IMO, bad starts fall into one of three (terrain driven) categories.
Jungle Starts: You're fried if you play on deity. With your slow growth, no shields, AND chance for disease, save yourself the trouble and restart. UGH!
Tundra starts: Manageable. Growth is slow, but many of the tiles are forested, and in the early game, that's pretty good for shields. Keep your empire small and tightly knit to combat corruption and plan on fighting your way into control of better terrain.
Desert Starts: I've never had a desert start that didn't contain a flood plain, and despite the chance of disease, floodplains are all about food. Even under despotism, you can gain an extra food by irrigating a floodplain tile. Little mineral production, but good food production means that pop-rushing will be your best friend in the early game (to make up for that lack of shield output). Your expansion can be every bit as brisk with a desert start as it is on the plains, but shield output will suffer by comparison. Still, expanding rapidly and TOWARD better terrain is certainly an option here. The strongest of the three "weak starts."
(Note too, that if you encounter a rival civ early, you can always use your good food output to poprush your way to a decent army and relieve him of some of his cities).
-=Vel=-
__________________
The list of published books grows
. If you're curious to see what sort of stories I weave out
, head to Amazon.com and do an author search for "Christopher Hartpence
." Help support Candle'Bre
, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project
.