Sisiutil
All Leader Challenger
All Leaders Challenge Pre-Game Show:
Game #12 - Japan/Tokugawa
Game #12 - Japan/Tokugawa
In the next ALC game, I'll be playing as Tokugawa, leader of Japan. This thread is to discuss, before the game, how to best exploit that particular leader's characteristics, which is the main feature and purpose of the ALC series. Just so we're clear, I'm playing with the Warlords expansion pack and the difficulty level will be Monarch. I've also decided to make two changes to the standard ALC settings.
First off, I will be changing from Normal to Epic speed. This is in response to ALC 11 (Carthage/Hannibal), where the UU got short shrift. I'm hoping that by using a slower game speed I'll get more of an opportunity to highlight the unique unit. I usually play on Epic speed in my off-line games anyway, so I'm actually more used to its pace. In addition, my informal poll a while back showed that the vast majority of players prefer one of the two slower speeds.
Second, I'm going to change the map type to Fractal from Continents. Like several people, I'm getting a little bored of the Continent maps, with their standard 2BBs (two big blobs). Fractal maps are much more interesting and varied and I usually select them for my off-line games. I still tend to get large continents, but with other smaller continents and islands thrown in, which makes for a mad settling dash once you have Astronomy--always fun. There also tends to be more chokepoints. We also run the risk of an isolated start, but I think it would be interesting to see how we have to adjust our game play if that happens.
Fractal maps are still similar enough to Continents, though, to allow for the comparison between the leaders that we're aiming for in the ALC series. I know some of you like the archipelago maps, but I've found playing those maps that they require an extreme adjustment to game play. And I don't like them. So there, nyah. I generated several dozen different maps on the weekend of various types, and the fractals were always the most interesting and appealing to me.
So with that out of the way, let's focus on Tokugawa. Here's the fact sheet:
Traits: Aggressive (Free Combat I promotion of melee and gunpowder units. Double production speed of Barracks and Drydock) and Protective (Archery and Gunpowder units receive Drill I and City Garrison I automatically; Double production speed of Walls and Castle)
Starting Techs: Fishing and the Wheel
Unique Unit: Samurai (Replaces Maceman; Strength: 8, Movement: 1, Cost: 70; Unique Characteristics: 2 first strikes; +50% versus melee units)
Unique Building: Shale Plant (Replaces Coal Plant; Cost: 150; Requires: Assembly Line and a Factory; Unique Charasteristics: +10% production, provides power (+50% production) with coal, +2 unhealthiness)
At first glance, then, Tokugawa strikes me as possibly the foremost warmonger in the game. His traits mean several of his units will be getting "free" promotions out of the gate; gunpowder units in particular will get no less than three promotions (Combat I, Drill I, City Garrison I), and one more from those cheap barracks. While his UU is not overpowered, it's an upgrade of one of the game's best units and has a long lifespan.
Tokugawa's unique characteristics are also spread out through the game, unlike several leaders whose heyday occurs in one particular era. Protective kicks in as soon as you get Archery and is in effect until the very end of the game (though you might be building Mechanized Artillery rather than Marines at that point). Aggressive is effective immediately (Warriors are melee units, after all) and also in effect until the end. His UU shows up in the medieval era, but his traits mean that he'll have powerful gunpowder units through the renaissance and industrial eras and all the way into the modern age. His UB comes late, offering a potential late-game production boost.
In spite of all this, Tokugawa also presents a variety of challenges. Protective is widely regarded as one of the weakest of the traits, primarily because it is so defensive. Human players usually disdain the Archery tech and archery units, preferring units that can attack effectively. Similarly, humans rarely build defensive improvements like walls or castles, preferring to venture out to deal with pillagers rather than quaking within cities. His UB, the Shale Plant, has a high price: +2 unhealthiness. Hydro plants or, better yet, the Three Gorges Dam are definitely preferable. And of course, Tokugawa has no distinct economic advantages; his characteristics almost all point to military uses. I can't see him being a favourite leader for builders!
But the ALC series is all about learning how to milk those unique characteristics. So let's talk about how to do that.
Starting with the Wheel means that Workers always have something to do early on, so look for me to build Workers early and get them going. Since my Warriors have Combat I out of the gate and I anticipate warring anyway, I'll be looking for an opportunity to steal a Worker or two. I may also be building Fishing Boats; I'll be hoping for a coastal start near seafood, or looking for it, to take advantage of the other starting tech, Fishing. Beyond that, I think it makes sense to research Mining -> Bronze Working out of the gate to find and claim copper for Axemen. It would be nice to get Archery early, but we saw in the Carthage game that going that route is often a distraction from more worthwhile techs, so it may have to wait unless I get incredibly lucky with goody huts.
I expect this will be a game with a lot of warmongering, seeing how Toku has all these advantages for it, and I'd be a fool not to play to his main strength. I'm half-expecting to win by domination, but we'll see how it plays out. I'll be trying to get Civil Service and Machinery early in order to obtain the UU. Building/chopping/whipping the Oracle for Metal Casting could be very helpful in this regard. Then again, with all that conquering I'm expecting to do, Code of Laws for courthouses may be crucial. Either CoL or MC would be helpful for obtaining the UU, so it's a toss-up which one I'd want if I build the Oracle.
Samurai sound like a pretty good unit. There's certainly no denying the utility of Macemen, who excel at city capturing and territory defense and have a very long lifespan. They effectively have a free Drill 2 promotion thanks to the 2 free 1st strikes, increasing their chances of winning and surviving their battles, and the free Combat I from Aggressive is nice as well. Their only downside is that Toku's traits make gunpowder very attractive, which will shorten the Samurai's useful lifespan. Hopefully prioritizing CS and Machinery, and playing on Epic speed, with mitigate this.
As for the cheap buildings--well, if I'm warmongering, I'll be glad for those inexpensive barracks and drydocks (the latter increasing the attractiveness of Steel). Protective's cheap buildings are less attractive. However, while I just mentioned that Toku has no economic advantages, Castles now give +1 trade route. So I'm thinking of prioritizing obtaining a source of stone and then building walls and castles early to help the economy along. Maybe I should try to build the Great Lighthouse and possibly even the Temple of Artemis for some trade route economic synergy there? The latter would require marble--well, it would be beneficial to have both wonder-enabling resources, and if they're in someone else's territory, it makes for a dandy excuse to go conquer them.
Finally, on the unique building, the Shale Plant. One good thing to come out of the Carthage game was that I'm a lot more relaxed about cities being unhealthy. Unlike unhappiness, which reduces a city's productivity, unhealthiness has a lower impact--it just slows the city's growth. And many cities have more than enough health overhead to accommodate the Shale Plant's +2 unhealthiness cost. SPs are available earlier than healthier alternatives and offer a handy production boost at a crucial time. Correct me if I'm wrong, but if you later build healthier power sources or the TGD, aren't the Coal/Shale Plants disabled and their health hit no longer in effect? At any rate, Assembly Line, which enables the UU, will likely be another tech I aim for in this game, since if I'm warmongering I'll want Infantry ASAP and I'll also want to build the Pentagon.
So what are your thoughts on playing as Tokugawa?