It seems to me that given the wider range of UU attributes and costs introduced by PTW, we should have a discussion about how to manage your civ's development - city placement, number of cities, tile improvement, etc. - towards maximizing the benefit of your use and application of the respective UU.
Actually, this could be applied to non-UU strategies as well, but I think it's more illustrative to examine the extremes.
This should be especially helpful for newer players, who, having learned the basics of the early game (from "Winning Early" and cracker's great stuff on CFC), are now ready to get past the generics of tile improvement and into the next level of game strategy.
ARRGGHH... too much preamble!!
Here's my point:
Start with Gallic Warriors. They can be devastating, but DAMN they're expensive!!! If you're playing Celts, and you realize early on that you DO want to be warmongering during the Swords period, what does that mean you have to focus on??
Well, the problem is not gonna be having enough Warriors... it's the money!
Actually, let's be clear here:
One approach to assembling up a large force of GallicWs would be to have fewer but larger towns, wait for IW, road the Iron if not already connected (which is on a Hill or Mountain), and start building. Yuck... takes too long (remember, we want to achieve relative strength, either at the unit or total force level or BOTH, as early as possible).
A second approach would be to pre-build maaaaany Warriors, whether through a lot of small towns or fewer big towns / cities, and mass upgrade ASAP after IW. Well, that's the no-brainer winner for me.
So, a question: In the first 80 turns or less (BW and IW), how can you build up maximum bank, above and beyond all of the general guidelines for early gameplay?
* This is definitely a case where I'd start at 20% research, and reduce it to 10% ASAP.
* I'd prioritize a couple of core towns as my powerhouses, but just a few. I would want them to be my capitol and nearby towns, on rivers, and with gold or commerce-generating luxuries available. These would later be used as my builder cities (marketplaces, GWs, etc.), but would initially be my barracks towns in order to produce vet GallicWs, and maybe later vet Spearmen.
* Otherwise, I'd basically ICS at first, 2-4 tile spacing, slamming out as many new towns and Warriors as I could... no Barracks here, just reg Warriors (any problems with that? didn't think so), Settlers, and Workers. Again, important to situate them to take advantage of rivers and commerce-generating resources. They probably would never get above 3 pop for this whole initial part of the game. Some of them would probably be abandoned in the long term. What's important, besides generating a ridiculous number of upgradeable Warriors, is that MORE TOWNS = MORE GOLD.
* You're gonna have a lot of Warriors... a LOT! Three primary uses: garrisoning, exploration, and extra-territorial pillaging.
* Town tile improvement: whatever generates the most gold comes first... I'm not worried about food or shields, as Warriors are so easy to build. That means starting with tiles next to rivers, especially commerce-generating resources, and road before you mine. ROAD ROAD ROAD!!!
* Military tile improvement: This is something often neglected, but is is critical... figure out your likely lines of attack, and road to the front. If possible, the launch / retreat point should be a hill or mountain. Specific to GallicWs, even counter-attacking MWs shouldn;t be a problem if you set this up right.
* Trade: SHOW ME THE MONEY!! Sell anything and everything... maps, tech (incl. BW), communications... for gold. Probably the only tech I'd want to trade for would be Writing. You're gonna extort the rest.
I'm sure there are probably some other good thoughts I'm missing, but you get the point. Start you warmongering with 20-30 of these bad boys within a few turns of discovering IW, and say BUH-BYE to anyone within striking distance.
Any thoughts? Other UUs and how to build your game around them?
Actually, this could be applied to non-UU strategies as well, but I think it's more illustrative to examine the extremes.
This should be especially helpful for newer players, who, having learned the basics of the early game (from "Winning Early" and cracker's great stuff on CFC), are now ready to get past the generics of tile improvement and into the next level of game strategy.
ARRGGHH... too much preamble!!
Here's my point:
Start with Gallic Warriors. They can be devastating, but DAMN they're expensive!!! If you're playing Celts, and you realize early on that you DO want to be warmongering during the Swords period, what does that mean you have to focus on??
Well, the problem is not gonna be having enough Warriors... it's the money!
Actually, let's be clear here:
One approach to assembling up a large force of GallicWs would be to have fewer but larger towns, wait for IW, road the Iron if not already connected (which is on a Hill or Mountain), and start building. Yuck... takes too long (remember, we want to achieve relative strength, either at the unit or total force level or BOTH, as early as possible).
A second approach would be to pre-build maaaaany Warriors, whether through a lot of small towns or fewer big towns / cities, and mass upgrade ASAP after IW. Well, that's the no-brainer winner for me.
So, a question: In the first 80 turns or less (BW and IW), how can you build up maximum bank, above and beyond all of the general guidelines for early gameplay?
* This is definitely a case where I'd start at 20% research, and reduce it to 10% ASAP.
* I'd prioritize a couple of core towns as my powerhouses, but just a few. I would want them to be my capitol and nearby towns, on rivers, and with gold or commerce-generating luxuries available. These would later be used as my builder cities (marketplaces, GWs, etc.), but would initially be my barracks towns in order to produce vet GallicWs, and maybe later vet Spearmen.
* Otherwise, I'd basically ICS at first, 2-4 tile spacing, slamming out as many new towns and Warriors as I could... no Barracks here, just reg Warriors (any problems with that? didn't think so), Settlers, and Workers. Again, important to situate them to take advantage of rivers and commerce-generating resources. They probably would never get above 3 pop for this whole initial part of the game. Some of them would probably be abandoned in the long term. What's important, besides generating a ridiculous number of upgradeable Warriors, is that MORE TOWNS = MORE GOLD.
* You're gonna have a lot of Warriors... a LOT! Three primary uses: garrisoning, exploration, and extra-territorial pillaging.
* Town tile improvement: whatever generates the most gold comes first... I'm not worried about food or shields, as Warriors are so easy to build. That means starting with tiles next to rivers, especially commerce-generating resources, and road before you mine. ROAD ROAD ROAD!!!
* Military tile improvement: This is something often neglected, but is is critical... figure out your likely lines of attack, and road to the front. If possible, the launch / retreat point should be a hill or mountain. Specific to GallicWs, even counter-attacking MWs shouldn;t be a problem if you set this up right.
* Trade: SHOW ME THE MONEY!! Sell anything and everything... maps, tech (incl. BW), communications... for gold. Probably the only tech I'd want to trade for would be Writing. You're gonna extort the rest.
I'm sure there are probably some other good thoughts I'm missing, but you get the point. Start you warmongering with 20-30 of these bad boys within a few turns of discovering IW, and say BUH-BYE to anyone within striking distance.
Any thoughts? Other UUs and how to build your game around them?
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