This, like Vel's famous work (though not nearly as illustrious), is above all a reminder for my own durn self for future games...
1. If there is ANYONE with a start position even vaguely close to yours, or even with a distant one and a penchant for being an $###@$, BUILD GARRISONS after 3-4 explorers and your first settler. The !@#!@%#% WILL sneak attack you, as they've all been paid off by a consortium of major monitor manufacturers to do things that will make you break yours.
DO NOT BUILD A GRANARY INSTEAD.
DO NOT BUILD MORE EXPLORERS INSTEAD.
REALLY!
2. Ta HECK with city spacing patterns. The ONLY thing you (I) need to care about in the SPACING department is not missing spaces without creating hideous permanent overlap in the process. Otherwise, as a non-religious civ, the priorities for city/camp sites are:
a. fresh/salt water access (permanent cities only)
b. opening access to new luxuries reasonably hookable without a temple
c. opening "access" to to new bonus resources without a temple (if still REXing, then highly competitive with b. above after luxury #1)
d. opening access to new strategic resources reasonably hookable without a temple (if REX dying down, then goes up a notch or two)
e. turns 'til the city can be founded, of course, with this being more important the fewer cities you have
f. driest/most overabundant terrain in area (permanent cities only)
g. "most peninsular"/"most mountainward while still feedable"/"most jungleward while still developable in reasonable time" sites -- not important to SETTLE early, but to know early that you WILL have permanent cities there, due to city-spacing impacts
h. strategically important road (e.g. into a lux) for free
i. free jungle chop
The notes above strongly point to why camps are so powerful...
3. If you have too much adrenaline and/or testosterone in you to wait one turn for a more advantageous attack (better defensive position, no river, higher concentration of force, etc.), you have too much to be playing Civ. Feel the urge to "just attack"? Then you've gotten too hot-headed. Can you cool down? If you're not sure, save and continue later or another day.
4. Take the number of granaries you think you should build before switching exclusively to barracks (as a non-rel mil civ), then subtract one and build that many.
5. Building roads miles into the wilderness looks real cool and can pay off nicely, but is just as likely to get your worker barbf*cked or at least see him wasting turns running back to an area where he could have worked all along, for a comparable or higher benefit.
6. Get your explorers home by Map Making if possible. That's the moment when their utility instantly falls to a fraction of what it was before, and your REX will be winding down and a war (hopefully offensive!) winding up, if it wasn't before!
USC
1. If there is ANYONE with a start position even vaguely close to yours, or even with a distant one and a penchant for being an $###@$, BUILD GARRISONS after 3-4 explorers and your first settler. The !@#!@%#% WILL sneak attack you, as they've all been paid off by a consortium of major monitor manufacturers to do things that will make you break yours.
DO NOT BUILD A GRANARY INSTEAD.
DO NOT BUILD MORE EXPLORERS INSTEAD.
REALLY!
2. Ta HECK with city spacing patterns. The ONLY thing you (I) need to care about in the SPACING department is not missing spaces without creating hideous permanent overlap in the process. Otherwise, as a non-religious civ, the priorities for city/camp sites are:
a. fresh/salt water access (permanent cities only)
b. opening access to new luxuries reasonably hookable without a temple
c. opening "access" to to new bonus resources without a temple (if still REXing, then highly competitive with b. above after luxury #1)
d. opening access to new strategic resources reasonably hookable without a temple (if REX dying down, then goes up a notch or two)
e. turns 'til the city can be founded, of course, with this being more important the fewer cities you have
f. driest/most overabundant terrain in area (permanent cities only)
g. "most peninsular"/"most mountainward while still feedable"/"most jungleward while still developable in reasonable time" sites -- not important to SETTLE early, but to know early that you WILL have permanent cities there, due to city-spacing impacts
h. strategically important road (e.g. into a lux) for free
i. free jungle chop
The notes above strongly point to why camps are so powerful...
3. If you have too much adrenaline and/or testosterone in you to wait one turn for a more advantageous attack (better defensive position, no river, higher concentration of force, etc.), you have too much to be playing Civ. Feel the urge to "just attack"? Then you've gotten too hot-headed. Can you cool down? If you're not sure, save and continue later or another day.
4. Take the number of granaries you think you should build before switching exclusively to barracks (as a non-rel mil civ), then subtract one and build that many.
5. Building roads miles into the wilderness looks real cool and can pay off nicely, but is just as likely to get your worker barbf*cked or at least see him wasting turns running back to an area where he could have worked all along, for a comparable or higher benefit.
6. Get your explorers home by Map Making if possible. That's the moment when their utility instantly falls to a fraction of what it was before, and your REX will be winding down and a war (hopefully offensive!) winding up, if it wasn't before!
USC
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