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Then, build a monument. If you're planning on getting a religion (and with only a few AIs on a small map you may as well) then get a shrine. On higher difficulties, it's not always essential.
Then get a worker, but like others said, you could also steal one.
After that, it's either a granary or settler for me.
Never build Warriors... they're completely useless.
On standard maps, I usually just scout with a single scout and the warrior. I could potentially make a case for multiple scouts in G&K, but since BNW I really don't like to delay trade-routes any longer than possible. I want libraries and universities up by a certain turn and I won't delay them, so getting something finished like trade-routes before then takes way higher priority than a 3rd or 4th scout which may or may not pay for itself depending on what they can exploit.
1. Scout - Monument (in most cases), or
2. Monument - Scout (Archipelago or other small map)
Sometimes I don't build a scout at all (like in Large Islands map) or I start with double-Scout strategy (Large/Huge map for example), training two scouts before I build the monument. In some rare cases (like good natural wonder nearby) I build either a monument or a scout and a settler immediately after that. Sometimes i go for 4 scouts (Pangaea, playing wide), when I want to block stupid AI settlers with my scouts. I use those 4 scouts to block neigbouring AIs, while I mass produce settlers in my capital and take best lands.
Missing a scout means you miss those precious ruins, way too costly, and missing a monument means that you are way too late in policies, which is especially costly in wide strategies (delays collective rule). My opinion is that the first two things to build must be a Scout and a Monument in +90% of cases, othewise you are immediately behind others.
NO SCOUTS?? WOW!
Scouts have better payouts on Ancient Ruins, and though week in combat in later scenarios, scouts are still good against early barbarians.
They are cheaper, and less maintenance vs other units, and can train (build) faster than most other units.
If I build a scout early, and I only gain a promotion from combat, he's likely week, and I get his promotion to heal more better in the field, than later, I upgrade his vision sights.
If I build scout, and he can get upgrade immedieately out of barracks, I upgrade his Vision first, let him earn the healing later when he can upgrade the improved healing.
Scouts vs Warriors?? Scouts move with no terrain penalties, including crossing rivers. Scouts can see farther with the Visions upgrades? Scouts can heal faster when not in friendly territory. All this the warrior can not do!
Even in mid and late game, scouts make good perrimeter guards with the visions promotion adding sight! Set them outside your culture, on a Hill... spread apart few different scouts around your perimeters to add extra sight beyond your borders.
worker
setler
great library
setler
archer - while researching construction, keep a close eye on progres of both archer should take one turn more then the tech so might have to switch build to make it so
archer becomnes a composite bowmen
terracota army - if you are lucky scout turned into an archer by a ruin, that way when you finish terracota army, you get an archer, composite bowmen and a warrior or spearmen, again, if upgraded by a ruin
lets see AI or barbs attack you now, this strat always works up to immortal, dont try this on deity :P
an invading army of 10+ can easily be dispatched by 3 archery units.
anyway, my order, havent lost a single game lol
I usually build the Monument (depending on level of play, I may tweek my 1st citizen to produce more production) first to get +3 culture and then get Tradition, so I have +6 and then in five turns will choose Liberty making it +7. Somtimes I get lucky and get +20 culture from 1st hut getting the +7 culture no earlier than turn 11, but no later than turn 19, which is a good start on culture.
For tech I go pottery, writing, mining, calender after that it depends on what victory I am going for and what the land is offering to determine further tech. But I also focus on science too, which is the key to any victory so I tend to pick something far up on the tech tree in The Renissance Era and build every science building as soon as they are available through out entire game. Sometimes I shoot immediatley for Industrialization to be the first for Ideologies. Hopefully.
After Monument I build a worker, then Great LIbrary. Which I usually get on every difficulty though obviously Diety is very hard and luck to get it. Then learn Philsophy If timed right I go for National college before I gain my second setler using Liberty and then go for The Oracle. I am wonder heavy with my Capital.
The second city I must put on decent land 7 spaces away and it becomes a unit spammer . If I have archery I start with an archer, if not then warrior, worker, settler, library, unit, unit, building, unit, unit, etc...
If you are talking about AI's, it is insane how often they miss ruins right outside their borders!
They usually send a scout or two in a specific direction rather than a circle, so if they sent one left it could be a very long time before they bother checking just right of their starting city.