Sep 15th 2010, 18:29:53
I would like to discuss the advantages and disadvantages of different start-up techniques with the final goal of playing a techer. I would like advice on which is best mathematically. The ones I'm aware of:
*Cash
*Indy
*Food
__Cash__
Pros: Allows you to keep expenses low and play your turns mostly independent of the market (you will probably still want to buy bushels vs building farms unless there is an issue with food on the public market). Good start for Express where you can store up a bunch of turns and play through your starting phase with little or no defense as long as you play quickly. Cash also does not decay like food and does not consume resource like military. It's also very easy to play: just build ent/res, CS, and don't run out of food. Several teching gov't also have bonuses that increase the effectiveness of this strat.
Cons: You could be vulnerable during this phase since you have to buy your military from the market. High market prices or low supply could leave you with little defense. Although ideally you would have a low amount of land so you would not be an attractive target anyway. Maximum effectiveness of this start requires changing the tech rate nearly every turn.
__Indy__
Pros: Gives you a strong military right out of the gate. Could allow to you take advantage of early LGs that will save you turns exploring.
Cons: Units consume resources--money and food. You're dependent on the market for cash to play your turns. If your goods don't sell, you're screwed pretty bad. Unit prices on the public market can be low at the beginning of the game if supply > demand. You can't just store up a bunch of turns and power through them like with the cash start because you have to stop to sell unit occasionally. Also, selling units uses turns. This start takes more skill than a cash start. Teching gov'ts do not have bonuses for industrial production.
__Food__
Pros: Food can be sold on the private market by gov't types other than theo for nearly the same price as the public market so it can be played independently of the public market. High public market food prices can increase the effectiveness of this strat. You also never have to worry about running out of food :)
Cons: Food decays so you should sell bushels after every turn for max effectiveness which is a PITA. Selling food on the public market uses turns. Teching gov'ts do not have bonuses for food production.
My suspicions of which start-ups are best:
H tech: H cash start
R tech: R cash start
D tech: D ??? start
T tech: M ??? start
C tech: C indy start (does anyone actually run a C tech?!?)
*Cash
*Indy
*Food
__Cash__
Pros: Allows you to keep expenses low and play your turns mostly independent of the market (you will probably still want to buy bushels vs building farms unless there is an issue with food on the public market). Good start for Express where you can store up a bunch of turns and play through your starting phase with little or no defense as long as you play quickly. Cash also does not decay like food and does not consume resource like military. It's also very easy to play: just build ent/res, CS, and don't run out of food. Several teching gov't also have bonuses that increase the effectiveness of this strat.
Cons: You could be vulnerable during this phase since you have to buy your military from the market. High market prices or low supply could leave you with little defense. Although ideally you would have a low amount of land so you would not be an attractive target anyway. Maximum effectiveness of this start requires changing the tech rate nearly every turn.
__Indy__
Pros: Gives you a strong military right out of the gate. Could allow to you take advantage of early LGs that will save you turns exploring.
Cons: Units consume resources--money and food. You're dependent on the market for cash to play your turns. If your goods don't sell, you're screwed pretty bad. Unit prices on the public market can be low at the beginning of the game if supply > demand. You can't just store up a bunch of turns and power through them like with the cash start because you have to stop to sell unit occasionally. Also, selling units uses turns. This start takes more skill than a cash start. Teching gov'ts do not have bonuses for industrial production.
__Food__
Pros: Food can be sold on the private market by gov't types other than theo for nearly the same price as the public market so it can be played independently of the public market. High public market food prices can increase the effectiveness of this strat. You also never have to worry about running out of food :)
Cons: Food decays so you should sell bushels after every turn for max effectiveness which is a PITA. Selling food on the public market uses turns. Teching gov'ts do not have bonuses for food production.
My suspicions of which start-ups are best:
H tech: H cash start
R tech: R cash start
D tech: D ??? start
T tech: M ??? start
C tech: C indy start (does anyone actually run a C tech?!?)
FoG