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I build first a scout to find and collect more things early on. If you have some gold, check when you can speed up production. The gold cost seems to be related to the production of the city, but you can often fairly cheaply speed up the last 2-3 turns. I use this much more often than in other games.
If I have enough food, I build a settler next and then maybe another scout or spearman before I start with workshops or farms in my first city.
I also noticed up to Duke/grand duke difficulty that after surviving act 1 it gets easy to outpace everyone in act 2.
I am currently trying a mix of different levels to see if it gets more balanced in act 2. I picked 2 dukes, 3 grand dukes, 3 kings and 3 emperors with random civs to not know who is who. I just survived act 1, but there is still some distance to the top.
Interesting. Is the info about 1 prestige per 10 production noted somewhere in the game and I missed it?
Early amenities are for growth, which means Feasts & Grains.
Thanks, I'll take another look tonight.
Interesting! It makes sense, since it's the only early game building which adds production other than the hearth. I'll give it a try. Thanks for the info.
NP. Also, I recommend building stables at size 5 and putting your first expert (size 6) into it. +10 build production helps a lot getting your infrastructure up and running.
Furniture is rather important and can come out slowly at first. You have to examine the production chain (workshops, timber, fabrics, weavers, fur/cotton/silk).
This is the standard "We didn't make an AI that can play the game, so here's a mess of bonuses to keep them from falling off the map". On prestige, you can see how they're just handed bonuses that give them easy per turn extras in every category, so that they'll be well ahead of the player, on points, before the Iron Age.
You can still catch up before the end of Act 1 to get above the cut line, just by growing up and out.
When you go up in difficulty, the QOL points for you are red, while the AI are green. So every time you hit end turn, the AI is getting 5 points and you are getting zero. As you work to build your production and improve your QOL, you will start to catch them and surpass them.
The QOL thing does put you in a big hole. Also affects city growth, production, etc.
As you build more cities (and the AI will spam 2-3 more right away depending on difficulty), they each also add 5 more points so then the AI is getting 15 points per turn while you are not.
Great info, thanks.