I'll try to do periodic reports throughout my game, here we are on T44:
I started off with a Builder first, since I play civ 4. My first warrior went exploring and I built two scouts to go exploring as well but the barbarians were too active and scouts had to stick around to defend my city. Though the barbs never actually attacked my city or pillaged any tiles, perhaps that was my units distracting them but they had some opportunities. Anyway, I have very little immediate map knowledge for where to put my first settlers, so I think I really could have used some better units defending and the scouts out exploring.
My builder initially started improving tiles for me, but I realised half way through that chopping forests is really powerful. 1 builder charge for ~30 hammers, so one a 50h builder can quickly return 120h in chops. I'm pretty sure if I'd chopped earlier I'd have easily had the hammers to defend the city and explore.
You can also see I built the Pyramids(before my second city ). China's wonder ability seemed pretty powerful, so I decided to try abuse it. You get 15% of the wonders hammers for each worker build, so for 7 builds(~90h) you can build any wonder. In the case of the Pyramids, you automatically get a worker for free and you increase your builder's charges from 4->5. So by the time I've built 2 more builders, the Mids will have paid themselves back. And if I plan to wonder whore I expect to build a lot of workers! The downside of the ability is that you can only put 1 build into wonder per turn, it's not an instant build like a great engineer, but that seems a fair drawback. The other problem is the UI; you have to actually be building the pyramids to use the worker's ability, but the most efficient way to build the wonder is not to use any real hammers. Every turn I had to go Build Mids -> Use worker charge -> Change to actual build.
One part of the game that I really liked so far is the civics and governments:
On a normal turn you have to pay to change policies, but on the turn you complete a civic it's free. This can make 'temporary' policies pretty powerful even if they look weak and it adds an extra factor to think about; do I want to research something cheap so I can get in and out of these policies quickly or something more expensive that unlocks powerful options. I really like it. In my game I think I went for foreign trade first, which was definitely a mistake. I didn't realise we could do these temporary switches yet and for some reason I thought we could buy the trade unit for a mere 40 gold. At that stage I figured out a plan though; I went to Craftmanship next, and switched to Ilkum(+30%h to builders) and Agoge(+50%h to military units), building most builders while I made it to Early Empire. This gets me access to the Colonisation above, +50% towards settlers, and I'm quickly rushing two out to catch up in city count. Since I'm not building military units right now, I could take the combat bonus for a few turns instead. Next up is Mysticism, the cheapest tech since I had the inspiration bonus, which will allow me to switch out of the settler-building policies(and allow me to build the Oracle wonder ).
I currently have 1 settler our moving, another under construction:
I sent him into the fog up here, because I don't have much vision right now. I wanted the horses but I hoped to find some luxury resources too. Anyway, the first settlers seem pretty cheap, so I'm not confident that this early empire strategy is correct, I'd be interested in trying to chop out early settlers in future games. In general I've felt very hammer restricted so far, while culture/tech/faith has motored along. As a result I haven't constructed any buildings since I thought units would be better. Maybe it's different with chopping.
Speaking of faith; I picked the Lady of the Reeds & Marshes, giving +1h on flood plains, marshes and oasis. I'm working 2 FP in my cap, I have a marsh I can acquire too and I felt I needed something that gave hammers.
The other bonus China gets btw is +60% Eureka/inspiration instead of +50%. I think I've hit all relevant eurekas so far, which perhaps explains why tech and culture have felt fine.
I think i went something like Mining -> Pottery(thought it was necessary to hook rice, but apparently not) -> Irrigation(unlock tea) -> Masonry(Pyramids) -> AH(hook cows). Not much else seemed useful right then, so I got Archery for some better military and BW to see iron. Astrology has Stonehenge, another wonder to build.
Map overview:
Been pretty fun to play so far. The most annoying thing has been the lack of information, as I've seen people mention in first impressions thread. I can't see how much food/hammers/culture/tech etc. has been invested into stuff, I can only see the turns to completion. I don't know how much food it takes to grow each size. I have no clue how cultural expansion works. I assume it's the same as BE under the hood, but I can't see how much culture I've invested/how much do I need/even how many turns till the next expansion/any idea what tiles are coming next.
I started off with a Builder first, since I play civ 4. My first warrior went exploring and I built two scouts to go exploring as well but the barbarians were too active and scouts had to stick around to defend my city. Though the barbs never actually attacked my city or pillaged any tiles, perhaps that was my units distracting them but they had some opportunities. Anyway, I have very little immediate map knowledge for where to put my first settlers, so I think I really could have used some better units defending and the scouts out exploring.
My builder initially started improving tiles for me, but I realised half way through that chopping forests is really powerful. 1 builder charge for ~30 hammers, so one a 50h builder can quickly return 120h in chops. I'm pretty sure if I'd chopped earlier I'd have easily had the hammers to defend the city and explore.
You can also see I built the Pyramids(before my second city ). China's wonder ability seemed pretty powerful, so I decided to try abuse it. You get 15% of the wonders hammers for each worker build, so for 7 builds(~90h) you can build any wonder. In the case of the Pyramids, you automatically get a worker for free and you increase your builder's charges from 4->5. So by the time I've built 2 more builders, the Mids will have paid themselves back. And if I plan to wonder whore I expect to build a lot of workers! The downside of the ability is that you can only put 1 build into wonder per turn, it's not an instant build like a great engineer, but that seems a fair drawback. The other problem is the UI; you have to actually be building the pyramids to use the worker's ability, but the most efficient way to build the wonder is not to use any real hammers. Every turn I had to go Build Mids -> Use worker charge -> Change to actual build.
One part of the game that I really liked so far is the civics and governments:
On a normal turn you have to pay to change policies, but on the turn you complete a civic it's free. This can make 'temporary' policies pretty powerful even if they look weak and it adds an extra factor to think about; do I want to research something cheap so I can get in and out of these policies quickly or something more expensive that unlocks powerful options. I really like it. In my game I think I went for foreign trade first, which was definitely a mistake. I didn't realise we could do these temporary switches yet and for some reason I thought we could buy the trade unit for a mere 40 gold. At that stage I figured out a plan though; I went to Craftmanship next, and switched to Ilkum(+30%h to builders) and Agoge(+50%h to military units), building most builders while I made it to Early Empire. This gets me access to the Colonisation above, +50% towards settlers, and I'm quickly rushing two out to catch up in city count. Since I'm not building military units right now, I could take the combat bonus for a few turns instead. Next up is Mysticism, the cheapest tech since I had the inspiration bonus, which will allow me to switch out of the settler-building policies(and allow me to build the Oracle wonder ).
I currently have 1 settler our moving, another under construction:
I sent him into the fog up here, because I don't have much vision right now. I wanted the horses but I hoped to find some luxury resources too. Anyway, the first settlers seem pretty cheap, so I'm not confident that this early empire strategy is correct, I'd be interested in trying to chop out early settlers in future games. In general I've felt very hammer restricted so far, while culture/tech/faith has motored along. As a result I haven't constructed any buildings since I thought units would be better. Maybe it's different with chopping.
Speaking of faith; I picked the Lady of the Reeds & Marshes, giving +1h on flood plains, marshes and oasis. I'm working 2 FP in my cap, I have a marsh I can acquire too and I felt I needed something that gave hammers.
The other bonus China gets btw is +60% Eureka/inspiration instead of +50%. I think I've hit all relevant eurekas so far, which perhaps explains why tech and culture have felt fine.
I think i went something like Mining -> Pottery(thought it was necessary to hook rice, but apparently not) -> Irrigation(unlock tea) -> Masonry(Pyramids) -> AH(hook cows). Not much else seemed useful right then, so I got Archery for some better military and BW to see iron. Astrology has Stonehenge, another wonder to build.
Map overview:
Been pretty fun to play so far. The most annoying thing has been the lack of information, as I've seen people mention in first impressions thread. I can't see how much food/hammers/culture/tech etc. has been invested into stuff, I can only see the turns to completion. I don't know how much food it takes to grow each size. I have no clue how cultural expansion works. I assume it's the same as BE under the hood, but I can't see how much culture I've invested/how much do I need/even how many turns till the next expansion/any idea what tiles are coming next.