Contents
First
Turns
Expanding
Developing
Your Capital
Policies
and Technology
Diplomacy
Checklist
First Turns
Found your Capital wherever you spawn,
and start building a Worker.
Use your supplemental Warrior as a scout. Don't use auto-exploration.
Seek out nearby Ruins and loot them for the advances or bonuses they
offer.
There will likely be a Barbarian encampment near your Capital. Move
into advantageous position, crush it, heal up and move on.
If you're fortunate you'll meet a City-State or two in the first few
turns. They provide you with decent gifts of Gold. You may also find a
Natural Wonder, improving Happiness.
Don't stray more than eight Tiles away from your Capital until you have
at least 200 Gold in reserve. If a Barbarian shows up you could lose
your Worker or Improvements. Once you have 200 Gold feel free to range
farther, as you can use the Gold to buy a Warrior if a Barbarian
approaches.
Destroy any Barbarian encampments as soon as you can. They become a
real headache if you ignore them.
After you finish your first Worker, set him to creating a Mine,
Plantation, Pasture, Trading Post, Camp or Quarry. After completing one
of these, build a Farm or two, then create any available Improvements
around Resources.
Expanding
Next, build a Settler. He'll stifle
your Capital's growth for a few turns but in the long run you'll grow
bigger by founding a second City quickly.
After the Settler is built, send it to the nearest suitable location,
found a City, and build a Worker there. If you have cash on hand, buy
the Worker and build a Monument followed by a Settler. If you don't
have the money, build the Worker, then build a Settler and then
construct the Monument.
Use the new Worker to Improve the area around the second City, and then
to build a Road back to the Capital, forging a trade route.
Send the new Settler out to found a third City, and start the newest
City on a Worker. After your second City finishes a Monument, build a
Granary there.
Developing Your Capital
Meanwhile, in your Capital, purchase
or build a Monument and a Granary. Purchase or build another Military
Unit, and then start on a Wonder. Stonehenge, the Oracle, Hanging
Gardens, Great Library or the Pyramids are good choices. Then build a
Lighthouse or Water Mill if you can.
Develop the area around your Capital with constant Improvements. Build
lots of Farms to grow your population, and develop land around
Resources with the appropriate Improvements to generate Happiness.
By this point your roving Warriors should have found enough City-States
that there is at least one Barbarian-clearing mission available. Send
out the troops and start working on gaining Influence.
If you've been handling your Happiness properly, you'll hit a Golden
Age somewhere between turn 60 and 85.
Around Turn 100, it's a good idea to start work on two new Military
Units. Things tend to get bloody at about this point in the
Civilization 5.
Policies and Technology
Your first Social Policy should be
Honor unless you are pursuing a Cultural Victory, in which case you
should choose Tradition.
In most Civilization 5 games, by Turn 100 you should have unlocked
Honor, Tradition, Piety and another Social Policy of your choice.
When choosing your first Technology, take a close look at the land
surrounding your Capital.
- Are Resources adjacent to your Capital obscured by Forest, Marshes or Jungle? If so, you should discover Mining first so that you can clear them. Otherwise...
- ...if nearby Resources include Gold, Silver, or Gems, choose Mining. If there is Marble nearby or you need to drain a Marsh, follow Mining up with Masonry. If there is Jungle that you must clear to get at a Resource, follow Masonry with Bronze Working.
- ...if there are Furs or Ivory nearby, choose Animal Husbandry and then Trapping.
- ...if the nearby Resources are anything else, choose Pottery and then Calendar.
Don't move into the Classical Era until
you have Mining, Animal Husbandry, Pottery, Calendar, Masonry,
Trapping, Bronze Working, Archery, Writing, Sailing and the Wheel.
After these, develop these Classical Era Technologies:
- Mathematics
- Philosophy
- Iron Working
- Horseback Riding
By Turn 100 you should have these 15
Technologies unlocked.
Diplomacy
Your explorers will likely encounter
several other Civilizations and City-States throughout the first 100
Turns. It's usually best to play nice until you have the measure of
your foes, though if you find yourself in close geographic proximity to
a weak City, don't be afraid to churn out some Units and attack.
If you do conquer another City Early, make it a Puppet until you
develop Mathematics, then annex it and build a Courthouse there.
Make City-State missions a priority throughout the first 100 Turns.
Building Influence with Maritime and Cultural states is particularly
important in the early game, as these provide Food, which helps your
Cities grow, and the scarce commodity of Culture. Friendly City-States
also share their nearby Resources once they develop them.
After meeting a City-State's mission requirements, it's often a good
idea to bribe them with Gold to increase the longevity of your
Influence with them, especially if they're providing something you
really want.
Other civilizations are pretty useless Diplomatically until after turn
50 when they start making Luxuries available for trade. Unless you're
set on war, try to build Pacts of Cooperation and trade for any goods
you can't generate yourself. After developing Philosophy, start making
as many Research Agreements as you can afford.
Checklist
By Turn 100 you should have:
- Three Cities, at least two of which are connected by a Road
- A minimum of two competitive Military Units experienced in conflict with Barbarians, and at least 2 more in Production or ready to be purchased
- A Wonder
- 15-16 Technologies
- 3-4 Policies
- Improvements ringing your Cities
- A completed Golden Age under your belt
GO TO: VICTORY CONDITIONS
GO TO: TECH CHARTS
And I wait with building the worker until I have reasearched the improvements he should build, otherwise he just have to wait around and cost money for no good. Sometimes I even get the first workers from Pyramids or policy.
I usually build monument-granary-worker-Stonehenge-watermill-Great Library. Getting the culture rolling is a must, whatever victory condition you are aiming for, as the culture is key to lots of other things like border expansion and getting policies. Sometimes, I squeeze in a scout before the granary or worker, if I lack the tech to build or use them.
- Will this be updated for G&K or does it still apply the same way for the first 100 turns?