What Do You Build First?

What are amongst the first things you build in a new city?

  • Defensive Unit (Spearman/Pikeman/Infantry etc.)

    Votes: 13 14.8%
  • Exploring Units (Warriors, Horsemen, Scouts etc.)

    Votes: 24 27.3%
  • Offensive Units (Swordsmen, Knights, Tanks etc.)

    Votes: 4 4.5%
  • Temple

    Votes: 21 23.9%
  • Granary

    Votes: 7 8.0%
  • Barracks

    Votes: 4 4.5%
  • Walls

    Votes: 0 0.0%
  • Library

    Votes: 0 0.0%
  • Harbour

    Votes: 0 0.0%
  • Marketplace

    Votes: 0 0.0%
  • Courthouse

    Votes: 0 0.0%
  • Sea Unit (If At Sea)

    Votes: 0 0.0%
  • Worker

    Votes: 8 9.1%
  • Settler

    Votes: 3 3.4%
  • You can build things?

    Votes: 4 4.5%

  • Total voters
    88
BobV said:
I think this works very early in the game however after a certain time the barbarians become too frequent.

It also makes a difference if you play with "raging" barbs like I do or on an easier barb setting. I like to have a warrior explore to pop goody huts so I don't waste a settler when it produces barbs and don't have the temptation to save & reload.
 
Hmm, it really depends on where the "new city" is, and also when I'm acquiring it and under what circumstances.

For instance, my first few cities in the game will build Warriors until they are large enough to build Settlers and Workers.

However, later in the game, when the main expansion phase is over and I no longer need the majority of my cities building Settlers, I usually build units or a Harbor or Temple, depending on my long term goal and the location of the city.

When I'm at war and I take control of an enemy city, my first build is usually a Temple. Why? Because building a defensive unit in a core city and moving it to the new city is usually faster than building one in the new city, especially when the city is in resistance and most likely only producing 1 shield per turn. As such, I start building a Temple in order to discourage a culture flip, then rush it as soon as the resistance is quelled. Of course, Airports and Harbors can also be important in newly captured cities, depending on the surrounding environment.
 
I agree with Arathorn. When a city is founded, it usually has a pressing need. Some needs a MP, some needs a border expension, some don't have a single worker within a thousand mile radius. The first build should be unique to each city.

However, I did vote -- for the granary. Because for those few cities that I just can't find a reasonable first build according to its need, I like start with a granary. It provides the best long term benefit.
 
I believe that a temple is the first building to build, espescially if you are sharing borders, if you don`t make that city a cultural powerhouse and fast, it will flip over, it`s a brutal world, either flip or be flipped.
 
You definitly want to build a Temple first, unless you have the Temple of Artemis or you are Scientific and can create Libraries quicker. I usually send a defensive unit along with the settler (raging barbarians arent exactly fun). When Im done with the Temple, I build somethying related to my present situation.
1. War: offensive or defensie unit
2. City is far from capital: Courthouse
3. Barbarian Hordes:Walls and/or defensive units
 
MikeH said:
One thing I don't build, since reading the Training Day Experiment, is spearmen.

But how on earth will you be able to defend against tanks later in the game without spearmen!? :spear:

Sorry, I just couldn't resist saying that... :rolleyes:
 
awkward question. I have no standard solution. A worker if I can finish it in five turns (cattle) and the settler who founded the city was defended by warrior/spear. A temple if religious and low-food terrain. Generally MP units or exploring units. I usually play with raging barbs, so defense is crucial...
 
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