiles for your capital to work, while there are no good town locations for our settlers. So letting the capital grow to size 6 and get some decent research and production going, is much better in this situation than to have 3-4 unproductive size 1 towns. The expansion will later be much quicker, if we first setup a strong capital. Just compare our research: you started with Writing immediately and now have 19 turns left. I first spent 12 turns on Pottery, but my Writing is now already down to 21 turns. I'm pretty sure that thanks to the Granary my approach will catch up or even overtake yours before the end of Writing, and then during CoL and Philo will cruise ahead significantly.
Spoonwood's start was highly original! The best exploration of them all. But I think, you handicaped yourself too much by obeying the pre-game order "Writing first", and the missing Granary will make itself felt over the next 1-2 turnsets? And the same "problem" as in tjs282's game: settler finishes in turn 21. Are you really sure it is wise to build a settler that early? Especially as the new town doesn't really have better tiles to work (yet) and these two citizens would earn much more gold and shields, if they stayed at home in the capital at this point? Just consider: in turn 30 my capital will reach size 5, yours will reach size 2...!
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