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Yilar
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 Future - The beginning!
« Thread Started on Jan 24, 2008, 5:34pm »

This is a newbie guide on how to start in future... It is somewhat general, as you get better you can adapt other strategies and so.

This guide features an inland start without any food bonus, 4t anarchy and crappy civ (greece).

4000BC - Turn0
[image]
Start by moving king to see if there is a better spot around.
Go anarchy - I got 4 turn anarchy
Consider worker jobs, 3 turns to irragate and 4 turns to cut forest without industrious bonus in anarchy.
Consider planting. IMPORTANT, you need at least 3 squares that can give at least +3 food (assuming non-agri civ), or 2 squares where one squares gives at least +4. Or one square that gives +5 food - I planted, spot forefills the requirements and is not too bad. I don't see a better spot around.
Consider which government you're gonna take (newbie hint: no river=fasc and river=republic)
If you're gonna go republic you need 2 turns to cut forest, so consider doing some of the work in anarchy to reduce the initial cut to 1 turn.
Move worker to forest to cut forest.
Set build to explorer


3950BC - Turn1
Cut forest - hotkey: Shift C
Scout around cap with king for huts, don't pop any yet though.
Don't pop huts till everyone has planted, you can see when everyone has planted when everyone has a score above 0.
Don't pop huts with king if you don't have the expansionist trait, you will get barbs 99 out of 100 times, unless you can prevent the enemy explorer/king/scout from taking it (note, must not be close to your city)

3900BC+3850BC - turn2-3
Continue to scout around cap with king for huts

3800BC - turn4
Continue to scout around cap with king for huts
Anarchy ends, select republic and set money slider to 100% (0% lux and 0% sci)

3750BC - turn5
[image]
Our explorer is done, we haven't found any huts yet, so send exp(explorer) out to look for some.
Continue to scout around cap with king for huts
Set build to granary.
Irragate with worker and make sure city uses the irragated square.

[image]
Notice how the food income increased to +3 instead of just +2


3700BC - turn6
[image]
Move exp around looking for huts, i found one, which gave me 25 gold.
Move worker to irragate next square, always irragate the shielded grass first over regular grass if you have any.
Continue to scout around cap with king for huts

3650BC - turn7
Move exp around looking for huts, i found another, which gave me another 25 gold.
Continue to scout around cap with king for huts
Irragate grass with worker.

[image]
Make sure the city is using the newly irragated square. Notice how the food income increased to +4 instead of just +3

3600BC - turn8
Move exp around looking for huts, I found one, which gave me map of some area.
The area around cap is covered pretty good now, consider moving king back to safety at the cap.
The city grew to size3.
[image]
Notice how the governor managed the city, he started working the 1food,2shield forest, we are not really interested in this, since we want the food, but we can only get +4 food maximum and we need 10 food to fill our full storage so we leave it the way it is for now (3+3+4 = 10 food).
We've popped enough gold for city to be able to moneyrush our granary, but a granary only takes effect when we have half filled our food supply. So we wait till next turn to money rush it. We are only making +3 food this turn, moving our worker over and irragating a grass next turn wouldn't help much, so we move to cut forest instead.
As our city grew to size3, one of our people became uphappy. Adjust luxury slider to prevent disorder.

3550BC - turn9
Look for huts with exp
Since we only did 3 food last turn we still need 7 food to get our cap to size4, but we can get that in 2 turns, if we build the granary on the same turn as the city grows the granary will think of the food storage as empty and it will have to refill the food storage once more to take effect. So we buy it with our cash that we popped/earned. It cost us 72 gold out of our 100 gold storage.
Cut forest with worker (takes 2 turns)

3500BC - turn10
Okay the granary is done, next turn we will only need 5 food gained to grow in size.
The worker is 1 turn from completing it’s task of cutting the forest, so lets use the 10 shields for something usefull, we build a market (it only costs some 20 shields with our commercial trait). Other builds that might be interesting is another explorer, a barracks, an artillery or a boat (if we are coastal). We don't want a settler or a worker just yet, we haven't gotten into our growth pattern just yet.

3450BC - turn11
[image]
We have reached size4, but our food income is showing only +3 food.
We irrigate with the worker and reprioritize the used tiles in the city to use our 3 irragated squares and a regular shielded grass, so our food income goes up to +5 food, meaning our city now grows next turn.
Even though the city says the market won’t be done for 2 turns, it doesn’t take into account to the fact that the city will grow and use another tile, increasing our production a little, so it completes next turn.

3400BC - turn12
Our market is done and we are making more money than Bill Gates! (he is giving most of his away anyway)
So we decide we want another city, so we road with the worker towards a site that will contain our next city.
We reprioritize the city to use our 3 irragated squares and regular (shielded) grass instead. So we still grow every turn.
Set build to settler

3350BC - turn13
We move the worker to road towards a site that will contain our next city.
We reprioritize the city to use our 3 irragated squares and regular (shielded) grass instead. So we still grow every turn. (You basically have to do this every turn, it is the very essense of future).

3300BC - turn14
[image]

Our settler is done. We road with the worker so the settler can move faster to our next city site.

And that's as far as this guide goes.

There is probably a better way to go, but this is very standard approach and easy to do. You get a decent size cap fairly fast, you get an explorer fairly fast and you don't wander around too long looking for a better spot.





« Last Edit: Jan 25, 2008, 9:06am by Yilar »Link to Post - Back to Top  IP: Logged

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 Re: Future the beginning!
« Reply #1 on Jan 24, 2008, 6:15pm »

Thats why I suck at future my game dont have red dotted lines tell me where to plant!!
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 Re: Future - The beginning!
« Reply #2 on Jan 24, 2008, 9:04pm »

We've popped enough gold for city to be able to moneyrush our granary, but a granary only takes effect when we have half filled our food supply. So we wait till next turn to money rush it. We are only making +3 food this turn, moving our worker over and irragating a grass next turn wouldn't help much, so we move to cut forest instead.

didnt know that about grannary. thanks. tho i noob :P
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 Re: Future - The beginning!
« Reply #3 on Jan 24, 2008, 9:17pm »

Awesome post. You must have spend hours on it. Do it again with Ancient start!!
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 Re: Future - The beginning!
« Reply #4 on Jan 25, 2008, 9:09am »


Quote:
Awesome post. You must have spend hours on it. Do it again with Ancient start!!


Did spend an hour or so on it yesterday. Figured i'd post a guide after I saw some newb plant on coast and then remain size3 till he got boated on turn25 or so cause he didn't know how to grow every turn.

Also there is no "real" trick to anc... You can basically "Plant and Play".
« Last Edit: Jan 25, 2008, 9:13am by Yilar »Link to Post - Back to Top  IP: Logged

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 Re: Future - The beginning!
« Reply #5 on Jan 27, 2008, 1:34pm »

splendid for newbies, however i think elrad and cg would disagree, after gran i think they would keep their pop low and produce some much needed workers. Keeping the pop low gives u a better chance to pop a settler or city from your explorer. and it also helps in roading, developing land, and in a pinch, adding workers to draft with.

Avo, your best bet in an ancient to score some reports, move to the nearest edge of map with settler and send worker to the opposite end (to throw me off guard). Do not plant, just hide, and you will gain 6 reports from all the players i kill while trying to find you.
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 Re: Future - The beginning!
« Reply #6 on Jan 27, 2008, 2:11pm »

While it is true that lower pop increases your chances of getting freebie lets look at couple of facts. Our granny isn't done till turn10. At that point most of the surrounding area is explored. Sure you might pop, but pointless to pop 10 turns away at the expense of building a new city.

Also we don't need to improve our land early, we have enough bonus grass to easily get settler in 2 turns.
« Last Edit: Feb 4, 2008, 8:50am by Yilar »Link to Post - Back to Top  IP: Logged

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 Re: Future - The beginning!
« Reply #7 on Jan 31, 2008, 2:24pm »

nice work. thanks
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 Re: Future - The beginning!
« Reply #8 on Apr 4, 2008, 12:58pm »

maybe u should put an another screenshot in which alert people to decrease science and put lux at least at 30% on early turns.

btw nice thread, lot of future players still dont know how to grow 1/t ;D
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fu :P
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 Re: Future - The beginning!
« Reply #9 on Apr 4, 2008, 7:58pm »

gj, teaching the noobs to play republic... so they even easier kill
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 Re: Future - The beginning!
« Reply #10 on Jul 15, 2008, 1:13am »

very nice of you to be teaching noobs to be noobie yillar.
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