Moonsinger said:Use your starting settler to explore the world during the first 10 turns. Pop a few huts while locating the best site for your first city.
Moonsinger said:Use your starting settler to explore the world during the first 10 turns. Pop a few huts while locating the best site for your first city.
I do that to run around, get huts, and find other civs so I know which direction to grow. I also like to let my first city grow during the initial warriors.DigitalBoy said:The first things I build in my capital are almost always:
Warrior, warrior, worker, warrior, warrior, settler, barracks, (goes from here).
Sibben said:
Radical approach, at least to me. Can you recover that turn disadvantage without some heavy and early mongering?
I usually play marathon/pangea with makes it quite interesting, for two reasons:
1) 10 turns is not that much.
2) Moving inland would maybe helps you cut off AI:s in initial landgrab.
Might try it sometime.
TheRealCzar said:Firstly, am I right in saying the map gen script is built so your start location is usually fairly nice with some resources? So you have a good chance of not finding a better start location.
Exactly, it works best on marathon. IMO, if you aren't play at Marathon game speed, you aren't really playing much.Secondly, 10 turns is a loooong way to fall behind on anything except maybe marathon, which I'm thinking you must be playing.
Thirdly, unless you're playing no barbs, your eating into your grace period. At monarch, I need every turn to try and squeeze out an extra city or two with adequate defence before the hordes decend.
Fourthly, your settler can't explore that much, so any great location you find will be close to your start location, and would be a good second city location anyway.
I usually start with warrior, and wait til size 2 before worker, because I often go for early religion, so worker would arrive before he has the ability to develop resources, so he would just sit there looking dumb until he figured out how to farm or something.