Two Questions- Units and Percentages

jackreese2004

Chieftain
Joined
Aug 23, 2004
Messages
24
I tried to read up on EXACTLY what units you first create with your FIRST city and maybe even your SECOND city.
Whats the optimal selections?
Warrior,Warrior,Warrior,Settler,Worker? (First City)
Worker,Settler,(Second City)
And whats your percentage of Research on your Tech Tree? Do you go all out at 100% or 90%
Maybe a lot of people can weigh in on the matter, either saying just there Unit Sequence or a explanation of that sequence as well.

Thanks
Jack
 
It is really situation dependant, dont plan everything your going to do before a game, react as things happen.
On avarage I will go for 3 warriors straight up, some to explore and the other to act as MP if needed, then go for a settler or granary if it will be a settler factory.

I find research to be even more situation dependant than build orders. If your behind it tech it's generaly better to do no research and just buy it, if your ahead in tech and want to stay that way you'll have to research yourself, try to keep it all the way up, and you'll regain any lost money by trading your new techs.
 
Yawn....why bother trying to plan these things out to the nth degree? There is no one perfect strategy, and each game and civilization are different, requiring their own strategy. If this is what you want, I suggest you take a look at Microsoft Excel.... I also hear that "Master of Orion III" has been nicknamed "spreadsheets in space" by some. :-)
 
jackreese2004 said:
Warrior,Warrior,Warrior,Settler,Worker? (First City)
Probably about right for the first city's early production. If you're already at the "settler factory" point, you might want to let the second city produce the worker.
Really, though, Kalach is right - it's situation dependent. Is your second city going to be a shield-heavy production city or is it your settler factory? Have you already discovered that you're surrounded by agressive AI's and need units?
Don't get too locked into a set piece system. It may do fine in one game and lead to an early loss in the next.
 
jkp1187 said:
Yawn....why bother trying to plan these things out to the nth degree? There is no one perfect strategy, and each game and civilization are different, requiring their own strategy. If this is what you want, I suggest you take a look at Microsoft Excel.... I also hear that "Master of Orion III" has been nicknamed "spreadsheets in space" by some. :-)

yep, like he said.... :) it also depends on your map, terrain, and difficulty level, and which civ you are. I like to first build a warrior to explore (if I'm not expansionist) then another warrior for military police, then I build a granary, then nothing but settlers after that. The only way I'll deviate from this is if I have another city close by with food bonus's, then I will use that city as my settler factory.
 
I build 3 warriors (or scouts) to go explore, hopefully find a couple of techs or maybe even a settler. Then a Granary, because even though i fall behind the ai civs for a while, i think long-term it's worth it. Then it depends on shields and food. I try to get the city to produce 5 or more shields per turn (ten would be wonderful, since everything is in multiples of ten, but quite hard to do) even after splitting off a settler or worker. [Nine is the worst - look at all you're wasting!] A super food location will mean fewer turns between "growth units" (worker or settler), but usually i can squeeze a military unit or improvement between them.
Note that Barracks is after those first 3 units, but ALWAYS before all other military units, unless barbs come knocking.
The second city depends on its food/shields, as above. But one of the first two must be your settler factory, or you'll fall behind your neighbors in growth, and never catch up. (depending on Difficulty Level.) And as you send out settlers, you need to roughly match with mil units, or barbs will eat them. (on higher barb settings.)
[Is it me, or do some C3C civs really push aggressively close right away, walking settlers right up into your land, and grabbing it before you can? I don't remember this being as bad before Conquests...]

As for research, all i do is keep it the highest setting that still gives me a slight gold income. So over the early game, i'm slowly building a treasury that can help make deals and a few useful embassies. (If the powerhouse of the game is your neighbor, an embassy and RoP and frequent deals can make a big useful friend out of your potential doom.) The exception would be playing an expansionist civ that hits many goody hut tech jackpots; then turn research down and rake in cash until the goody hut rush is over.

A note about early trading: when trading the first techs, ask for whatever cash they have. It won't be more than ten, but they're usually happy to throw it in, and every little bit helps in the beginning.

One more note about the beginning: i research the tech i DON'T need, usually the bottom religious row. This is because the instant goody hut freebies will NEVER be what you're researching, so with a little luck, you can get the more valuable tech quicker and for free. When this works, it's a nice boon, and you need these techs anyway. But at some point, you give up and go research or trade for what you want. Finding where the horses and iron are is important.
 
Thanks for that awesome advice !!
I really like this part..."Note that Barracks is after those first 3 units, but ALWAYS before all other military units, unless barbs come knocking"
That is exactly the type of tips that are so useful, but only gained through experience.
I think I'm going to post a new thread about Advanced tips.

Thanks to all who replied
Jackreese2004
 
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