A really important one you missed is the Hamlet improvement. Enables you to expand to a new area of your region and normally includes a huge resource boost.
Great list Jumbo but I was shocked to see Three Masted Ship not mentioned anywhere. That is THE single most important tech in the game if you're playing with New World on, IMO. It unlocks two critical things - one your embarked units no longer take damage on open ocean tiles so it's crucial for exploring and looking for the New World. Second, it unlocks the Settler unit which lets you plop down those New World cities straight away without needing to do the usual build output > upgrade outpost method. It also unlocks Colony Plan meaning any new city you establish will start with all Era I - III infrastructures built and that is a LOT of infrastructure. Cities built after Colony Plan are often more powerful and productive than some cities you've had for 50+ turns just because they get all that infrastructure immediately.
Can confirm Organized Warfare is worth beelining for. Literal gamechanger in early games as it can break the AI even on the hardest difficulty. Patronage and trade expedition are also gamechangers.
First priority: beeline to irrigate rivers for +2 food per river tile while also joining two+ territories with four+ tile river centres. If you can position it so you get one strong Farmer's Quarter that picks up a couple more river tiles (ideally in/by forest), you're set for early growth for a while very efficiently, putting all population into researchers the most efficient way to early research, and building up production. Second priority: Pentekonters. Send out two exploring and try to ally the first civ you meet on the neighbouring continent asap, which immediately lets you meet everyone they know, which means you can now buy up most of the world's resources pretty early in the game just as you're really needing the stability. Ideally you're done with war on your own continent by then and have a vassal or two and don't have to worry about trade route disruptions. Plus you can develop more alliances, tons of trade, etc.
I make Organized Warfare and Wheel (roads connect cities and outposts) a priority, especially facing aggressive opponents (including hostile independents). Organized warfare is even more important for fighting battles with more than 4 units early on. Are you sure unimproved tiles are buffed by upgrades that say ‘on industry?’ Those that buff ‘on rivers’ or stone/rocky/mountain tiles or forest/woodland buff all tiles worked by a city. But I think ‘on industry’ only applies to actual districts - actual tiles with improvements. It’s on my list of things to check.
I was actually surprised that three masted ships were not in the list as the settlers are so good as well as getting across ocean better and having the new cities include the next era infrastructure. Also the settler getting to build a city immediately, dropping the outpost stage. Mechanization and Writing are low on my priority because Writing comes so early that I usually don't have the civics triggered to actually use it. Second city, first wonder are both more important. Also Mechanization gives a lot of pollution for the output and given that Industrial Silos are actually as strong as the first infrastructure upgrades makes them rather underwhelming.
Smh. Transport Galley "Commandeered for use as military transports" "replaces land units which embark to travel across ocean tiles". It DOES tell you, people just don't bother to read because tldr.
Agreed, but it is worded rather poorly, so I think it may just confuse some. It would be better if it just simply said "allows land units to embark on water tiles"
I completely missed luxury manufactories adding +gold on adjacent market quarters. 🤦♂️ Perhaps you could do a video on district planning (good rules of thumb) to get the most out of yields based on techs like this. I know there is a similar bonus on market quarters next to harbors (which is where I’ve been focusing mine. I’ll have to start dropping some market quarters around luxury resources as well)
Because you're going for early nukes anyway, I'd prioritize Fusion Reactor over Exosuits for that +50% industry bonus. If you have nukes anyway, the combat bonus on your units is not as urgent as ramping up industry and science. I played a game yesterday where I got the French in the industrial era, and immediately clicked fusion reactors. I won before getting to the modern era.
That's basically what happened with me as well lol I HAD to have the French just because they get modern age techs early. I played a little more laid back though, but by the time I ascended I had half the contemp age techs done lol
Hey Jumbo. I agree with the techs mentioned, but you should point out that “mechanization’s” pollution tanks your stability instantly if you build any of the mentioned infrastructure and you have many of the affected quarters. I never build the infrastructure, because I normally have more than enough food/industry at that point in the game and loosing massive stability and later even having reduced food/industry/gold (50-100%) is not really worth it.
on the other hand though, you may have a ton of stability by than too, like the 50 stability penalty when you REFUSE a culture meld thingy (sorry brain fart) does NOTHING to my stability by the final eras lol.
Usually I just get the sawmill since the bonus is very noticeable. Prod from workers is always very underwhelming and farmer’s quarters doesn’t improve with renewables.
Me (reaching the end of the tech tree in late game): ha exosuits are unlocked now all my units get +8 combat strength AI (playing the Soviets): that’s cute ... die now
pollution ON maker's quarter is not too bad, it's aerodromes that get me. why is there no real way to negate this when you get it so early?? trains too, but I'd really love to have air superiority I can do without trains :x
For me there is now a specific tech i rush in medieval era regardless of everything else and that is war summons. It's what cost or saved me most game so far. Classical era don't offer upgrade to units countering mounted units but it offers a lot of mounted units through nation specific ones. It also doesn't offer any common range unit upgrade. But at the same time some nations get huge advantage in mounted units in classical and medieval, or even worse...range mounted units. In humankind difficulty with the additionnal +2 damage the AI gets and the +2 it manages to somehow always have because of some random "narrative event" (yeah...right...) rushing pikemen has become mandatory for me and crossbowmen also is a huge upgrade from the archer who are hitting everything for 5dmg at that point in time. It's even better for english longbowmen because they keep the indirect fire and don't have to deal with the often quite random line of sight issues. War summon really induce a huge power gap regardless of if you are on offense or defense. That time window is what made the biggest difference for me so far. It also tends to be the moment the AIs and player zone of influence starts to really collide which leads to skirmishes, territory grievances and wars. I don't care much for late game techs. It's either rush spaceship if i'm in the lead in fame, or grab every tech getting fame before launching the mars mission to get back in lead. If i ever get to do future tech like exoskeleton, it's mostly for fame catch up but at that point i can end the game in a matter of a few turn with space mission so military ceased to matter to me. If they ever make a 1000 or 1200 turn mode and balance science unlock properly i might see a point but right now it just go by too fast for military actions.
I would say Fusion Reactor > Exosuits almost always. Massive production boost and no pollution on makers quarters (with renewables) means you can just build whatever you want, get the big polluting infrastructure and districts and pump out tanks, aircraft, helicopters etc.
Fusion reactor is also amazing. It even has the prerequisite that has no prerequisites. So even if you're way behind on science you can just get the fusion reactor in a reasonable amount of turns. Particularly if you're heavily centralised, because that means the French emblematic district becomes absolutely phenomenal and your science output completely explodes.
To be honest I might have expected more as I am aware of those techs and what they do, but compared my games outcome to what it seems you achieve in you games, I suck. I wonder more how can you build districts in 1 turn while beeing just at turn 138? That would be the stuff I am interested in. Because your videos are great but there is barely anything you say which improves my game. The best tip for me so far was you video on trading. Because before watching it I looked at trading in Humankind like it is in Civ, and that made me waste some buffs and bonused, I guess.
woah!! search bar!! I didn't even know it did that! is there a search bar on the map (like the ctrl-f function in civ)? I HATE searching my entire empire for new strategics that I just unlocked
I want to see you do a challenge where you pu can only research military unitsif a unit is behind a research you can research it to get the unit this would be funny to see you would need help and btw to make it harder you can only use militaristic people for your eras
Hi, I am new to the game and loving your videos since I found them. I am having a hard time pumping production and science since early game. Which one is better: building districts or working on infrastructures? Could you show me how? I usually work on both but I never able to win sub 300 :(
When teching I just beeline for whatever gives me fame (first to writing etc.) than possibly emblamatic unit (oh patronage in pre-modern or w/e you don't want too miss out on wondrous effects!) if I have access to the prereqs for those units... THAN just tech the cheapest ones. I'm usually a step ahead in techs by the industrial if not before so you know, stretching out for nucs is just a waste. tip: footsoldiers too slow for you end game? well the Aus ATV (just found this out playing aus, not sure if there is a normal version) allows you to just pile them inside and you get it's full movement speed. you CANNOT transport siege weapons in this way though... though irl they ARE designed to just tow behind :/ but commandos and rifles and (earlier units... I rarely upgrade passed musketmen as rifles give you the ability to move and shoot BUT my battles rarely last more than a single turn anyway :| I try to have at least one slot more than the cpu if not multiple armies traveling together)... The Aus ATV is cool too as it (it's army) can embark in one step AND it gives you a bit of an upgrade if you get attacked in water (I think... it changes icon anyway)
I ran into this issue my first few games. I recommend trying to prioritize science more. Build more science quarters. I often now have 30 or more across my civ. Also, make sure you're building all of the science infrastructures in all of your cities. Those can make a big difference. You can also make sure that your citizens in each city are science-focused whenever possible. Setting the city to "Technology Subsidies" will quickly do this, but you can manually do this as well. Lastly, consider choosing one or more science cultures, and building as many of their emblematic quarters as you're able.
did you win them all? maybe try a bigger map? I assume you simply like domination as that's the only winning goal you can do before the final era.. just try being diplomatic... or play on a bigger map lol. On a large map even IF I play domination it's hard to do (I mean to completion) before the final era. I mean to my knowledge, it's not like Civ, there is no Cultural or Diplo victory, and domination doesn't let you just take the capitols to complete it- you need total annihilation right? So yeah, either you didn't win (not judging, it is a very hard unforgiving game esp on high difficulties), play on a small map, or one or two opponents.
I was wondering why chivalry (hamlet) and social housing didn't make the grade. Hamlets are essential for expanding your reach across a territory and social housing provides tons of jobs. Besides that, maybe point out groups of technologies that do more or less the same instead would be a good idea? All the green energy techs, all the techs that boost new cities, all the techs that convert modern strategic improvements into increased district yields?
I always bee line towards hamlets. There is really no reason to build farmers or makers quarters once they’re unlocked as one hamlet usually provides more combined food and industry than a farmer quarter and makers quarter.
I actually got absolutely SMOTHERED in the last 80 turns. Rebels from OTHER civs are SO annoying. And sea people, I think sea people do most of the damage all game, their not hard (like barbs in civ) just annoying as they ransack everything though they seemingly get along with everybody else they just HATE you and kill on site! Just like Civ.
i'd say bronze working if you have access to copper because most barbarians come at you with chariots way too early (at least on humankind and endless) and those ones are the real issue. If the problem comes from a hostile barbarian town you also have the possibility to bribe them with money/influence and after a few turns they will get to the first relation threshold and units tied to that specific city will cease to be hostile. But yeah the timing on barbarian spawn can be really bad. For other empires... really depends on difficulty and nation specific units. Either avoid confrontation by playing around with war support or get more units than them and swarm their units with organized warfare. You don't have to take an enemy town to win a war, sometime the attrition mindset will save you by slowly depleting their war support every time you manage to make even one scout retreat. Early game can be tough since in higher difficulty the AI cheats (+ the bullshit personality bonus it gets) and there is no way you can out macro the AI that early with the advantages it gets.
@@PrivateNaelyan Yea i know how it was more rhetorical lol. Every time I watch someone play they have a semi peaceful start. Usually when I play I get hammered by units for 100 turns that puts me behind in tech.
@@maxpowers4436 my worst issue early on is map RNG despite huge map setting. I'm so tired of starting a game exploring for a few turn and instantly meeting an AI, because i know, no matter what its personality traits are, that it will be aggro for some reason. So now i just try to get a lot of units in neolithic to overpop its tribe units in 3vs1 fights, plunder its extra outposts, then pick my nation and as soon as they pick one too and settle their town i just rush them with a 4 scout party, take the city (it's their only one so peace come fast and i snatch it as my second city), hunt down every remaining scout or outpost it creates so it doesn't get a second town and kill off that nation in the process. That's how i get kind of peaceful start. I'm done playing the good guy with a close neighbor. Wish i could stone them to death in neolithic, sadly the game will just give them free units until they leave neolithic.
A really important one you missed is the Hamlet improvement. Enables you to expand to a new area of your region and normally includes a huge resource boost.
I spent so freaking long trying to find a research item with the word "embark" on it!
Yea I was actually building ships for my troops to get into until I accidentally discovered it by misclicking 🤣
Great list Jumbo but I was shocked to see Three Masted Ship not mentioned anywhere. That is THE single most important tech in the game if you're playing with New World on, IMO. It unlocks two critical things - one your embarked units no longer take damage on open ocean tiles so it's crucial for exploring and looking for the New World. Second, it unlocks the Settler unit which lets you plop down those New World cities straight away without needing to do the usual build output > upgrade outpost method. It also unlocks Colony Plan meaning any new city you establish will start with all Era I - III infrastructures built and that is a LOT of infrastructure. Cities built after Colony Plan are often more powerful and productive than some cities you've had for 50+ turns just because they get all that infrastructure immediately.
Can confirm Organized Warfare is worth beelining for. Literal gamechanger in early games as it can break the AI even on the hardest difficulty. Patronage and trade expedition are also gamechangers.
ai broke me with that once on empire difficulty.. they were skYrocekting with science while I was focusing on Production and growth xD
3-Masted Ship is probably tied with Patronage for the most important techs in the game. Outside of the early game stuff like organized warfare.
First priority: beeline to irrigate rivers for +2 food per river tile while also joining two+ territories with four+ tile river centres. If you can position it so you get one strong Farmer's Quarter that picks up a couple more river tiles (ideally in/by forest), you're set for early growth for a while very efficiently, putting all population into researchers the most efficient way to early research, and building up production. Second priority: Pentekonters. Send out two exploring and try to ally the first civ you meet on the neighbouring continent asap, which immediately lets you meet everyone they know, which means you can now buy up most of the world's resources pretty early in the game just as you're really needing the stability. Ideally you're done with war on your own continent by then and have a vassal or two and don't have to worry about trade route disruptions. Plus you can develop more alliances, tons of trade, etc.
I make Organized Warfare and Wheel (roads connect cities and outposts) a priority, especially facing aggressive opponents (including hostile independents).
Organized warfare is even more important for fighting battles with more than 4 units early on.
Are you sure unimproved tiles are buffed by upgrades that say ‘on industry?’ Those that buff ‘on rivers’ or stone/rocky/mountain tiles or forest/woodland buff all tiles worked by a city. But I think ‘on industry’ only applies to actual districts - actual tiles with improvements. It’s on my list of things to check.
I was actually surprised that three masted ships were not in the list as the settlers are so good as well as getting across ocean better and having the new cities include the next era infrastructure. Also the settler getting to build a city immediately, dropping the outpost stage.
Mechanization and Writing are low on my priority because Writing comes so early that I usually don't have the civics triggered to actually use it. Second city, first wonder are both more important. Also Mechanization gives a lot of pollution for the output and given that Industrial Silos are actually as strong as the first infrastructure upgrades makes them rather underwhelming.
true , u dont need influence for cities with it
At the time you have sertlers you have been already at war at least twice and have enought cities from your nb...
@@christiangonzalez6945 yeah i always find myself 2 over the cap, i played with achaeminid and was still somehow over the cap without those settlers
@@christiangonzalez6945 not everyone is a warmonger.
Smh. Transport Galley "Commandeered for use as military transports" "replaces land units which embark to travel across ocean tiles". It DOES tell you, people just don't bother to read because tldr.
Agreed, but it is worded rather poorly, so I think it may just confuse some. It would be better if it just simply said "allows land units to embark on water tiles"
The reason it's written like this is all the upgrades from it. There are several transport models through the ages. This just happens to be the first.
I completely missed luxury manufactories adding +gold on adjacent market quarters. 🤦♂️
Perhaps you could do a video on district planning (good rules of thumb) to get the most out of yields based on techs like this. I know there is a similar bonus on market quarters next to harbors (which is where I’ve been focusing mine. I’ll have to start dropping some market quarters around luxury resources as well)
Because you're going for early nukes anyway, I'd prioritize Fusion Reactor over Exosuits for that +50% industry bonus. If you have nukes anyway, the combat bonus on your units is not as urgent as ramping up industry and science. I played a game yesterday where I got the French in the industrial era, and immediately clicked fusion reactors. I won before getting to the modern era.
That's basically what happened with me as well lol I HAD to have the French just because they get modern age techs early. I played a little more laid back though, but by the time I ascended I had half the contemp age techs done lol
Hey Jumbo. I agree with the techs mentioned, but you should point out that “mechanization’s” pollution tanks your stability instantly if you build any of the mentioned infrastructure and you have many of the affected quarters. I never build the infrastructure, because I normally have more than enough food/industry at that point in the game and loosing massive stability and later even having reduced food/industry/gold (50-100%) is not really worth it.
on the other hand though, you may have a ton of stability by than too, like the 50 stability penalty when you REFUSE a culture meld thingy (sorry brain fart) does NOTHING to my stability by the final eras lol.
Usually I just get the sawmill since the bonus is very noticeable. Prod from workers is always very underwhelming and farmer’s quarters doesn’t improve with renewables.
Me (reaching the end of the tech tree in late game): ha exosuits are unlocked now all my units get +8 combat strength
AI (playing the Soviets): that’s cute ... die now
Because of my green conscience I can never bring myself to build silos or sawmills because of the pollution XD
At the end of the tech tree is the answer to pollution.
@@liammurphy2725 That's why I beeline to nuclear fission
pollution ON maker's quarter is not too bad, it's aerodromes that get me. why is there no real way to negate this when you get it so early?? trains too, but I'd really love to have air superiority I can do without trains :x
Agree
For me there is now a specific tech i rush in medieval era regardless of everything else and that is war summons. It's what cost or saved me most game so far.
Classical era don't offer upgrade to units countering mounted units but it offers a lot of mounted units through nation specific ones. It also doesn't offer any common range unit upgrade. But at the same time some nations get huge advantage in mounted units in classical and medieval, or even worse...range mounted units.
In humankind difficulty with the additionnal +2 damage the AI gets and the +2 it manages to somehow always have because of some random "narrative event" (yeah...right...) rushing pikemen has become mandatory for me and crossbowmen also is a huge upgrade from the archer who are hitting everything for 5dmg at that point in time. It's even better for english longbowmen because they keep the indirect fire and don't have to deal with the often quite random line of sight issues.
War summon really induce a huge power gap regardless of if you are on offense or defense. That time window is what made the biggest difference for me so far. It also tends to be the moment the AIs and player zone of influence starts to really collide which leads to skirmishes, territory grievances and wars.
I don't care much for late game techs. It's either rush spaceship if i'm in the lead in fame, or grab every tech getting fame before launching the mars mission to get back in lead. If i ever get to do future tech like exoskeleton, it's mostly for fame catch up but at that point i can end the game in a matter of a few turn with space mission so military ceased to matter to me. If they ever make a 1000 or 1200 turn mode and balance science unlock properly i might see a point but right now it just go by too fast for military actions.
Indeed you are right son, too many units spend a lot of time being old until you get into this tech.
Archers classical era
Spears, classical
Etc....
I would say Fusion Reactor > Exosuits almost always. Massive production boost and no pollution on makers quarters (with renewables) means you can just build whatever you want, get the big polluting infrastructure and districts and pump out tanks, aircraft, helicopters etc.
Step 1. Pick French in Industrial Era
Step 2. B-Line to Exosuits
Step 3. Profit
Makes sense
Fusion reactor is also amazing. It even has the prerequisite that has no prerequisites. So even if you're way behind on science you can just get the fusion reactor in a reasonable amount of turns. Particularly if you're heavily centralised, because that means the French emblematic district becomes absolutely phenomenal and your science output completely explodes.
Good. Straight to the point.
One extra bonus for Writing: You also get fame for researching it first.
New video! With Scotstraya? It’s a great day!
To be honest I might have expected more as I am aware of those techs and what they do, but compared my games outcome to what it seems you achieve in you games, I suck.
I wonder more how can you build districts in 1 turn while beeing just at turn 138? That would be the stuff I am interested in. Because your videos are great but there is barely anything you say which improves my game. The best tip for me so far was you video on trading. Because before watching it I looked at trading in Humankind like it is in Civ, and that made me waste some buffs and bonused, I guess.
woah!! search bar!! I didn't even know it did that! is there a search bar on the map (like the ctrl-f function in civ)? I HATE searching my entire empire for new strategics that I just unlocked
Awesome content.
I want to see you do a challenge where you pu can only research military unitsif a unit is behind a research you can research it to get the unit this would be funny to see you would need help and btw to make it harder you can only use militaristic people for your eras
Exosuits, Wow!
I tend to avoid Encyclopedia like the plague. xD
Hi, I am new to the game and loving your videos since I found them. I am having a hard time pumping production and science since early game. Which one is better: building districts or working on infrastructures? Could you show me how? I usually work on both but I never able to win sub 300 :(
When teching I just beeline for whatever gives me fame (first to writing etc.) than possibly emblamatic unit (oh patronage in pre-modern or w/e you don't want too miss out on wondrous effects!) if I have access to the prereqs for those units... THAN just tech the cheapest ones. I'm usually a step ahead in techs by the industrial if not before so you know, stretching out for nucs is just a waste.
tip: footsoldiers too slow for you end game? well the Aus ATV (just found this out playing aus, not sure if there is a normal version) allows you to just pile them inside and you get it's full movement speed. you CANNOT transport siege weapons in this way though... though irl they ARE designed to just tow behind :/ but commandos and rifles and (earlier units... I rarely upgrade passed musketmen as rifles give you the ability to move and shoot BUT my battles rarely last more than a single turn anyway :| I try to have at least one slot more than the cpu if not multiple armies traveling together)... The Aus ATV is cool too as it (it's army) can embark in one step AND it gives you a bit of an upgrade if you get attacked in water (I think... it changes icon anyway)
i always rush nuclear fusion right when i get contemporary era
Is this the map from the last stream?
Make one for civics pls!
Well I finished at least 5 playTrus so far, and yet I have never reached last technology era .. Dunno is it just me, or what.. xD
I ran into this issue my first few games. I recommend trying to prioritize science more. Build more science quarters. I often now have 30 or more across my civ. Also, make sure you're building all of the science infrastructures in all of your cities. Those can make a big difference. You can also make sure that your citizens in each city are science-focused whenever possible. Setting the city to "Technology Subsidies" will quickly do this, but you can manually do this as well. Lastly, consider choosing one or more science cultures, and building as many of their emblematic quarters as you're able.
did you win them all? maybe try a bigger map? I assume you simply like domination as that's the only winning goal you can do before the final era.. just try being diplomatic... or play on a bigger map lol. On a large map even IF I play domination it's hard to do (I mean to completion) before the final era. I mean to my knowledge, it's not like Civ, there is no Cultural or Diplo victory, and domination doesn't let you just take the capitols to complete it- you need total annihilation right? So yeah, either you didn't win (not judging, it is a very hard unforgiving game esp on high difficulties), play on a small map, or one or two opponents.
No comments? ppppfffft!
I was wondering why chivalry (hamlet) and social housing didn't make the grade. Hamlets are essential for expanding your reach across a territory and social housing provides tons of jobs.
Besides that, maybe point out groups of technologies that do more or less the same instead would be a good idea? All the green energy techs, all the techs that boost new cities, all the techs that convert modern strategic improvements into increased district yields?
I always bee line towards hamlets. There is really no reason to build farmers or makers quarters once they’re unlocked as one hamlet usually provides more combined food and industry than a farmer quarter and makers quarter.
What tech do I get to avoid getting absolutely bombarded by barbarians and other empires for the first 80 turns.
I actually got absolutely SMOTHERED in the last 80 turns. Rebels from OTHER civs are SO annoying. And sea people, I think sea people do most of the damage all game, their not hard (like barbs in civ) just annoying as they ransack everything though they seemingly get along with everybody else they just HATE you and kill on site! Just like Civ.
i'd say bronze working if you have access to copper because most barbarians come at you with chariots way too early (at least on humankind and endless) and those ones are the real issue. If the problem comes from a hostile barbarian town you also have the possibility to bribe them with money/influence and after a few turns they will get to the first relation threshold and units tied to that specific city will cease to be hostile.
But yeah the timing on barbarian spawn can be really bad.
For other empires... really depends on difficulty and nation specific units. Either avoid confrontation by playing around with war support or get more units than them and swarm their units with organized warfare. You don't have to take an enemy town to win a war, sometime the attrition mindset will save you by slowly depleting their war support every time you manage to make even one scout retreat. Early game can be tough since in higher difficulty the AI cheats (+ the bullshit personality bonus it gets) and there is no way you can out macro the AI that early with the advantages it gets.
@@PrivateNaelyan Yea i know how it was more rhetorical lol.
Every time I watch someone play they have a semi peaceful start. Usually when I play I get hammered by units for 100 turns that puts me behind in tech.
@@maxpowers4436 my worst issue early on is map RNG despite huge map setting.
I'm so tired of starting a game exploring for a few turn and instantly meeting an AI, because i know, no matter what its personality traits are, that it will be aggro for some reason.
So now i just try to get a lot of units in neolithic to overpop its tribe units in 3vs1 fights, plunder its extra outposts, then pick my nation and as soon as they pick one too and settle their town i just rush them with a 4 scout party, take the city (it's their only one so peace come fast and i snatch it as my second city), hunt down every remaining scout or outpost it creates so it doesn't get a second town and kill off that nation in the process.
That's how i get kind of peaceful start. I'm done playing the good guy with a close neighbor. Wish i could stone them to death in neolithic, sadly the game will just give them free units until they leave neolithic.
Too much longs this videos, topo much