What is your general strategy for wide isolated starts? (District wise, and tree beelines.)

Bliss

Warlord
Joined
Dec 28, 2012
Messages
237
I usually just make sure every city has first a campus (or 1 holy distrcit on capital as 1st district) and then a Theather District. 3rd district is based on need.
I get enough military only to kill barbarians (if all the land is not covered with cities already), beeline universities (get Caravels to pump that city strength) then focus on Radio for Resorts > Research Labs > Computers/Spaceport .

Meanwhile, for the culture game, I might start with a holy district to get Religion, beeline Temples (I do ignore Political Philosophy), grab best beliefs asap, then total rush to Feudalism/Spies > Humanism/Merchant Republic > Conservation.
 
On deity, isolated start means, that you dont have to prepare for the initial warrior rush. Usually I start my game by building one and when it is finished, I already know, if there is a very close civ that is a big trouble. If not, then I don't hvae to build a third one. How about you Victoria, do you spend a lot of early production on protecting agains the enemy rush? When do you figure out you are remote enough on not to care?
 
How about you Victoria, do you spend a lot of early production on protecting agains the enemy rush?
@nauberry , place a @ in front of a name or I could miss the question.
On the first turn I check for mountains and coast, these limit the risk. Also finding a CS limits to risk as they are not only a buffer but also a barb killer (good and bad news). My warrior will go out a few tiles in a potential danger way while I build a scout to cover the other way. The first thing that is going to come is a barb scout and your scout has a ZOC so you can block it. It always moves away from your scout to one of the 3 non ZOC hexes. My scout initially has a defensive role as skirmishers rather than scouts. Once my immediate area feels safe it can move off but often I will find a civ nearby and my ZOC does not work against a civ scout so it is about not showing my capital (unless I want to war) and my scouts sole aim is to move toward that civ and if they are sending over troops, use my scout to body block them for as long as possible while I build a defence.

It is a big question of do I want to attack early ( animal husbandry is often a good first choice) or at least get one settler out and build for craftsmanship where my troops are cheaper to produce. No point in getting and expensive army if you do not need it.

A lot depends on the civ you are playing, Hungary or China in particular can have lots of early issues starting on grassland in the middle of a continent, lots of barb scouts and enemies so probably army with them regardless but other civs you are a bit more free to choose.

On emperor or below the threat is a lot less. For a start the barb spawn rate is 1/2 turns rather than 1/turn.
 
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