Here's the set-up: Monarch setting, standard size map, archipelego with maximum water, other map settings random. (Don't worry, it didn't come out warm and wet. No barbarians, so the only thing you have to guard your cities against is other civs. (Also, there aren't any goodie huts, so don't waste your time looking for them.)
We're playing Egypt (random, lucky in my opinion) against five random computer opponents. That leaves lots of unclaimed islands around the world. I made sure there were either zero or one other civs on our starting land mass, but I won't say which since I didn't know which it would be when I started. I also made sure the starting position was reasonably good, although it's not as good as some might hope for. A good start is definitely important on this map.
A few general tips given the basic nature of the game:
1) The Great Lighthouse is a HUGE advantage in a water world. With the Lighthouse and good galley exploration, you can meet the other civs early and either sell contact or (possibly a whole lot better) maintain a monopoly on contact for many centuries.
2) Keep in mind that there is at most one other civ on your land mass when planning your research. (That's not always true in this type of map, but having more than that would be against the spirit of the game I was trying to set up.) If it's zero, you won't be able to buy tech at all until someone gets mapmaking and you contact other civs (which could be really rough if someone else gets the Great Lighthouse and doesn't bother to find you). And if it's one, you still can't get the discounts from having a bunch of AIs know the tech you're wanting to buy; at least not early in the game. On the plus side, the AIs won't have a lot of contact with each other early in the game either, so "tech whoring" won't be the problem it usually is. If there is another civ sharing your land mass, research will be a head-to-head competition, and one would certainly hope you have the better head!
3) The Pyramids are an instant golden age for Egypt; that's good if you want a golden age, but it's something you want to watch if you don't want your golden age too early. Also note that the Pyramids can be a good prebuild for the Great Lighthouse; just keep in mind that the Great Lighthouse is a lot cheaper.
4) Remember that War Chariots can't move on mountains without roads.
5) My trick for exploring with galleys and the Great Lighthouse is to find an area where "sea" tiles stretch out unusually far in a particular direction, end one turn for the galley positioned on the edge, and next turn head straight out two tiles into the ocean. If I see sea on the other side within range, I make the crossing. Otherwise, I reverse course back to safety. Also, there's no reason not to spend as much time in the ocean as you safely can while sailing around looking for potential crossing points. (Exploring without the Great Lighthouse is a LOT tougher because sea tiles aren't safe and you can only move three tiles instead of four.)
6) At first glance, all the ocean around may make the idea of a domination victory seem unrealistic. But with AI research potentially running a lot slower than normal, earlier-game offensive units can maintain their advantage a lot longer than they would in other settings. Similarly, it's a lot easier to get a big tech lead that lets you overwhelm the AI's inferior technology. That makes domination a real possibility, or conquest if there ends up being lots of land no one ever bothers to settle.
7) With harbors, even a city with a bad location can get pretty good sized and generate a good bit of gold as long as it's on the coast.
I'll start a separate spoilers thread later, or someone else is welcome to if they have spoilers worth posting before I get around to starting it. General tips (not specific to experiences in this particular game) are welcome in this thread.
Deadline for submission is approximately July 5, but if someone lets me know they're not quite finished, I may hold things open a little longer. I'd rather get the extra entry or two than be a stickler for details.
Good luck, everyone!
Nathan
We're playing Egypt (random, lucky in my opinion) against five random computer opponents. That leaves lots of unclaimed islands around the world. I made sure there were either zero or one other civs on our starting land mass, but I won't say which since I didn't know which it would be when I started. I also made sure the starting position was reasonably good, although it's not as good as some might hope for. A good start is definitely important on this map.
A few general tips given the basic nature of the game:
1) The Great Lighthouse is a HUGE advantage in a water world. With the Lighthouse and good galley exploration, you can meet the other civs early and either sell contact or (possibly a whole lot better) maintain a monopoly on contact for many centuries.
2) Keep in mind that there is at most one other civ on your land mass when planning your research. (That's not always true in this type of map, but having more than that would be against the spirit of the game I was trying to set up.) If it's zero, you won't be able to buy tech at all until someone gets mapmaking and you contact other civs (which could be really rough if someone else gets the Great Lighthouse and doesn't bother to find you). And if it's one, you still can't get the discounts from having a bunch of AIs know the tech you're wanting to buy; at least not early in the game. On the plus side, the AIs won't have a lot of contact with each other early in the game either, so "tech whoring" won't be the problem it usually is. If there is another civ sharing your land mass, research will be a head-to-head competition, and one would certainly hope you have the better head!
3) The Pyramids are an instant golden age for Egypt; that's good if you want a golden age, but it's something you want to watch if you don't want your golden age too early. Also note that the Pyramids can be a good prebuild for the Great Lighthouse; just keep in mind that the Great Lighthouse is a lot cheaper.
4) Remember that War Chariots can't move on mountains without roads.
5) My trick for exploring with galleys and the Great Lighthouse is to find an area where "sea" tiles stretch out unusually far in a particular direction, end one turn for the galley positioned on the edge, and next turn head straight out two tiles into the ocean. If I see sea on the other side within range, I make the crossing. Otherwise, I reverse course back to safety. Also, there's no reason not to spend as much time in the ocean as you safely can while sailing around looking for potential crossing points. (Exploring without the Great Lighthouse is a LOT tougher because sea tiles aren't safe and you can only move three tiles instead of four.)
6) At first glance, all the ocean around may make the idea of a domination victory seem unrealistic. But with AI research potentially running a lot slower than normal, earlier-game offensive units can maintain their advantage a lot longer than they would in other settings. Similarly, it's a lot easier to get a big tech lead that lets you overwhelm the AI's inferior technology. That makes domination a real possibility, or conquest if there ends up being lots of land no one ever bothers to settle.
7) With harbors, even a city with a bad location can get pretty good sized and generate a good bit of gold as long as it's on the coast.
I'll start a separate spoilers thread later, or someone else is welcome to if they have spoilers worth posting before I get around to starting it. General tips (not specific to experiences in this particular game) are welcome in this thread.
Deadline for submission is approximately July 5, but if someone lets me know they're not quite finished, I may hold things open a little longer. I'd rather get the extra entry or two than be a stickler for details.
Good luck, everyone!
Nathan
Comment