Ministry of the Interior: The Fastest Way to Expand
I did some research to determine when we should build warriors, when to build settlers, and when to build city improvements.
The Excel file showing this is on our server, in the 'analyses' folder. If you don't have Excel, you'll find some Excel screenshots, too.
Anyway, with "only" 2 bonus grasslands near our first city, we should not let our city grow beyond size 3 for too long - ideally, we'd like to build a settler the same turn the city grows to 3.
This is the plan:
Worker Actions
One worker can keep up for a while. It'll have to work on 2 or 3 tiles near every city:
first, build a mine, then give it a road. Also, road connections are needed to get settlers to city founding sites fast.
Tech
We'll need a Granary by Turn 30 (or so). This means we'll have to have Pottery by then. I think we can make it when we research Pottery after Iron Working, or when we trade for it, of course. The appearance of Iron on the map may help to determine city locations.
Turn 2 (BC 3950)
Found City One - start building Warrior One
Turn 6 (BC 3750)
City One builds Warrior One - start building Warrior Two
Turn 10 (BC 3550)
City One builds Warrior Two - start building Spearman
Turn 12 (BC 3450)
City One grows to size Two. Culture expands.
Turn 15 (BC 3300)
City One builds Spearman - start building Settler
Turn 22 (BC 2950)
City One builds Settler - start building Granary (or Barracks if not possible - then, switch later) (two turns of production will be "wasted" waiting for the city to grow; we could squeeze in another Warrior)
(settler walks one turn - if more are needed due to city site considerations, so be it)
Turn 23 (BC 2900)
Found City Two - start building Granary (or Barracks - see above)
(I assume that this city is 3 tiles away from our capital, so only the 5th shield gets corrupted)
(I also assume that this city also has 2 bonus grassland tiles - or better)
Turn 23 (BC 2900)
Found City Two - start building Granary (or Barracks - see above)
(this city should already have a mined tile nearby)
Turn 32 (BC 2510)
City One grows to size Two
Turn 33 (BC 2470)
City Two grows to size Two
Turn 38 (BC 2270)
City One builds Granary - start building Settler
Turn 41 (BC 2150)
City Two builds Granary - start building Settler
Turn 44 (BC 2030)
City One builds Settler - start building another Settler
(now it goes fast and the granaries start to pay off)
Turn 45 (BC 1990)
Found City Three - start building Granary
Turn 49 (BC 1830)
City Two builds Settler - start building another Settler
Turn 50 (BC 1790)
Found City Four - start building Spearman (or whatever)
- and so on.
Three Granaries will probably be enough on this map size. The first three cities will continue to serve as Settler factories.
I did some research to determine when we should build warriors, when to build settlers, and when to build city improvements.
The Excel file showing this is on our server, in the 'analyses' folder. If you don't have Excel, you'll find some Excel screenshots, too.
Anyway, with "only" 2 bonus grasslands near our first city, we should not let our city grow beyond size 3 for too long - ideally, we'd like to build a settler the same turn the city grows to 3.
This is the plan:
Worker Actions
One worker can keep up for a while. It'll have to work on 2 or 3 tiles near every city:
first, build a mine, then give it a road. Also, road connections are needed to get settlers to city founding sites fast.
Tech
We'll need a Granary by Turn 30 (or so). This means we'll have to have Pottery by then. I think we can make it when we research Pottery after Iron Working, or when we trade for it, of course. The appearance of Iron on the map may help to determine city locations.
Turn 2 (BC 3950)
Found City One - start building Warrior One
Turn 6 (BC 3750)
City One builds Warrior One - start building Warrior Two
Turn 10 (BC 3550)
City One builds Warrior Two - start building Spearman
Turn 12 (BC 3450)
City One grows to size Two. Culture expands.
Turn 15 (BC 3300)
City One builds Spearman - start building Settler
Turn 22 (BC 2950)
City One builds Settler - start building Granary (or Barracks if not possible - then, switch later) (two turns of production will be "wasted" waiting for the city to grow; we could squeeze in another Warrior)
(settler walks one turn - if more are needed due to city site considerations, so be it)
Turn 23 (BC 2900)
Found City Two - start building Granary (or Barracks - see above)
(I assume that this city is 3 tiles away from our capital, so only the 5th shield gets corrupted)
(I also assume that this city also has 2 bonus grassland tiles - or better)
Turn 23 (BC 2900)
Found City Two - start building Granary (or Barracks - see above)
(this city should already have a mined tile nearby)
Turn 32 (BC 2510)
City One grows to size Two
Turn 33 (BC 2470)
City Two grows to size Two
Turn 38 (BC 2270)
City One builds Granary - start building Settler
Turn 41 (BC 2150)
City Two builds Granary - start building Settler
Turn 44 (BC 2030)
City One builds Settler - start building another Settler
(now it goes fast and the granaries start to pay off)
Turn 45 (BC 1990)
Found City Three - start building Granary
Turn 49 (BC 1830)
City Two builds Settler - start building another Settler
Turn 50 (BC 1790)
Found City Four - start building Spearman (or whatever)
- and so on.
Three Granaries will probably be enough on this map size. The first three cities will continue to serve as Settler factories.
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