The Almighty dF
Pharaoh
Actually the AI's much better than warlords.
They're smarter now, it's made the game a -lot- harder.
They're smarter now, it's made the game a -lot- harder.
First off, back to the original poster. The best answer can be found here:
On to Vicawoo.......seemingly a thorn in my side.
Some random thoughts.
I do not own BTS due to the fact many players said the AI was much slower then Warlords and that basically player vs the AI was much easier at emperor and above.
The game settings are on Monarch which IMO is much much easier than emp/immortal. The AI's are much slower. The maintenance cost to REX are MUCH cheaper.
You have 3 mined Gold hills thus greatly adding to the affordability of an eary REX. On immortal, when I REX to 3+ early cities my research will be at 0-10% with no help from Gold/Gems.
My point?
The basis for my arguement was for emp/immortal games with the underlying belief that their would be no more than the initial gems in the capital to aid an early REX. Additionally, in the game that I played their happened to only be 2 accessable resources combined within my 4 newly found cities.......the rest would require border pops.
My suggestion would be to create a game with a tougher level and with "realistic" starting conditions............ones that dont include 3 gold hills and with every new city having access to either a mined hill + copper or rice + cows. In my Emp game only 2 resources fell within the BFC of my new cities and even then I still had 4 more population and only 1 less improvement thnt you did in your scenario. Sure you have some settlers almost done but I would as well with an overpowered start and surroundings like in the game you have shown.
To end, your example in my eyes is unrealistic and therefore the results are as well.
Edit:
If I seem rude......... In my previous post I went through some effort and really emphasized the point that I was talking about emp/imm. You then give your example with # of cities, pop, etc with what? With a MONARCH game which is significantly easier and to add fuel to the fire the surrounding lands and potential new cities sights are overpowered in my eyes.
I'm the kind of player that will typically regenerate any start which overpowers me. That means any time I see gems, gold, or 2 very good food sources like irrigated Corn and Pigs I will regenerate due to the start being TOO good.
Actually the AI's much better than warlords.
They're smarter now, it's made the game a -lot- harder.
http://forums.civfanatics.com/showthread.php?t=275002&highlight=warlords
On Emp/Immort+ where I play virtually every person believes the AI is much easier to play against. I get the same low down from my out of state buddies as well.
Here we go, I used the monarch degaulle save, so if you're playing that game, don't look.
1160 BC.
Ok, capital size 3, second city is size 3, 3rd city is size 3, a size 2, and 2 newly founded cities, one working a gold mine. Total 6 cities, 13 population, 2 more settlers coming soon and 2 workers. Had a lot of trouble with barbs and of course my economy is tanking, I would have preferred to grow a few cottages in the capital.
Capital goes worker warrior grow to 2 switch to settler, improves corn, makes mine, chops twice
2nd city (founded 2680) grows on warrior then settler at 2, capital builds a worker then finishes warrior, worker there improves bronze then cow.
capital goes on to settler. settler for 3rd and 4th city out a little after 2000 bc
3rd city founded 2000, 4th 1880.
5th 1360, 6th 1160. So early build is producing quite a bit, although my economy is tanking and barbs are a big problem.
Earlier isn't better in most cases. I tried using your method when I had Corn and Gems on a hill. My build was
Worker-farmed corn
Worker-who was finished with 1 chop
Warrior-to grow city to size 2. While city grew I made 2 more improvements.
Settler-2 Chops (1ea worker), settler had 1-2 turns to finish and the 2 workers followed the newly made Warrior to the next city site and began pre chop of forest for what would be a Settler set to build first.
Capital began 2nd Settler
City 2 started-3rd Settler-4 total chops
City 2 then went Worker,warrior,barracks
Capital-Settler finished and began growing and building normal things like barracks/troops
3rd and 4th Settlers finished almost at the same time at which point I split up the workers who went to a new city and chopped out a worker first, then each new cities New worker started improvements while the original 2 workers connected roads/resources.
So by 1160 BC I had 4 total cities that consisted of a Capital at 4 Pop with 6 turns to reach size 5 while each new city were virtually identical at size 2 with 1-3 turns of growth accumulated in them. The Capital had 5 improvements while the other cities combined had 3.
I then reloaded and tried my particular method which involves someting like this:
Worker-improve corn
Warrior-size 2
Settler-worker finishes the mine and chops 2X to finish Settler
Worker-1 Chop then follows new Settler
New worker at Capital improves 2 more tiles then begins roads
2nd City begins Settler which is chopped 3x then builds worker-warrior,barracks
Capital is now at 4 Pop and begins Settler,Worker,Worker
3rd and 4th Cities go Warrior,Barracks
By 1160 BC my Captial was size 4 Pop with 2 turns needed to reach size 5 and two of the cities had 2 pop with 1-3 turns of growth on them while 1 city had reached size 3 with 5 turns of growth. My capital had 5 improvements while the other cities had a total of 5 improvements.
I kept trying different variations of the worker,worker, settler that utilized an overall lower population to produce settlers and workers. Both startegies call for chopping which is limited in the Capital to 3 chops with both strategies.......something I arrived at due to the level I currently play(emperor), the average number of forest, and the minimum Health I want remaining after chopping (5).
What it always boiled down was the Capital at size 4 was able to make up the difference in total turns because it only needed 8 turns to make the last settler and 5-6 turns (depending on your micro) for the last 2 workers.
Earlier isn't always better.
when compared to a city who took 10-13 more turns to grow but spits out settlers 5-7 turns quicker and workers 1-3 turns quicker.
The poll seems to agree, BtS is harder. Only a tiny % voted otherwise.
BtS deity is easier. The AIs research slower, build less units, need more time to upgrade units. They do get cultural victories now though.
I would say emperor is the point where the two are the same. Anything lower and BTS will be tougher, while immortal and deity are made easier. Although you'll still notice that large gap between immortal and deity, and I still need to get quite lucky to win a deity.
They give the AI less bonuses in BTS on Emperor-Deity. While the AI plays slightly better, it can't make up for the greatly reduced handicap. Also, in BTS deity the happy cap is higher for the human player at the high levels.
Basically, BTS made the lower difficulties harder and the higher ones easier...I guess normalizing them somewhat.
I agree wholeheartedly with the general sentiment that the higher levels have become easier. Prince seems comparable, I can't say anything about the lower levels since I never played those competitively.
At the higher difficulty levels I'd definitely say BtS is somewhat easier. The AI doesn't use corporations or espionage very well, giving the human player an edge there, and the AI isn't so much "better" as "different" in other aspects relative to older versions.
IMHO monarch to immortal BtS is easier than Vanilla/Warlords...
Yes, this is why I used my initial plan of Worker, improves 1 tile, chops worker, both chop settler. In order to beat AIs to city spots.
But it is true that IF you get the desired city spots a bit later, that Worker, grow to 2, worker, settler provides a somewhat better posiiton.
@ Meintheteam, It was a MONARCH game: http://forums.civfanatics.com/showthread.php?t=260991&highlight=monarch+degaulle
@ shadow:
I personally always start my 1st settler at either size 2 or 3 depending on the improvements I have around me and to ensure I beat the AI's 2nd settler out the gate. I personally never do a true REX at any time so the literal impact of these discussions would do nothing for me or nothing against me lol. I do however still think a Mass Rex would best be accomplished with a method that shaves off the most amount of turns (including potential exponential possibilities within all methods being discussed)
I find that with a massive Rex your research will be dead for a long time which leads back to the ole horizontal vs vertical discussion. I would much rather have 5 cities by 900BC emper/imm with SH,OR,MC,MON that can grow vertically very fast than have 7 or 8 low pop cities with stagnating research.
I say go for the huge research and production boost which in turn fuels my empire to easily take over 1-3 more cities while also grabbing the GL early and then finishing CS by or shortly after 1AD with the help of my 1st GP. Add into the mix more cities being conquered as you head over towards Liberalism which has been sped up by Bulbing CS and then depending on when your 1st GS comes, either Philosophy or part of EDUC. Normally works out to 9-12 cities by 1000 AD with Liberalism from 700-1000 AD. Game is already done at this point.
So then, When IS the best time to pump out that first settler, lol?
I think BtS emperor is alot easier than warlords emperor.
(a) AI doesn't REX and box you in like in warlords
(b) They are slow to liberalism
That's all fine and dandy...but mods slow the game down unless you have a good comp (and it's not like my computer is 5 years old or anything). Bug mod is really about all my comp can handle unless I only want to play small maps...which would kinda make better AI a wash since the AI sucks more on smaller maps anyhow.try BTS Better AI... they focus more on expanding then the stock AI.
I do not know about size 2.
At my current level, once again, the goal is to ensure a good city spot with my 1st settler. Even if you grow your city to size 3 before making your first settler your worker will be in the process of finishing your 3rd improvement while the settler is being built which normally gives you 4-5 turns of settler production with 2 improved tiles and 1 unimproved. I'll definitely start my 1st settler exactly at size 2 with cows and horses in my bfc because thats a 10 turn build.....something you normally don't achieve till 3 pop with 3 improved tiles.
@ paradigmshifter.......Yea, I got a bunch of college buddies out of state who swear up and down that BTS blows so hard and when I read all the other post about people saying it's easier there is absolutely no reason why I should invest the time, energy, or cash for it.
No offense, but your friends are morons.