Suede's 12 Turn Start Guide to QC

Suede's 12 Turn Start Guide to QC

Turn 1


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So you’ve got a pretty average qc start. Grassland, some bonus grassland, a river or a lake. Maybe a plains start with sugar, ivory, or wines. I’ve played around with different variations on this type of start many times, and I have found that there is a single ideal way to play it. And since this type of start is so common, it’s worth memorizing.

EDIT: If you would rather watch a short video on 1 per turn growth, go here: https://www.youtube.com/watch?v=jcFHSl4wqdE

I’ve included a scenario file (http://www.mediafire.com/download/8sh8qg7p32eymly/QC+practice.SAV) that will let you play along with this guide. If you mess up, reload, and try to replicate my results.

So say we start with this:

Decision one: plant where you are. Moving your starting settler in QC is a huge setback, unlike some other mods. Because production and growth are doubled, losing a turn in qc is like losing 2 in vanilla, accelerated production Civ 3. If you are a new player, you should only move your starting settler if you think you will be unable to grow 1 population per turn. With a grassland start like this, growing 1pt is easy, all you need is a granary and a single irrigated tile. So we plant where we spawn.

Now, look at London. Notice the number to the right of the city name is “3”, meaning that London will grow in population in 3 turns. But we don’t want to wait that long. So we move our worker onto the bonus grassland the city is using, so that next turn we can irrigate it. You might be familiar with the “mine green, irrigate brown” rule. It works great to get around the despotism penalty. But there is no despotism penalty in QC. So in QC, it’s useful to irrigate some of your grassland tiles for fast growth.

A note on technology: We will be building a granary shortly, so if we didn’t start with pottery,

that should be the first tech for us to research. It can typically be finished in 2-3 turns. If your team tells you to do “top” or “bottom” techs, feel free to grab pottery first. If you get assigned to “middle” techs, ask your team’s permission, as the race to philosophy, which gives a free tech to the first civ that researches it, is more competitive.

Turn 2


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Our warrior is done building, so we send him off to contact our allies and scout for enemies. Our worker irrigates. If you road before irrigating, it will take an extra turn to grow to size 2, and that is a setback. We set production to a worker, which eats up 1 population. Make sure your city is growing next turn (the number to the right of the city name is “1”), otherwise you won’t have the population to eat up, and the worker can’t be produced. See the end of this guide for instructions on managing your city to ensure it grows.

Turn 3


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The worker is produced, and we send him to the forest to chop. The first worker builds a road. We set production to another warrior. If we were an expansionist civ, we would build two scouts instead of these warriors. Note that although London grew in population, it isn’t size 2 because we built a worker.

Turn 4


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Our second warrior leaves to explore. Now it’s time to build our granary. By chopping with

both our workers, we can have it done by turn 6. So we send our first worker to a forest square,

and chop with our second worker.

Turn 5


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Chop. Our second worker builds a road. Technical note: in civ3, food results happen before production results. This is good sometimes. It was what allowed us to build our worker on turn 2,

despite only being size 1. In between turns, our city grew to size 2, and then produced a worker, dropping it back to size 1. It seemed instantaneous to us, but it happened in that order.

But in the case of granaries, this works against us. The granary provides bonus food when a city grows. But since the production occurs after growth, if you grow and produce a granary the same turn, you won’t get that bonus food. So ideally, you want to produce a granary, and then grow in population size the next turn . Notice the numbers “2” next to London and “1” next to granary. This is exactly what will happen.

Turn 6


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Now that our granary is done, we have achieved 1 per turn growth in London. So now we have 2 goals with our workers. We want to make London more productive (productive enough to build a settler in one turn). And we want to build roads to the locations of our future cities, and work the tiles so they can grow fast. London is not yet productive enough to build a settler in one turn. But while we wait for that, we can build a barracks, which will take 2 turns.

Turn 7


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Our second worker mines a BG tile to make London more productive. Our first worker goes to irrigate a BG tile, to ensure that our second city will be able to grow in 2 turns, not 3 (just like

we did for our capital on turn 1). Note that as London grows, production speeds up. So while it

initially said the barracks would take 4 turns, it only will take 2 . Also, we adjust the luxury slider to ensure London doesn’t go into disorder.

Turn 8


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Barracks is done! We rearrange the tile London is using to ensure it will grow next turn (see final page for details), and it’s time to build our first settler!

Turn 9


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So turn 9 is where things get interesting. You’re probably starting to question my skill for

building such an awful second city.

Well, it’s supposed to be awful. York is our worker factory. It’s surrounded by tundra with only 3 tiles of grassland, but one irrigated BG is all it needs. It will never grow past size 6, so it doesn’t need to be on a river. Hell, it will never grow past size 2. It will never need more than 2 production a turn, the cost of a worker. The city needs very little to fulfill its purpose. So why waste good land on it? Save the ivory and deer for a city that actually needs it.

You might also wonder why I planted so close to my capitol. Why not on that hill, 3 tiles away instead of 2? Well, this city is going to build a worker every turn. If I move the settler to that hill, I wouldn’t be able to found the city until next turn, meaning the city producing one worker per turn will be delayed by 1 turn. So doing so would cost me a worker. Losing a worker to an enemy attack early game is a big setback, right? Well, by the same logic, it would be a big setback not to make our worker factory as fast as possible.

London builds a warrior, although if we had bronze working or warrior code we could build an archer or spearman instead. York builds a warrior too, to keep York happy.

Turn 10


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We’re about to slave out a granary in York, but hurrying (either with gold or slavery) is twice as

expensive if you haven’t been building the unit or building for at least a turn. So we start our

granary this turn. We move one worker onto a grassland tile, so that when we found our 4th

city we have a road to it.

Turn 11


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We slave out our granary, and send out our settler to the south. Notice we’ve been working on

that ivory tile, so the city will already be improved when founded.

Turn 12


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Done. York will now produce 1 worker per turn. Leave it like that until you have accumulated 15-25 workers. We can build a barracks or a granary in Nottingham, depending on whether we are near an enemy civ or not. Notice that Nottingham is 3 tiles away from London. Generally you want your cities to be 2-3 tiles apart. If possible, they should be on rivers (It’s like getting a free aqueduct), and not on bonus grassland or any food/production resource. It is especially important to pack your cities tight if you are a new player, since it will let you build more cities safely, as close cities are easier to defend.

End


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Getting stuck? If you are having difficulty growing 1 per turn, let me walk you through it.

Note the number to the right of “London”. That’s how many turns until the city grows. If you have a granary, that number should always be 1.

Double click on the city. Notice a number of the tiles have food, shield, and commerce icons on them. Those are the squares your citizens are working. Two tiles are being worked in London (plus the city center), because London has 2 population.

To fix this, click on the tile with a low food yield, in this case the forest tile.

Your citizen is now not working any tile. Click on a new tile to assign him to it, one with a higher food yield.

Great. See in the bottom right that surplus food is now 6, and we need 5 to grow. As soon as we exit the city screen, we’ll see London growing 1 per turn. That’s all there is to it!

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