What would your first moves be?

TheMadFiddler

Chieftain
Joined
Jun 14, 2013
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Given the situation shown in these images, what would your first builds/research targets be?

Since Shaka starts with Agri and Hunting, I found if I built a worker first I could not research fast enough so they always had something to do [even if I ignored Fishing for a while].
So, thoughts on the best plan here?


Shaka1_zps32e9d6cf.jpg


Shaka2copy_zpsd26c675d.jpg
 
Second map is easy. SIP, then worker first while teching towards BW. Then you get fishing and ignore the cow for now due to the fact that your worker will be super busy with all those forests.

The other option is:

Worker first, followed by wheel!!! Roads will allow you to save LOTS of worker turns moving back and forth between the two sides of the capital city. Ignore the clam for now. Too much other things to do. Besides, you're expansive and pottery is nice.

What you want to avoid is being forced to move one worker between the two sides of the capital.

The third option is get two workers, leaving one worker on each side of the capital.
 
For the first map I'd also consider getting the wheel after AH. Roads are always useful, and will let you get to places faster. Also, double-worker. You're expansive, and what else are you going to build for a while?

Roads will be extremely useful anyways, considering the forest and the hill blocks your settlers from getting to places quickly.

If there's lots of forests and hills, the techs you want are either BW or the Wheel. This time since you don't have mining, the wheel is definitely a good option. Building roads through the forests is very useful for easier time chopping and for moving settlers through the area.
 
What's the map script / game speed ?
Could you post the save for the first one, I'm wanting to experiment.

Without being sure of my suggestion, I disagree with Marigold's build roads suggestion. Most of the tiles aren't going to be worth developing in the near future, and the only way to move units out is NW, and everything is connected by coast anyways. You could road forests to save time chopping, but you've still wasted early turns moving and roading there to begin with, and you've teched road working when you have several early priorities.

My first assessment of the situation is that this looks like a great TGL map, and the start should be playing to that. I think (based on my early morning groggy assessment) that I would start off warrior - worker - warrior - boat - boat - (boat/settler) - lighthouse - TGL
Tech BW - fishing - AH - sailing - Masonry and with worker, mine bot right hill, move up two spaces to chop, then build cows, then chop the rest.

I realize though I'm assuming deity pang, and that other levels/maps may require more barb def and later TGL.
 
You could go settler first, cos there's a good spot with fishes that can help building boats and make up for some time lost.
Considering that other options are not much better, maybe starting with 2 cities could get you somewhere ;)
 
Without roads, it would take you 3 or more turns to move a settler or a worker anywhere. Building roads early saves you a shi-ton of settler and worker turns.

Also, you're expansive, not IMP.

The advantage of an early road through a hill or a forest means you can move a worker there AND chop/mine on the same turn. And you're going to be chopping/mining those hills and forests at some point anyways.

Finally, wheel means pottery, and you're expansive.
 
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