budweiser
King of the Beers
Easy formula for Celtic world domination
Here is my guide to an easy game of world dominance using an early sword rush with my new favorite civ, the Celts. It is for C3C.
I believe that no one but the Celts can pull this kind of early sword rush off to such a great extent. It has to do with the agricultural trait for faster growth, starting with the ability to build a granary and not having to research pottery, ceremonial burial giving earlier access to monarchy, two turn anarchy and the extra movement point of the GS. Combine all those together and you will have the fastest sword rush with the greatest gain. The only work involved is acquiring iron.
Before you attempt this, you should know about archer rushes and settler/worker pumps (although you may not need a pump) and you should know how to check for trades. I did this on DG the very first time I ever tried the Celts and I won with 7091 points. So, I am sure it will work for any skill level below that. A player better than me could probably do it on Deity. This is for a standard continents map, but a Pangaea should be OK too.
This is a really fun game to play because the action gets going early and the result leaves you in a winning position.
Part 1 Expansion Phase
Set your research to BW and then to IW at 100%. Adjust for happiness as needed. You have to go straight for the iron as soon as you see it. This means you may need to do an archer rush, but you will be setup with the ability to use veteran archers by the time you see the iron (see below).
Send out warriors (2 or 3 depending on terrain) to make contacts and make trades. Get Warrior Code if you can.
Start settling the world, making only settlers, workers, a few warriors for MP and start building barracks in your towns. Pack your towns in at 3 or 4 spacing. If you can, dedicate a key city or two with good food bonuses and build granaries here. These will be your worker/settler pumps. Chop for barracks in the other cities. You want three to five towns with barracks by the time you get IW and Monarchy. Note: you should have more towns than this, but at least 3 to 5 should be set up to make Gallic Swordsmen. Build veteran warriors for possible upgrade later. Note that they cost 90 to upgrade so you may never upgrade that many, but even 2 or 3 help. Make workers or cheap temples in your outlying towns to fill out your culture boundaries. But if a city is in a productive spot, it should be making a barracks and then GS.
If you manage to pick up alphabet through trade, send out a curragh or two to learn the coast and make contacts.
After you get IW, go to Monarchy at 100%. Use the tech you get on the Monarchy path to trade for other stuff. You should get to Monarchy first or close to first. Revolt and in two turns you will have increased production and reduced corruption. Most of the rest of the world wont.
Part 2 Golden Age
By now you should have iron hooked up and its time to pick your first victim. If not, start fighting with veteran archers and or veteran horsemen until you get the iron. Horsemen are better than archers so build them if you can, but dont go out of your way towards monarchy. Now once you have iron, set as many towns as you are able to producing veteran Gallic Swordsmen and build a stack of 5 or 6.
Go ahead and hit your first victim. This will trigger your GA. You now have 20 turns of increased production which you will use to crush your enemies. Build nothing but GS and go on a rampage. A note about attacking: dont attack peace meal with 2 or 3 GS hoping to get lucky. Make sure you have enough force even if it means waiting a turn or two for units to heal. GS are expansive so you will want to keep losses down. Its not worth losing GS if you dont take the town in the end. So use enough force and be a little patient. Any Great Leaders should make an army of GS. An army of three GS will have 4 attack and 3 movement points which means it can attack three times. It will totally dominate the battlefield and is nearly capable of taking out a city on its own.
Meanwhile, keep workers up front to build roads to speed up your newly arriving GS. You must maintain steady progress because you dont have all the time in the world. Its only a matter of time before the end of your GA and advent of feudalism and the pike man. At this point you may want to turn off science to slow down the tech pace and keep your period of relative advantage going as long as possible.
Keep killing stuff. You dont necessarily have to finish off you opponents in this phase. Just pummel them to the point of insignificance, get something from a peace treaty and move on to the next victim. Use the time you would have spent finishing them to start in on somebody else. You can always come back later on in the MA to finish them off because they are no threat now.
Now is 20 turns later and your GA is winding down. The world is likely to have come out of the AA and has learned feudalism. Your window of opportunity is closing, but its not over yet. Look to see who has iron. Send GS over to pillage it. Hopefully you wont face more than a few pike men and your advantage in numbers should still allow you to prevail, but you are likely to be left with several wounded GS. Use a few cats or trebs to take the last few juicy spots if you need to.
Part 3 - Republic
Now your GA is over and your GS just arent what they used to be. Make peace, step back and take a deep breath. Look at what you have done. You have most likely taken the life out of two or three enemy ai and what remains of their civ is groveling at your feet. You own most of your starting continent and all of the resources and luxuries that go along with it. You are likely to have the biggest army, the most money, the most people and the biggest potential culture base in the world. You have made lucrative peace deals and most likely have picked up republic.
Now it is time for the power of religion. Leave monarchy and go to republic. You can switch on a dime! Two turns later you have gone from brutal warlord to peaceful builder. Its likely no later than 500 or 600 AD and you probably control at least one third of the world. Get your cheap temples if you havent yet and start improving you cities. You should be on or close to Monotheism at this point so you can get Cathedrals too.
The choice is now yours, you can continue to go all out making war on the other land mass with knights and your remaining swords, you can finish off those left over civs and completely take over your continent, or you can sit back and build your way through the MA. Its an easy victory from here no matter how you choose to finish the game.
Here is my guide to an easy game of world dominance using an early sword rush with my new favorite civ, the Celts. It is for C3C.
I believe that no one but the Celts can pull this kind of early sword rush off to such a great extent. It has to do with the agricultural trait for faster growth, starting with the ability to build a granary and not having to research pottery, ceremonial burial giving earlier access to monarchy, two turn anarchy and the extra movement point of the GS. Combine all those together and you will have the fastest sword rush with the greatest gain. The only work involved is acquiring iron.
Before you attempt this, you should know about archer rushes and settler/worker pumps (although you may not need a pump) and you should know how to check for trades. I did this on DG the very first time I ever tried the Celts and I won with 7091 points. So, I am sure it will work for any skill level below that. A player better than me could probably do it on Deity. This is for a standard continents map, but a Pangaea should be OK too.
This is a really fun game to play because the action gets going early and the result leaves you in a winning position.
Part 1 Expansion Phase
Set your research to BW and then to IW at 100%. Adjust for happiness as needed. You have to go straight for the iron as soon as you see it. This means you may need to do an archer rush, but you will be setup with the ability to use veteran archers by the time you see the iron (see below).
Send out warriors (2 or 3 depending on terrain) to make contacts and make trades. Get Warrior Code if you can.
Start settling the world, making only settlers, workers, a few warriors for MP and start building barracks in your towns. Pack your towns in at 3 or 4 spacing. If you can, dedicate a key city or two with good food bonuses and build granaries here. These will be your worker/settler pumps. Chop for barracks in the other cities. You want three to five towns with barracks by the time you get IW and Monarchy. Note: you should have more towns than this, but at least 3 to 5 should be set up to make Gallic Swordsmen. Build veteran warriors for possible upgrade later. Note that they cost 90 to upgrade so you may never upgrade that many, but even 2 or 3 help. Make workers or cheap temples in your outlying towns to fill out your culture boundaries. But if a city is in a productive spot, it should be making a barracks and then GS.
If you manage to pick up alphabet through trade, send out a curragh or two to learn the coast and make contacts.
After you get IW, go to Monarchy at 100%. Use the tech you get on the Monarchy path to trade for other stuff. You should get to Monarchy first or close to first. Revolt and in two turns you will have increased production and reduced corruption. Most of the rest of the world wont.
Part 2 Golden Age
By now you should have iron hooked up and its time to pick your first victim. If not, start fighting with veteran archers and or veteran horsemen until you get the iron. Horsemen are better than archers so build them if you can, but dont go out of your way towards monarchy. Now once you have iron, set as many towns as you are able to producing veteran Gallic Swordsmen and build a stack of 5 or 6.
Go ahead and hit your first victim. This will trigger your GA. You now have 20 turns of increased production which you will use to crush your enemies. Build nothing but GS and go on a rampage. A note about attacking: dont attack peace meal with 2 or 3 GS hoping to get lucky. Make sure you have enough force even if it means waiting a turn or two for units to heal. GS are expansive so you will want to keep losses down. Its not worth losing GS if you dont take the town in the end. So use enough force and be a little patient. Any Great Leaders should make an army of GS. An army of three GS will have 4 attack and 3 movement points which means it can attack three times. It will totally dominate the battlefield and is nearly capable of taking out a city on its own.
Meanwhile, keep workers up front to build roads to speed up your newly arriving GS. You must maintain steady progress because you dont have all the time in the world. Its only a matter of time before the end of your GA and advent of feudalism and the pike man. At this point you may want to turn off science to slow down the tech pace and keep your period of relative advantage going as long as possible.
Keep killing stuff. You dont necessarily have to finish off you opponents in this phase. Just pummel them to the point of insignificance, get something from a peace treaty and move on to the next victim. Use the time you would have spent finishing them to start in on somebody else. You can always come back later on in the MA to finish them off because they are no threat now.
Now is 20 turns later and your GA is winding down. The world is likely to have come out of the AA and has learned feudalism. Your window of opportunity is closing, but its not over yet. Look to see who has iron. Send GS over to pillage it. Hopefully you wont face more than a few pike men and your advantage in numbers should still allow you to prevail, but you are likely to be left with several wounded GS. Use a few cats or trebs to take the last few juicy spots if you need to.
Part 3 - Republic
Now your GA is over and your GS just arent what they used to be. Make peace, step back and take a deep breath. Look at what you have done. You have most likely taken the life out of two or three enemy ai and what remains of their civ is groveling at your feet. You own most of your starting continent and all of the resources and luxuries that go along with it. You are likely to have the biggest army, the most money, the most people and the biggest potential culture base in the world. You have made lucrative peace deals and most likely have picked up republic.
Now it is time for the power of religion. Leave monarchy and go to republic. You can switch on a dime! Two turns later you have gone from brutal warlord to peaceful builder. Its likely no later than 500 or 600 AD and you probably control at least one third of the world. Get your cheap temples if you havent yet and start improving you cities. You should be on or close to Monotheism at this point so you can get Cathedrals too.
The choice is now yours, you can continue to go all out making war on the other land mass with knights and your remaining swords, you can finish off those left over civs and completely take over your continent, or you can sit back and build your way through the MA. Its an easy victory from here no matter how you choose to finish the game.