I think this topic deserves it's own thread.
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First I'll cover maps. When starting a game you get information about 9 tiles most of the time, and a location from the mini map. This gives you your latitude and longitude right off, and an idea as to what type of environment you're in. From this information it's often possible to figure out what type of gamestyle will work best, where the AI's are likely to be hiding out, and where natural barriers (coastline specifically) are going to reside.
This is all possible because the map generator, while not as consistant as some would like (getting stuck on that small island on a pangaea game will do it for most of us), follows definite rules for tile placement. Understanding these rules can give a generalized knowlege of the map even before it's uncovered. The best way to get a feel for the map generator is to just look at a ton of maps... but here are a few guidelines.
Maps generally follow gradients from tundra near the poles, grassland, plains, desert, plains (not as often), grassland, and jungle at the equator. These are of course horizontal bands, and their widths vary according to the weather settings. When you notice these bands tilted one way or another it's almost always because of a shoreline east or west (roughly mimicing the tilt of the terrain band). If you're on grassland, middle latitudes, with plains showing southeast, it's a good bet there is a northwest coastline nearby. Vertical bands are especially easy to spot. Another tell tale sign is starting where there should be jungle (equatorial) and seeing a lot of grassland/forests. Every once in a while there are gaps in jungles, but most of the time it means you have a coastline opposite the jungle that you do see. It's also a good sign that the Pangaea you're expecting isn't, or is of the long snaking variety.
AI placements are even easier to deal with and predict. Starting near the poles in the grassland belt is very common, as is just north or south of the equatorial jungle. The longitude is anyone's guess, but the latitude in this case seems relatively stable. For scouting purposes this is very important. The sooner contact is made, the more turns you have to buy workers (sounds like it's not such a good deal in PtW), and your starting techs have a better chance of being worth something in a trade. The AI's will do their trading without you if they make contacts first, leaving you out of the loop from the very start.
My first scouts (whether that's a scout, warrior, or whatever) almost always take off east and west, unless bounded by coastline. Once they run into an AI, then they head north or south (whichever has more potential) until they get to the jungle barrier, then follow along that edge to preserve movement points for mobile units, and to make contacts in any case. I try not to run into coastlines too much, and use the aforementioned terrain hints to better direct the scouts.
Like I said though, to really get a feel for the map generator, spend some quality time with an expansionist civ and ctrl-shift-q. I think understanding the map generator is going to be one of the most (if not THE most) important skills for serious multiplayer games.
As for random map settings, they become known very quickly if you know what to look for; latitude and width of terrain belts. So 'random' maps will definitely offer a strategical edge to those who can spot those things
Scouts Specifically:
I find them the most useful non-pop unit in a sedentary or no barbarian game. They won't win a game single handed of course, but they will get you the information needed to win, and do so earlier than any other unit. Jags are nice too, but the first scout beats them by 4-5 turns, and Jags often have to take time to heal up after popping barbarians from huts. Even in barbarian infested games, getting 4-5 Scouts out early should net contacts with all the AI's before they all get wiped out. They can also pass (almost) freely through AI territory, gathering information that might otherwise require trading maps to get.
Scout's movement is what makes them special, so don't waste it. Thats why folowing a jungle border is more likely than trudging up through it. You'll end up hitting more huts along the edge than you'd ever find in the jungle. Hopefully one of those huts will give an already slow moving warrior to do that.
Also when you note a hill or mountain on the first move, move parallel to it instead of towards it on your second move. The idea is to end your next turn with that elevated view, which will end your next turn whether your have 1 or 2 movement points left, so stay 2 moves away.
Opening Huts:
Thanks to information given by Firaxis, it's not a lot easier to get those early settlers (and more of them). Remember that before opening any hut (which you'd like a settler out of), make sure none of your cities are producing a settler, you have no active settlers, and your number of cities doesn't exceed the average number per civ. This really makes building an early granary more viable, as your number of cities will be lower for the first 40 turns or so (a granary starts paying off after the second settler or thereabouts). Being expansionist allows the first non-scout build to be a granary, which can be paying off before 2000BC.
If I run into a hut nearby my core, and think the AI's may not have as many cities as I do yet, I'll put off opening the hut. Also it's a good idea not to open up huts until after making a few contacts. That lets you trade your starting techs for other starting techs (which the AI is going to trade for anyways), and then you have a chance at more expensive, later techs from the same huts. I'll leave all the huts anywhere around me alone if I find a first settler and their aren't any AI's nearby.
Huge Barbarianless maps Specifically:
(that's really all you need to know about Scouts on that setting)
I was asked about how I use scouts in this setting, and it's basically the same as any other, only scale the number of scouts with the size of the map (15 or so on a Huge map). Often my first 10 unit builds end up being scouts, just use the luxury slider to keep citizens in line... finding those luxury resources as early as possible will more than make up for the lost gold later on. I send them out on straight lines, and try to never double back. That first scout should be as far away from the capitol as possible at all times, until the end of land is found in that direction.
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First I'll cover maps. When starting a game you get information about 9 tiles most of the time, and a location from the mini map. This gives you your latitude and longitude right off, and an idea as to what type of environment you're in. From this information it's often possible to figure out what type of gamestyle will work best, where the AI's are likely to be hiding out, and where natural barriers (coastline specifically) are going to reside.
This is all possible because the map generator, while not as consistant as some would like (getting stuck on that small island on a pangaea game will do it for most of us), follows definite rules for tile placement. Understanding these rules can give a generalized knowlege of the map even before it's uncovered. The best way to get a feel for the map generator is to just look at a ton of maps... but here are a few guidelines.
Maps generally follow gradients from tundra near the poles, grassland, plains, desert, plains (not as often), grassland, and jungle at the equator. These are of course horizontal bands, and their widths vary according to the weather settings. When you notice these bands tilted one way or another it's almost always because of a shoreline east or west (roughly mimicing the tilt of the terrain band). If you're on grassland, middle latitudes, with plains showing southeast, it's a good bet there is a northwest coastline nearby. Vertical bands are especially easy to spot. Another tell tale sign is starting where there should be jungle (equatorial) and seeing a lot of grassland/forests. Every once in a while there are gaps in jungles, but most of the time it means you have a coastline opposite the jungle that you do see. It's also a good sign that the Pangaea you're expecting isn't, or is of the long snaking variety.
AI placements are even easier to deal with and predict. Starting near the poles in the grassland belt is very common, as is just north or south of the equatorial jungle. The longitude is anyone's guess, but the latitude in this case seems relatively stable. For scouting purposes this is very important. The sooner contact is made, the more turns you have to buy workers (sounds like it's not such a good deal in PtW), and your starting techs have a better chance of being worth something in a trade. The AI's will do their trading without you if they make contacts first, leaving you out of the loop from the very start.
My first scouts (whether that's a scout, warrior, or whatever) almost always take off east and west, unless bounded by coastline. Once they run into an AI, then they head north or south (whichever has more potential) until they get to the jungle barrier, then follow along that edge to preserve movement points for mobile units, and to make contacts in any case. I try not to run into coastlines too much, and use the aforementioned terrain hints to better direct the scouts.
Like I said though, to really get a feel for the map generator, spend some quality time with an expansionist civ and ctrl-shift-q. I think understanding the map generator is going to be one of the most (if not THE most) important skills for serious multiplayer games.
As for random map settings, they become known very quickly if you know what to look for; latitude and width of terrain belts. So 'random' maps will definitely offer a strategical edge to those who can spot those things
Scouts Specifically:
I find them the most useful non-pop unit in a sedentary or no barbarian game. They won't win a game single handed of course, but they will get you the information needed to win, and do so earlier than any other unit. Jags are nice too, but the first scout beats them by 4-5 turns, and Jags often have to take time to heal up after popping barbarians from huts. Even in barbarian infested games, getting 4-5 Scouts out early should net contacts with all the AI's before they all get wiped out. They can also pass (almost) freely through AI territory, gathering information that might otherwise require trading maps to get.
Scout's movement is what makes them special, so don't waste it. Thats why folowing a jungle border is more likely than trudging up through it. You'll end up hitting more huts along the edge than you'd ever find in the jungle. Hopefully one of those huts will give an already slow moving warrior to do that.
Also when you note a hill or mountain on the first move, move parallel to it instead of towards it on your second move. The idea is to end your next turn with that elevated view, which will end your next turn whether your have 1 or 2 movement points left, so stay 2 moves away.
Opening Huts:
Thanks to information given by Firaxis, it's not a lot easier to get those early settlers (and more of them). Remember that before opening any hut (which you'd like a settler out of), make sure none of your cities are producing a settler, you have no active settlers, and your number of cities doesn't exceed the average number per civ. This really makes building an early granary more viable, as your number of cities will be lower for the first 40 turns or so (a granary starts paying off after the second settler or thereabouts). Being expansionist allows the first non-scout build to be a granary, which can be paying off before 2000BC.
If I run into a hut nearby my core, and think the AI's may not have as many cities as I do yet, I'll put off opening the hut. Also it's a good idea not to open up huts until after making a few contacts. That lets you trade your starting techs for other starting techs (which the AI is going to trade for anyways), and then you have a chance at more expensive, later techs from the same huts. I'll leave all the huts anywhere around me alone if I find a first settler and their aren't any AI's nearby.
Huge Barbarianless maps Specifically:
(that's really all you need to know about Scouts on that setting)
I was asked about how I use scouts in this setting, and it's basically the same as any other, only scale the number of scouts with the size of the map (15 or so on a Huge map). Often my first 10 unit builds end up being scouts, just use the luxury slider to keep citizens in line... finding those luxury resources as early as possible will more than make up for the lost gold later on. I send them out on straight lines, and try to never double back. That first scout should be as far away from the capitol as possible at all times, until the end of land is found in that direction.
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