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Using the 'production manager' on the UI to tell your city what you want it to focus on, food, building, etc will keep you growing for a while without you having to build farms, mines etc.
Once you've got a couple of new units, slingers or warriors, and you feel safe from barbarians, then might be a good time to build a builder because you'll be able to protect your improvements. If you don't have the military, barbarians will just plunder them and you won't be able to fix them until you build another builder.
Hope that helps.
If you need builders, synchronize all cities to make builders at the same time, around the time you're about to finish researching a Civic. Swap the Ilkum policy in, set your cities to make builders, synchronize your civic research to end when the last builder is finished, swap Ilkum out.
You should try to research the Feudaulism Civic ASAP, it give you two things that are important, the Serfdom policy (Newly trained Builders gain 2 extra build actions), which replaces Ilkum, and Farms adjacency bonus (Farm improvements now gain +1 Food for each adjacent Farm improvement when 3 Farm improvements are adjacent to each other). Since Serfdom replaces Ilkum and it doesn't give you a production boost towards builders, when you're getting near feudalism you should produce builders in all your cities using Ilkum but stop when you're one turn of finishing it, switch production to something else and leave the almost finished builder there into you research Feudalism, then swap Serfdom in and change production to the almost finished builders, giving you builders that are both cheaper and have more actions, then swap Serfdom out so you can use the slot for a permanent policy.
You need to keep doing that through the whole game, mostly after you research Feudalism, so you always produce builders that have 5 actions. Need builders? Plan and synchronize to make several builders at the same time and always use policies
IDK only got it the other day for my birthday and been grinding at it so maybe its just the learning curve as well as the changes being JUST enough to screw up how things use to work.
Then there is the consideration of what resources you have around your city.
Depending on what you research first and your starting location, you may not have the ability to improve a lot of tiles (or the tiles you want to improve first anyways). Some resources require a tech that comes slightly later before you can improve them.
Of course, you probably want to get the eureka for when you improve 3 tiles, so you still want to get the builder out there fairly early on (unless you may get the eureka from a goodie hut!).
There are a lot of things to consider at the start of the game. If I'm not going for a religion, I think I'll usually (again, this varies a lot) get two or three slingers, a settler and then a builder after that maybe. Sometimes I'll just flat out gold purchase it depending on what's going on.
As you play more you'll start to get the hang of the eurekas especially. That will help with how you want to plan out building improvements (because you get eurekas from building a farm on a resource for example, another for building a pasture, another for a quarry etc etc).
A good diplomatic strategy is: Fight the neighbor and alliance with the off reaches. I never declare friends with my neighbor unless I feel no threat at all.
I tend to build the first worker after the slinger or just buy it. Because you can use the charge to improve the luxury and sell to other civs. One charge = 150 golds in return. And you don't even need any luxury for amenity before the first 90 turns.
My thing with buying Builders is the prices on everything else seem to rise as well, besides each builder costing more and more. Making buying a Builder seem as risky as building a Builder if done at a bad time, again though this is just me not figuring out the learning curve yet.
And irrelevant aside...I LOVE what they did with builders. I always thought it was just freakin' STUPID that it would take 20 years to build a farm. It takes a couple of weeks in real life. About 5 days to make a quarry or a sawmill. If you have the desire and the equipment, it takes no time.
And in all the other games you'd set it to build and turns would go by...each turn 20 years or so. Just annoyed me. I like the instant build. Only 3 charges to start with but you can get more from Policies and wonders you build. Pyramids i think? Anyway, I like it better this way. Instant whatever.
Early in the game save your coin for purchasing a builder or a trader. You'll want your slingers/archers to protect the non-combatant units, too.
The ilkum - feudalism hack is a good one, but I don't usually plan that far ahead.