This build attempts to take advantage of the higher British commerce cap and taxation by delaying your commerce teching and expanding aggressively in the early game.
Start with Sci/Civics, and make a farm with your first citizen out; food is the limiting factor. Also try to have your ruins give Food. After building your second city, make two farms (maxes your food at +87) and research Civics 2 asap. Send a citizen to build your third city. Build a wood camp as soon as you can afford it, and build a temple in the city closest to your opponent.
You have sacrificed a lot of wealth potential by not having a market, so what do you do? Research taxation(!), which is available with Civics 2. Three cities worth of real estate and double British taxation will instantly generate around +30 wealth (less if there are lakes). Get your timber production capped and get Commerce 1…or Military 1 to set up some defense, closely followed by Commerce 1. I like to then go Science 2 and then Classical, but there's plenty of options.
Concentrate on your economy and get all three cities developed. You have neglected your timber production so focus on that. Science 2 and 3 are key for Granary and Mill bonuses. Also take advantage of as many rare resources as possible. You want to build as few farms and lumberjacks as possible when aiming for the higher British commerce cap. It takes some time for all three cities to get going so a Gunpowder or later attack is best.
You can also adopt a border push strategy, which is fun with the +2 range of British towers and forts, especially if you have Obsidian.
This is most effective on land maps, and with a starting lumber camp of 4 or more. Also on smaller maps, and ones where it is key to control the middle for forests, mountains, rares. Coming soon: the British Raze and Run strategy!
Start with Sci/Civics, and make a farm with your first citizen out; food is the limiting factor. Also try to have your ruins give Food. After building your second city, make two farms (maxes your food at +87) and research Civics 2 asap. Send a citizen to build your third city. Build a wood camp as soon as you can afford it, and build a temple in the city closest to your opponent.
You have sacrificed a lot of wealth potential by not having a market, so what do you do? Research taxation(!), which is available with Civics 2. Three cities worth of real estate and double British taxation will instantly generate around +30 wealth (less if there are lakes). Get your timber production capped and get Commerce 1…or Military 1 to set up some defense, closely followed by Commerce 1. I like to then go Science 2 and then Classical, but there's plenty of options.
Concentrate on your economy and get all three cities developed. You have neglected your timber production so focus on that. Science 2 and 3 are key for Granary and Mill bonuses. Also take advantage of as many rare resources as possible. You want to build as few farms and lumberjacks as possible when aiming for the higher British commerce cap. It takes some time for all three cities to get going so a Gunpowder or later attack is best.
You can also adopt a border push strategy, which is fun with the +2 range of British towers and forts, especially if you have Obsidian.
This is most effective on land maps, and with a starting lumber camp of 4 or more. Also on smaller maps, and ones where it is key to control the middle for forests, mountains, rares. Coming soon: the British Raze and Run strategy!
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