elthraser; I didn't get the Library option yet either. Camikaze- yes I, for this game had wine close by so the calender option before mining was the way to go. I realise that those types of decisions are resource based and vary from game to game .
thanks to both of you for this information. The game has progressed to a nice playable level so far, but am wondering about the abbreviations that are being bandyed about here(RA,SP,UU etc) also what the sword rush and other things that Smote is talking about.
Sorry for the lack of clarity. I didn't explain many of the strategies, since I wanted my post to be easily reviewable and clear, as to the techs, if not the reasons why.
RA = research agreement
SP = social policy
UU = unique unit
sword rush = preferably 4+ swordsmen at turn 35 or earlier (on quick) More preferably, turn 30 or earlier (much harder to achieve).
To do expansion before national college and still get national college on time, the last city to be built needs to immediately make a library, while using its highest production hex (usually a plains hill). This city is the bottleneck for the entire empire, since I expect it to have the lowest production.
While its doing this, and it might take 14 turns to make the library, the first 2 cities may make a warrior, worker, watermill, or granary (whichever is most applicable to situation... need ancient ruin for watermill to be an option). Usually a worker or warrior.
Its especially effective with Russia because 2nd/3rd cities will usually have horses, which means that they can get to 6 production without improving tiles. (2/2 horse + 0/2 hill, or 1/3 horse + 1/1 plains) This is a big advantage over other civilizations that can easily have 4 (0/2 hill) or 5 (2/1 wheat + 0/2 hill). Especially impressive are Russian cities with 2 horses, which can get to 8!! production (1/3 + 1/3) without improvements).
Make sure that all cities finish the library at the same time, to be synchronized. Then, capital builds national college, and you have 2 extra cities with decent production. (If they don't have decent production, you should not have built them or have placed them in the wrong location... production is the point of cities 2/3).
Emphasize improving the capitals tiles or cut trees (if have mining) by wherever library bottleneck is with workers to improve national college speed. Building pasture is only way to improve production before mining.
If you have a lot of gold, you can instead synchronize the first 2 libraries and buy the third. Or you can synchronize all 3 and buy workers.
For a 3 city NC, one city needs to be placed on a luxury or a very early worker needs to be built/acquired somehow, to improve luxury.
Preferred city sizes:
(2city NC, needs 0 quick luxuries)
Capital:3
2nd city:2
(3city NC, needs 1 quick luxury)
Capital: 3
2nd city: 2
3rd city: 1
or (4city NC strategy, needs 2 quick luxuries with 1 tech (like ivory + silver if you research trapping as your luxury tech... its ok if you have to wait until mining to acquire 2nd.))
Capital: 3
2nd: 2
3rd: 2
4th: 1
Preferred early tiles for use:
1. With russia: any horse
2. With 2nd city -> 3/0 tile until size 2, then max production (1/2 tiles most favorable).
3. With 3rd city -> 1/2 or 0/2 tile immediately until library is complete.
I only recommend Liberty -> NC if planning 4 cities or more before NC, to keep NC at a reasonable time. This is most applicable to France, who gets Liberty before first settler.
To clarify how to build settlers:
Build order for capital =
2city NC:
Capital:
Scout
Settler
Something (warrior, worker, granary, watermill, etc)
Library
NC
2nd city:
Library
3city NC:
Capital:
Scout
Settler
Settler
Something
Library
2nd city:
Something
Library
3rd city:
Library
4city NC:
Capital:
Scout
Settler
Settler
Settler
2nd city:
Something
Something (only if high enough production)
Library
3rd city:
Something
Library
4th city:
Library
Is this a lot clearer? Make sure your new cities are making at least 4 hammers per turn. Only use a 2/0 tile in the case that you can soon use 2 1/2 tiles.
Math behind this:
1/2 tile for 10 turns -> 40 total production, then 6/turn
2/0 tiles for 5 turns -> 10 total production
2 1/2 tiles for 5 turns -> 30 total production, then 6/turn
Equivalent hammers, but 5 more beakers overall for growing first. This only applies if you have 2 1/2 tiles to use.
Additionally, you actually do better if you have a 1/2, 1/2, 3/0 and use the 3/0 to grow, then switch to the 2 1/2s. (Of course 3/0, 1/2, 1/2, 1/1 makes an additional hammer per turn, but it is hard to get to size 4).
In fact, for the entire game try to have twice as many hammers/turn as the #2 player, and you are sure to win, since the hammer lead + keeping up with tech (because of NC) makes you unstoppable.
The only risk is the Liberty no-NC expanders who will outproduce you greatly (maybe by as much as 50%-100% if you have a bad start). Best advice as NC player w/ bad start is try to use diplomacy with other players to ally against the high-score Liberty no-NC expander. This usually works, since everyone fears the #1 score player. Alternatively, try to ally with the score-leader in hopes that his first attack will not be directed at you (and you will hopefully get longswords before he turns on you).
After library, 2nd city may build Great Library or Stonehenge *only* if you expect nobody else to be building it (based on civ choices, player chat, score increase rate of other players ie settlement rate).
2 or 3 city NC with 2nd city building library -> Great Library (Civil Service) is probably the strongest teching build, but very hard to achieve [Great Library is a highly favored wonder among players and yours will be 10-12 turns late.] Sometimes, 2nd city can build stonehenge b4 library, if doing 3-4 city and 2nd has good production, or maybe built on marble, which lets capital build NC w/ aristocracy later.