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Expansion in the early game

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  • #16
    I don't go above 4 cities to start, but it depends on many factors, such as map size, difficulty level, number of civs. For good research you need lots of money and that means cottages. Get them down early. Pottery is a priority after bronze working to chop your libraries to boost your science and to expand your cultural borders. Don't over expand, because it will likely end up in financial disaster. Much better to have several thriving cities, than a bunch of small cities that drain your finances, can't be defended, and irritate the AI, because you're too close to them. Expansion will come when you are ready for it. But the expansion will (for the warmonger) come by acquiring the civilization of a neighbor.

    I generally only build one worker followed by a settler in the capital, since the capital is generally too important to be used for this purpose. You want the capital to be large and have many cottages, but it must also have reasonable production. So, daisy chain the settler builds and worker builds. One worker and settler per city is about right. Chop, chop, chop, ... Leave some trees for environmentalism (health and happiness) if you can. I like to use them to chop in libraries, the other buildings can be built through normal production, unless you're on highlands, in which case, chop away with glee.

    It's possible to fall into the trap (most of us have) where you have great production, but no money to research. Early scouting even with a warrior, will enhance your early treasury, and may last all the way to alphabet or monarchy at 100% research. but don't count on it. Sometimes you only get maps, especially if you're using a warrior to pop goody huts. But with early cottages, where the goody hut money runs out, the cottages take over, allowing 100% research for quite a while.

    So, the key is get large cities, and try not to let them cap out. Get the luxuries hooked up, and beeline for monarchy, where each garrisoned unit adds +1 happiness. In my capital and other large cities, my garrisons are adding about 6 or 7 happy faces each, allowing 13 population, instead of being capped out at 7 or 8. That additional population, means that several of those extra cottages are bringing in cash and growing into villages and towns. Your compact core civilization will be much safer with a good garrison, especially when other civs peer into your city and see it heavily defended, they'll be much less likely to consider taking it for themselves.

    After monarchy, beeline for alphabet, and trade monarchy for the missing techs. Only as a last resort trade alphabet.

    After 4 cities are thriving, it's time to add a few more, maybe two or so. Then if your neighbor's borders are closing in, it's time to build an invasion force and take the cities of one of your (weaker) neighbors. Your superior research and production allows building the best military and fuels the expansion of your empire. As you acquire new territory, you'll have new luxuries or health resources that will allow your cities to grow further, or at least reduce the garrison size, freeing them up to be used in the field, or to garrison the captured cities. The latter approach is for the war monger or builder/warmonger. You can simply grow your own cities, but at the harder levels, the AI is so much better at it, that it makes more sense to capture them.

    I agree with the poster above, Washington (ORG/FIN) is great for research, and is usually ahead in tech as an indication of how strong these attributes are together.
    Last edited by Shaka II; January 16, 2006, 17:06.

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    • #17
      How fast to expand really depends on many factors, not the least of which is difficulty level. This is mainly because of the AI research speed, which is directly connected to difficulty level. At Monarch level, the AI techs up very fast relative to lower levels, so if you expand or conquer many cities early and find yourself forced down to a 40% science rate or lower, then you usually fall behind and will have a hard time recovering.

      Generally, I try not to let science fall below 60-70% at the worst, and will not build more cities until my economic buildings get me back into the black (courthouses, currency, etc.). Lots of cottages or resources with lots of commerce such as spices help make this happen faster. I usually try to found one or more of the early religions, and getting a holy shrine early on (using the GP from Stonehenge or the Oracle) really helps turn the corner when trying to fund your first three or four cities. Courthouses are the magic buildings that allow your empire to grow beyond your first half-dozen cities, and marketplaces in your financial cities (10 or more gold income) really help drive your economy. The Great Lighthouse can be very helpful in funding early expansion if you are not landlocked. If your economy is still struggling, a merchant or prophet super specialist can be hugely helpful, especially if you place him in a town with a marketplace.

      Playing a civ with Financial can be helpful until you get more practiced at growing your early economy.
      "Cunnilingus and Psychiatry have brought us to this..."

      Tony Soprano

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      • #18
        Re: Re: Re: Expansion in the early game

        Originally posted by Hauptman
        with first crack at the lovely native girls?
        It's good to be the Despot
        (\__/) 07/07/1937 - Never forget
        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
        (")_(") "Starting the fire from within."

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        • #19
          One things I've noticed is that most people judge the science rate as a measure of your science output which is just plain wrong. If you have a few cities with low maintance and run at 90% science of a bunch of cities and run at 40% you may still be outputting more beakers in the latter case. What you need to do to compare strategies is keep an eye on the total beaker output of your empire. The science rate alone means nothing but reading this thread it seems to be taken as gospel.

          DO NOT regulate your growth by what science rate you have! If your total research suffers then by all means curb growth, but in my experience more cities means more research even at a lower science rate, and once they are developed you will be way ahead in total beakers gained than someone with half the number of cities.

          Of course there are many other factors to consider, but my point is that using the science rate as a measure of the health of your research is rubbish.

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          • #20
            For every 10% science rate you have to lower, that's 10% more income your new city would have to raise just to break even.

            Does this pay for itself the same turn: With a handful of cities, yes. But later as the cost of each city grows and the amount a size one city brings in is less a percentage of your current empire, the break even point moves further and further away.

            On high levels like Monarch, you can not afford to crash your economy. That Dye city with lots of swaps in it's working raidus : Very poor city site pre Iron Working. Not even a good one until you start reseraching the Calendar.
            1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
            Templar Science Minister
            AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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            • #21
              The Calendar is a very good tech to get, particularly so if you have lots of happiness resources near your starting location.
              (\__/) 07/07/1937 - Never forget
              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
              (")_(") "Starting the fire from within."

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