I’ve gone through several phases: booming, rushing, classical stuff, medieval stuff, raiding, etc. With each new build or strategy I try, I find it to be generally effective, but nearly impossible to “maximize” due to the numerous changing factors from game to game (maps, rares, etc). Rather than try to maximize the efficiency of a certain strategy for each map type, rare resource combination, and nation match-up, I’m having more success (and fun) adapting on the fly to a strategy that is best suited to my current resource situation.
For instance, if I see Horses in my territory very early, I will prepare for a cavalry raiding strategy. Even better if I have wealth rare resources, because the best raiding units cost wealth. But if it’s a map with very little timber (Great Sahara) I will think twice about implementing my raiding build.
Or if I have Dye (25% cheaper Civics research), I will seriously consider an early third city, and will make border pushing a priority. This third city would be most beneficial for generating wealth (caravans, taxation), so I might also want to incorporate an early Classical Age since I can afford plenty of scholars. Rares provide resources for which I can adjust my strategy, i.e.-Ancient Rares vs. Classical Rares. In this case Dye provides wealth and knowledge, which makes it a superior “Classical Rare”.
There are some very obvious circumstances that most players adapt to. No sane man will rush a Chinese or Mayan player. Nor should you spend alot of resources trying to raid the Russians. Similarly you aren’t going to attempt an Ancient rush on a Big Huge map. I won’t get into the tendencies of every nation, as I have only played extensively with a handful of them, and most civ bonuses are fairly straightforward. I will try to get beyond these obvious cases to take advantage of the more subtle aspects of the game’s nature, especially metal/timber supply and rare resources.
Rare Resources
We know that early Classical Age and delayed Classical Age are nearly the same in economic terms given generic starting conditions. What determines which is best is the map, nation, and rare resources, among other things. In military terms Classical age allows Stables which facilitates raiding, and also allows you to best defend against raiders with cavalry of your own. The core economic principle is that early Classical Age lessens the need for food (especially) and timber, and raises your needs for wealth and knowledge. Rare resources affect your supply of all of these resources.
Metal and knowledge rares favor an earlier classical. Knowledge is the research bottleneck in the early game because wealth is at a bottleneck. Therefore wealth rares facilitate an early Classical Age as well as raiding. Water maps would seem to favor an earlier classical. Food and timber rares will favor a delayed classical. This is the basic theory behind “Classical Rares” and “Ancient Rares”. Of course, many rares provide a combination of the two, ie-food and metal. Aside from the resources gained, rares also provide specific bonuses. I’ll write about these bonuses soon, share your own favorite use for a particular rare resource.
Timber and Metal
The first consideration is your starting wood camp. I’ve seen camps ranging from 2 to 6 lumberjacks. A large supply of early wood facilitates raiding and rushing especially. A starting camp of 3 or less almost assuredly rules out an effective ancient rush. I don’t believe you could afford farms, barracks, 4 hoplites and a couple of slingers with such a small camp. Beyond your starting wood camp, you will consider the map-wide wood situation. On a timber scarce map you might go early Classical Age to save some timber on a couple of library techs. More importantly you will save food with an early Classical; your food industry will be growing slowly with so little timber, especially if you have a small starting camp. Alternatively, abundant timber supply facilitates a delayed classical. You can afford to spend more food and timber on library techs, rather than metal and precious knowledge.
This takes us to the map’s metal supply. Scarce metal will have no effect on an Ancient rush, but will make other early attacks (classical, medieval) more difficult. Heavy cavalry, heavy infantry and siege all cost significant amounts of metal, also forts and therefore generals. Better to wait until smelters and smelter research can fund a gunpowder or enlightenment attack. Maps abundant in metal are perfect for a Medieval or quick gunpowder attack. If the game makes it to industrial you can bet that the person with the biggest mountains will have a decided military advantage.
With both timber and metal scarce maps, raiding becomes more deadly! If you can kill several miners/lumberjacks your opponent will be very slow to reach the commerce cap for said resources.
Then there are water maps. I don’t have a lot of experience on water, but I know that they facilitate lots of Science research and scholars. All that extra wealth allows you to raid with HA, HC while still expanding your economy and making scholars. But the timber spent on a navy and fisherman will make it more difficult to afford the University techs: Printing Press, Literacy, etc. On water maps you can get creative with your wealth and buy the resources for almost any strategy. Water maps are good fun, and can play very differently than land maps, more than most people think. Tell me what you think of water’s effect on strategy.
More to come…
For instance, if I see Horses in my territory very early, I will prepare for a cavalry raiding strategy. Even better if I have wealth rare resources, because the best raiding units cost wealth. But if it’s a map with very little timber (Great Sahara) I will think twice about implementing my raiding build.
Or if I have Dye (25% cheaper Civics research), I will seriously consider an early third city, and will make border pushing a priority. This third city would be most beneficial for generating wealth (caravans, taxation), so I might also want to incorporate an early Classical Age since I can afford plenty of scholars. Rares provide resources for which I can adjust my strategy, i.e.-Ancient Rares vs. Classical Rares. In this case Dye provides wealth and knowledge, which makes it a superior “Classical Rare”.
There are some very obvious circumstances that most players adapt to. No sane man will rush a Chinese or Mayan player. Nor should you spend alot of resources trying to raid the Russians. Similarly you aren’t going to attempt an Ancient rush on a Big Huge map. I won’t get into the tendencies of every nation, as I have only played extensively with a handful of them, and most civ bonuses are fairly straightforward. I will try to get beyond these obvious cases to take advantage of the more subtle aspects of the game’s nature, especially metal/timber supply and rare resources.
Rare Resources
We know that early Classical Age and delayed Classical Age are nearly the same in economic terms given generic starting conditions. What determines which is best is the map, nation, and rare resources, among other things. In military terms Classical age allows Stables which facilitates raiding, and also allows you to best defend against raiders with cavalry of your own. The core economic principle is that early Classical Age lessens the need for food (especially) and timber, and raises your needs for wealth and knowledge. Rare resources affect your supply of all of these resources.
Metal and knowledge rares favor an earlier classical. Knowledge is the research bottleneck in the early game because wealth is at a bottleneck. Therefore wealth rares facilitate an early Classical Age as well as raiding. Water maps would seem to favor an earlier classical. Food and timber rares will favor a delayed classical. This is the basic theory behind “Classical Rares” and “Ancient Rares”. Of course, many rares provide a combination of the two, ie-food and metal. Aside from the resources gained, rares also provide specific bonuses. I’ll write about these bonuses soon, share your own favorite use for a particular rare resource.
Timber and Metal
The first consideration is your starting wood camp. I’ve seen camps ranging from 2 to 6 lumberjacks. A large supply of early wood facilitates raiding and rushing especially. A starting camp of 3 or less almost assuredly rules out an effective ancient rush. I don’t believe you could afford farms, barracks, 4 hoplites and a couple of slingers with such a small camp. Beyond your starting wood camp, you will consider the map-wide wood situation. On a timber scarce map you might go early Classical Age to save some timber on a couple of library techs. More importantly you will save food with an early Classical; your food industry will be growing slowly with so little timber, especially if you have a small starting camp. Alternatively, abundant timber supply facilitates a delayed classical. You can afford to spend more food and timber on library techs, rather than metal and precious knowledge.
This takes us to the map’s metal supply. Scarce metal will have no effect on an Ancient rush, but will make other early attacks (classical, medieval) more difficult. Heavy cavalry, heavy infantry and siege all cost significant amounts of metal, also forts and therefore generals. Better to wait until smelters and smelter research can fund a gunpowder or enlightenment attack. Maps abundant in metal are perfect for a Medieval or quick gunpowder attack. If the game makes it to industrial you can bet that the person with the biggest mountains will have a decided military advantage.
With both timber and metal scarce maps, raiding becomes more deadly! If you can kill several miners/lumberjacks your opponent will be very slow to reach the commerce cap for said resources.
Then there are water maps. I don’t have a lot of experience on water, but I know that they facilitate lots of Science research and scholars. All that extra wealth allows you to raid with HA, HC while still expanding your economy and making scholars. But the timber spent on a navy and fisherman will make it more difficult to afford the University techs: Printing Press, Literacy, etc. On water maps you can get creative with your wealth and buy the resources for almost any strategy. Water maps are good fun, and can play very differently than land maps, more than most people think. Tell me what you think of water’s effect on strategy.
More to come…
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