Theoretically, when playing a standard map or smaller, you can set science to maximum to check which civs are playing against you. For example, Pottery needs 48 science on standard map. You usually have 3 trade at first if you build on river, so if you set science to maximum you'll have 24 turns for Pottery. What if the number shows 12 turns? That means 12/24=1/2 of the civs now playing have the tech. At turn 1 this means 4 out of 8 civs are expansionist. This will give you some idea (this is the extreme case where you almost know who they are, since there are only 5 expansionist civs). With 3 trade you can detect number of civs having techs with base value 2 or 3; with 4 trade you can detect all starting techs.
It is utterly important to settle near a luxury resource. One luxury means you can pop rush once more without facing the consequence; 3-4 luxuries will make your cities free of any riot. So it's time to revisit the idea of wandering a while before settling the first city.
You need to get out of despotism quickly, so a religious civ is a must. Not only does it save you one tech towards Monarchy, but also it saves you 5 turns of anarchy. As for the other tech towards Monarchy, Warrior Code, you don't need it since you can research Mysticism and Polytheism, and trade with other civs for Warrior Code (even if you can't trade, by the time you discover Poly, Warrior Code will not require many turns to research since there will be many civs who have the tech). This means, a religious civ will become Monarchy in 120 turns on a regular basis. And, after you get Monarchy, other basic techs will be so easy to research that you'll get them quickly. This will be a very good researching strategy. Following the same logic, you'll spend minimum science to research a valuable tech in 40 turns while waiting for other techs to become cheaper. This shall work for latter era as well.
Barbarians no longer go for settlers and workers. This means that you can fortify a military unit on bonus terrain and let the barbs kill themselves against it.
Size 6 strategy still works once you get to Monarchy. But the effect is halved since you need to wait a turn for the city to grow back to size 7(with 5 food surplus), and with several grassland tile irrigated, you cannot mine them to get two shields, so you'll not be able to get 10 shield per turn. However adding back a worker at size 7 to get a settler should still work.
It is utterly important to settle near a luxury resource. One luxury means you can pop rush once more without facing the consequence; 3-4 luxuries will make your cities free of any riot. So it's time to revisit the idea of wandering a while before settling the first city.
You need to get out of despotism quickly, so a religious civ is a must. Not only does it save you one tech towards Monarchy, but also it saves you 5 turns of anarchy. As for the other tech towards Monarchy, Warrior Code, you don't need it since you can research Mysticism and Polytheism, and trade with other civs for Warrior Code (even if you can't trade, by the time you discover Poly, Warrior Code will not require many turns to research since there will be many civs who have the tech). This means, a religious civ will become Monarchy in 120 turns on a regular basis. And, after you get Monarchy, other basic techs will be so easy to research that you'll get them quickly. This will be a very good researching strategy. Following the same logic, you'll spend minimum science to research a valuable tech in 40 turns while waiting for other techs to become cheaper. This shall work for latter era as well.
Barbarians no longer go for settlers and workers. This means that you can fortify a military unit on bonus terrain and let the barbs kill themselves against it.
Size 6 strategy still works once you get to Monarchy. But the effect is halved since you need to wait a turn for the city to grow back to size 7(with 5 food surplus), and with several grassland tile irrigated, you cannot mine them to get two shields, so you'll not be able to get 10 shield per turn. However adding back a worker at size 7 to get a settler should still work.
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