Managing a no specials start.
DaveV's thread on resources is quite interresting, but doesn't deal with getting to monarchy quickly, getting those techs and shields to a key wonder, etc. And quite often one will find himself with grassland, trees, and seas among the terrain availible in one's starting area, but no specials.
Specifically here I'm talking about double production, since that seems to be the most popular MP resource setting. So roads on grassland are disproportionately disadvantaged in trade compared to sea squares.
Some options:
build a defensive unit, working primarily a grassland square and a forest, then a settler, trying to keep the city at size 2 or less (hard to do in double production!)
build 3 defensive units, allowing the city to grow a bit before starting on the settler, and working a combiniation of grassland, trees, and seas. Then build settlers. This allows the city to produce trade as well as settlers, and if one can get to monarchy faster because of this one will be able to make up for being a bit behind in expansion.
do one of the above, or a hybrid, but put off that first settler build off long enough to build a warrior (or in the case of Makeo about 15 warriors) for exploration.
Without specials and while still in despotism (and the consequent unhappiness after more than 4 cities in diety games I have found that it can pay to let the first 2 cities grow a bit before building settlers, and if you have no non units it is vital to send a warrior or 2 out to find another couple of viable city sites. Of course it also depends on if I am going to start a wonder right away.
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