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Founding a city on Turn 1 - Mandatory?

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  • Founding a city on Turn 1 - Mandatory?

    I have been following vel's strat thread, and am very interested in the discussion of the dynamics of the start of the game. One thing I didn't see specifically discussed there was a discussion of how important the selection of your starting city site is and if it is ever worth it to delay the founding of your city past turn 1 in order to find a more strategic position.

    I have been experimenting with this concept with mixed results and wanted to engage the more experienced civvers here in a discussion on the subject.

    My thoughts (and assumptions) so far:

    1. The game starts out by giving you limited information on turn 1 about potential city sites due to the fog of war.

    2. The map seeder seems to generally place you in a position where you can access 2 or more resources with a city founded in turn 1. This results in a city which can produce a settler in 25 turns or a worker in 15 (one resource with 3 yield and an average starting square 3 yied for a net of 4ty at a pop 1)

    3. The user interface recommends city locations for settlers (blue circle) and appears to include awareness of resources covered by the fog of war when recommending these locations, which is something a player can use to their advantage when choosing which direction to scout with their warrior/scout.

    4. The recommendations by the ui as to city placement do not appear to take into consideration other resources in the area outside the potential city's borders that may be marginalized by a city placed on the recommended tile (ie making three other resources essentially unusable due to lack of usable tile/overlap with the initial city - this seems to happen alot along coastlines and tundra areas).

    5. Founding your capitol on a hills/plains square is a major advantage in the early game. A hills/plains start with one 3ty square (always avail for practical purposes) produces a settler in 20 turns rather than 25 or a worker in 12 turns vs 15. I will glady select a hills/plains square at the cost of a luxury resource in my workable borders early on, as I can still get the from the tile if its in my borders and luxuries generally aren't necessary or helpful until after the "opening" (first 50-75 turns).

    6. The opportunity costs of delaying founding your city are as follows - 1 turn of lost production and 1 turn of lost research

    Thesis/Question to fellow addicts: Can it beneficial to delay founding your capitol on turn 1 in order to better scout the surrounding area so that you can have more information to base your capitol placement decision and find a better starting spot?

    My personal belief and what I am testing (on Prince btw) is using my settler and warrior/scout to scout on turns 1-3 looking for a hills/plains location with at least 1 food resource and 3 or fewer unproductive tiles (tundra, desert, mountains) or a spot with 4 or more total resources and access to either fresh water and/or a coastline. If I don't find a hills/plains square after exploring on turn 1, I found my capitol in the best location I can on turn 2, if I do find a hill/plains square I will take another turn to try and clear the fow around it or just found it if the needed resources are avial.

    Cost/benefit: Essentially you are giving up 1-3 turns of research in hopes of starting on a hill/plain square (which gains you a 5 turn advantage over the average starting position in producing a settler or a 3 turn advantage for a worker) or gathering information that will allow you to more efficiently place your early cities and better utilize the available land. The advantage of prodicing 2 shields in your capitol is even bigger for building military meaning you can build a warrior in 8 turns out of the box as opposed to 15 while still maintaingin growth by using a 3 food square. The research losss will mean you wont get buddhism and will be behind the ai from the get go. The problem I'm having is quantifying the impact of 1-3 turns of research early on in the game. Research gains and losses early on don't appear to be magnified exponentially as time goes on, which a delay in expanding your productive capacity is.


    ps - I primarily am interested in this from the sp perspective but also think it is relevant for MP strategy as well. Look for my Death From Above(TM) hilltop rush strat coming soon

    pps - Hi Vel, you probably won't remember me but Im the lawyer who you had discussions with on and off right when civ III came out regarding both strategy and the issue of infogames granting "exclusive" rights to Brady Games (I think it was Brady) to publish a strat guide for civ III.

  • #2
    I think as long as you're not depending on getting one of the first two-three religions it's reasonable to delay a turn to put your settler on a plains hill. I'm not sure it makes sense to go fishing for plains hills beyond that. That is - it's worth it to skip one turn for a guaranteed plains hills site, it's not worth it to lose turns without that guarantee.

    One thing that might make sense is to move one tile in the opposite direction of your scout/warrior if that site looks as palatable before founding your city on turn one.

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    • #3
      I found on an effective tile withing my early line of site. Unless moving provides a significant bonus, found on turn one.

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      • #4
        I would sacrifice 2 turns max to scout my starting position better. And I would only do this if I don't plan on grabbing either of two quicker religions(hindy and
        budy)

        The blue cirlce doesn't really take into account resources, it's more into placing you next to fresh water or forest for the +health, secondary concern is resources.

        I am usually happy 90% of the time founding my city on whatever it starts out on.

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        • #5
          I remember ya!

          And, I'm glad you're enjoying the strat thread! Looks like it's getting pretty full/close to time to summarize and start up another one!

          As to the early start...the only time I'll not found the city on turn one is if there's a plains/hill tile I can get to with my settler's two movement points (and assuming the terrain in the immediate vicinity of the plains/hill doesn't suck.

          That said, I'm *always* on the lookout for such a hill to found my 2nd+ cities on!

          In general, when looking at founding locations, the following are my preferred spots (in order of preference):

          1) A location that brings an immediate-use resource under my control (cows, sheep, pigs, wheat, etc).

          2) A good coastal location

          3) A plains/hill with decent surrounding terrain

          Very map dependent...if I'm landlocked, then 2 & 3 will trade places.

          -=Vel=-
          The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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          • #6
            a quick clarification here, Vel: would you still prioritise a plains/hill (or forest/plains/hill over a location that has fresh water? I've not yet come across a plains/hill with fresh water..
            Dom 8-)

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            • #7
              just dont wait to long or move to far before you first city is founded

              97% of the time, my first city is built right there on the spot
              anti steam and proud of it

              CDO ....its OCD in alpha order like it should be

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              • #8
                In most cases, I think I would, yes (on the thinking that the production edge associated with a non-fresh water plains/hill city will enable me to found another city (more quickly), that can be used for growth. And besides that, if you make Civil Service a priority, then you solve the no-fresh water access anyways, as you can irrigate to the waterless city and ramp up the food production. In the meantime, you get a precious, extra hammer per turn.

                Of course, this is no longer applicable if the terrain surrounding the plains/hill just completely rots, but if it doesn't (and especially if there's a food special close enough to utilize), then rock on. You just founded a production powerhouse!

                In the early game, I'm interested in getting at least two cities asap. One for production, and one for growth. The production city will hammer out military units for my fledgling civ, and the growth oriented one will tackle projects (wonders) and further growth as my economy scales up and can support it.

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                • #9
                  OK Vel; thanks for that
                  Dom 8-)

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                  • #10
                    No problem!

                    -=Vel=-
                    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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