WOTM 08 Pre-Game Discussion

Not sure, given Agriculture in hand and flood plains available to farm, that it's best to research fishing and build a workboat in lieu of producing workers and other research, such as Animal Husbandry (again, noting that we have the Wheel in hand).
 
Not sure, given Agriculture in hand and flood plains available to farm, that it's best to research fishing and build a workboat in lieu of producing workers and other research, such as Animal Husbandry (again, noting that we have the Wheel in hand).

Something needs to be built while growing the city. It's either a work boat, a warrior or barracks. Going for a scout/archer is a little bit off the track for me. But it could be clever to start with A.H. That means that horses will be revealed before the worker is done. And then it's possible to choose between barracks and warrior (barracks can be skipped if main unit will be chariot/horse archer).
 
Why do you think the barracks is less important if you're building chariots or horse archers?

Chariots can kill barbarian warriors even without promotions. And horse archers can kill barbarian archers as well unpromoted. I'm also less reliant on mounted units to survive, since other mounted units can quickly come to aid. But perhaps it was poorly phrased by me. I think it can be delayed (barracks are better in all aspects compared to stables, yes?)

It's about timing as well. My reasoning goes like this:

If I can build early chariots, barracks are good but not essential. Unpromoted chariots can still beat barbarian warriors.

If horses are not available, I need to wait for BW to find out if there is copper in the vicinity. If there isn't, I'm either stuck with warriors or have tech to archery. To reduce the risk of getting into trouble along this path, I want barrracks (or rather - I want promoted warriors).

I would prefer if I could delay the barracks, and I can do that if I've got horses nearby. Does that make sense? :confused:
 
Sadly we don't know if horses are nearby, so it's trial & error or you have a plan B.

At this difficulty the designer has achieved perfection not if there... ähm I mean they will put in some handicap.
 
Sadly we don't know if horses are nearby, so it's trial & error or you have a plan B.
Plan B could be to have the continent well scouted and a settler ready, if you really want to have mounted units. Then you need either the roads or sailing.

With arid continents and normal speed, the mounteds provide pluses: double movement is particularly useful on flatlands (obviously); barbs have less terrain to provide cover, mounteds don't get defense bonuses anyway; with barracks and stables, the movement promotion is a realistic goal.

Sometimes the extra time to connect to a more distant source is well worth it.
 
AgedOne - thanks for the test map!

These flood plains scream two things to me: whip, whip, whip and specialist economy. And the fish will help as well. So, it's Fishing, Mining and Bronze Working for me. I will then go Animal Husbandry and Horseback Riding. Hopefully, I have either axemen, chariots or horse archers when the barbarian horde advances.

I'll start with a worker (12 turns), then workboat (finish with the whip when possible) - overflow into a warrior. There is no need for granary; the city will grow faster than I can whip. An early settler is on the list as well, as is barracks or stables depending on the unit I'll use most.

The AI will typically start with building a warrior, so the scouting warrior can do some exploring before trying to steal a worker (and pillage!). This will weaken the AI considarably.

I noticed in the test game that if you build a city next to an animal, it will move out of the culture on the next turn. I've never tried before.

Animals showed up at 3600 BC and warriors at 2000 BC.

Victory condition? Conquest :lol:

So, it's the lower tech path (lightbulbing my way towards astronomy), with the exeption of code of laws. The pyramids will go very well with Caste System. I will be surprised if that wonder will be built before AD by the AI. Hopefully I will never know :)

I'm thinking of skip Alphabet if I'm stuck on the small island with 1 or 2 AIs which is usually the case. If on the small island, the resource could be limited for things like marble and stone which would be an extra burden for wonders. would you get CS and Philosophy and will you lightbulb paper before astronomy?
 
I'm thinking of skip Alphabet if I'm stuck on the small island with 1 or 2 AIs which is usually the case. If on the small island, the resource could be limited for things like marble and stone which would be an extra burden for wonders. would you get CS and Philosophy and will you lightbulb paper before astronomy?

it's continent, so at least you know you're not isolated

Raging barbs = great wall in my agenda.
I was thinking of moving inland, so that the capital's culture fogbusts a bit more. I was also looking at those hills to the east...
 
I'm thinking of skip Alphabet if I'm stuck on the small island with 1 or 2 AIs which is usually the case. If on the small island, the resource could be limited for things like marble and stone which would be an extra burden for wonders. would you get CS and Philosophy and will you lightbulb paper before astronomy?

Amao, I can't comment on your post since I've started the game - sorry :(

I'll answer in the first spoiler thread instead.
 
I'm thinking of skip Alphabet if I'm stuck on the small island with 1 or 2 AIs which is usually the case. If on the small island, the resource could be limited for things like marble and stone which would be an extra burden for wonders. would you get CS and Philosophy and will you lightbulb paper before astronomy?
KInd of depends on when you want to land on the other continent. If you playing for conquest or domination, you probably want to get to Astro asap and CFR showed how to do that in the SGOTM2: you create about 3 GS's and use them to lightbulb Optics and Astro. So you have to not get Meditation and not CS...

Another good idea is to build the Great Wall as cabert said, which of course protects you against the raging barbs but also let's you build a GE for lightbulbing Machinery. Then you'll get to Astro very early. (If you build the Oracle, you can free-tech Metal Casting, build a forge in your GW city and get the GE even faster). The problem with the Oracle is that it might pop you a GA, and make it harder to get your 3 GS's early on.
 
Oracle actually pops you a GP, not a GA ;)

Is the Great Person tech preferences the same for warlords as it was in vanilla?
 
Is the Great Person tech preferences the same for warlords as it was in vanilla?

Almost the same. The one difference is that masonry has moved up the GP preferences. In Warlords, masonry is ahead of civil service for prophets, which means you can't use the vanilla trick of avoiding researching masonry in order to have the GP slingshot CS for you.
 
Amao, I can't comment on your post since I've started the game - sorry :(

I'll answer in the first spoiler thread instead.

I can't read that spoiler until i play to AD. :(
 
it seems most people are gearing up for quick access to possible military resources (i.e. horses, bronze) and rapid manufacture of units, is this because of the 'raging barbies', or a general conquest strategy? would it be viable on this map to research mining>BW>masonry then chop rush the three forests to hurry the great wall wonder. while building warrior>worker>settler. or would the chopping of forests cripple early expansion or defensive military production due to lack of hammers? obviously answers depend on what other terrain/resources are lurking in the mists :) i've never played with raging barbies :confused:
 
it seems most people are gearing up for quick access to possible military resources (i.e. horses, bronze) and rapid manufacture of units, is this because of the 'raging barbies', or a general conquest strategy?

I think it's largely because of the raging barbs. On a continents map, it's unlikely that a quick (pre-astronomy) conquest or domination is possible.

would it be viable on this map to research mining>BW>masonry then chop rush the three forests to hurry the great wall wonder. while building warrior>worker>settler. or would the chopping of forests cripple early expansion or defensive military production due to lack of hammers? obviously answers depend on what other terrain/resources are lurking in the mists :) i've never played with raging barbies :confused:

It's viable, though bear in mind that chopping 3 forests will give you barely 1/4 of the hammers you need to build the great wall, so it won't speed it that much. If you're going to do that, you might want to save the chopping until you're 3/4 of the way through building it, to maximise use of the forests :)

And you probably do need to leave yourself some hammers for military expansion, though that doesn't necessarily have to be in the capital.
 
Smack dab in the middle of exams, but these settings seem doable for a nice study break. With expansion trait are you able to have more cities with less cost to your economy? I've nevered figure out the transition from civ3 to civ 4 based on the optimal number of cities.
Mehmed II seems to scream fast expansion to me, whats a good way to monitor my expansion so I don't criple my economy?
 
Expansive helps with the health cap and with civics costs. I'm not sure it helps with city maintenance, which means the answer varies quite a bit...I wouldn't get more than 4-6 cities before 500AD unless I somehow had a really good economy.

The best way to monitor your expansion is your research rate...you shouldn't have any trouble researching pretty much any ancient age tech in less than 15-20 turns or you've expanded too fast.
 
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