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I'm pretty sure that some basic concepts - like how to place districts, how to build units, and how (and when) to discover a religion - will remain the same between vanilla and GS. The expansions add to the ruleset, not subtract from them.
The biggest change that sticking with the standard ruleset gives you that will be a bit confusing is the way units that need resources are produced/upgraded. The later method is much improved and much less confusing. If it weren't for that change I wouldn't mind the standard ruleset being recommended.
Still a lot of things to unnecessarily unlearn. What would be the point ?
Heroes are fine - some are more balanced than others but they are not broken and they are mostly fun to use.
Monopolies are broken - but as new player you wont notice that, your biggest change would be that you can create additional improvement over luxury resources and later use merchants to create monopoly. If you dont abuse it its mostly fun to use.
Societies - oh dear. The concept is fine and they are fun to use. UNTIL you face cultists when your enemy swarm your cities, blocks them, blocks improvements, blocks unit movement and makes the game completely unplayable. If you are warmonger you can at least declare war and clear them to make space. You wanted to play peaceful game? Bad luck - there is no way how to get rid of them, being ally or any diplomacy does not help.
Getting this in my first game would probably completely put me off the game forever. I ended up playing without societies because of this single thing alone. It is so unbelievably broken and annoying that it is borderline unplayable.
Half true. The expansions add, but they also replace mechanics which mean big changes in how you plan and execute your empire building settling, and wars.
Again, you misunderstand the difference between the rulesets and the development of the game, and thus my point. The learning curve is more or less the same in all versions. Most of the new rules and systems don't dump themselves on you right away, as long as you set up your game properly. They come later in the curve, at stages when a player should already have a solid handle on the basics and is looking for more to learn.
The only thing your version of ramping up accomplishes is create incorrect and false expectations for how games are going to progress once you implement those later rules.
You like to claim we're ignoring the OP, but I say we're paying closer attention to them than you are. They specifically asked about the good ways to set up a game to learn from, which means they need info on how to start from the beginning, not that they're overwhelmed by mid or late game rules and features.
With that premise, I'm confident in saying with proper setup, the first 50-100 turns of most civ games are the same regardless of ruleset, so a new player is better off choosing the rules that aren't going to handicap their progress later.
So to reiterate my advice one final time:
- Choose the Gathering Storm(final) rules.
- Choose a decent size map with more than 3 other AI opponents (fewer than max so you have room to grow is fine, but pick more than 4 total so you're less likely to be gang targeted)
- Choose the difficulty rating you're most comfortable with, but Prince is the default setting and will give you the best picture of the game.
- Setting yourself up to play multiple learning games on outdated rulesets is only going to hinder you in the long run.
- Don't shut off multiple Victory Conditions, this just focuses the AI into being stiffer competition with you than it would be normally. Instead learn from the beginning how to monitor the Victory panel UI and keep an eye on how close your foes are getting to any type of Victory.
edit- fixed my incorrect callout of which ruleset to use. I always get them backwards for some reason.
Good point, loyalty is HUGE. And a very good addition IMO as well.