Sisiutil
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Game # 4 - Egypt/Hatshepsut
Game # 4 - Egypt/Hatshepsut

In the next ALC game, I'll be playing as Hatshepsut, leader of Egypt.
The fact sheet:
- Traits: Spiritual and Creative
- Starting Techs: Agriculture and the Wheel
- Unique Unit: War Chariot
I'll start with some general thoughts about Hatshepsut and her characteristics, then outline the strategy I'm thinking of.
Hatshepsut--fondly known in the Civ IV community as "Hatty"--is one of those leaders that seems to have a very complimentary trait combination. Spiritual means that Hatty experiences no anarchy for civics changes; also, build costs for temples are halved. Creative means every Egyptian city produces two culture points every turn, and can build theatres and colosseums at half-cost. Since temples and colosseums (and, a little later, theaters) all produce culture, it doesn't take much to turn an early Egyptian city into a border-expanding, land-grabbing powerhouse.
As we saw in the Montezuma ALC game, the Spiritual trait is very powerful for flexibility when it comes to civics. It makes sense to prioritize techs that grant new civics, and to change them as conditions warrant throughout the game. Since being Creative makes Stonehenge a lower priority or even a non-starter, it might make more sense (and be wholly appropriate from a historical standpoint) to go after the Pyramids to open up all the government civics. If my luck from previous games holds, I'll be looking for stone near my starting location.
The techs Hatty starts with, the Wheel and Agriculture, are two of the most important and useful early worker techs. The first build might be a Worker, since he can be kept busy building roads if nothing else. It would also make sense to try to found the first city with at least one farmable resource in its fat cross.
However, these starting techs create almost too many options for early tech paths. Although Hatty is Spiritual, she does not start with Mysticism. This puts her at a disadvantage for founding an early religion, depending on what other civs are in the game. Nevertheless, Egypt needs a religion to make use of the low-cost temples; it would probably make sense to research Mysticism, see which of Buddhism or Hinduism gets founded, then pursue the other one or, failing that, Monotheism (especially since its pre-req, Masonry, is required for the Pyramids as well).
Animal Husbandry also has to be a priority, since horses are required for Egypt's Unique Unit. More on that in a moment. And whither Bronze Working, that old standby?
Egypt's UU has a lot of potential. The 2-movement War Chariot replaces the Chariot, adding an upgrade in strength from 4 to 5 and an immunity to first strikes--definitely an advantage against Archers, the AI's preferred early city defender. Unlike all other mounted units, this one does NOT require the relatively expensive Horseback Riding tech.
To my mind, this UU has "early rush" written all over it. It has the base strength of Axemen with the added advantage of speed. A wave of War Chariots could conceivably wash over a rival before they have time to react. At the very least, it can be used to steal workers, pillage, and stunt a rival's growth, a strategy outlined in this thread.
However, even an unpromoted Archer fortified in a city is roughly equal to a War Chariot in strength (Strength 3 + 50% city defense + 25% maximum fortify bonus = 4.75 strength.) To use WCs to capture cities, I'll need several and should expect to lose at least half of them. WCs should eat Warriors for breakfast; Spearmen, however, would be the bane of their existence, making pillaging of any copper or iron mines a priority.
So as I said, in the very early game, there's almost too much to choose from. I'm thinking of simplifying completely.
The previous ALC games have shown that I like to do some infrastructure and wonder-building before starting an early war. However, in the Qin game, I tried some new tactics out that posters suggested. I'd like to do something similar, and get out of my comfort zone again.
I've never done an early-early war--i.e. the immediate, worker-stealing, stifling type. I think the War Chariots would be perfect for this, given their strength and speed. So here's what I'm thinking of doing:
- Capital's first build: Worker. Second build: Settler. Then a Warrior for protection.
- Research: Animal Husbandry - Mining - Bronze Working (for chopping) - other worker techs needed for nearby resources - Writing - Alphabet (for trading/extorting techs).
- AH reveals horses. If not in the capital's fat cross, send Settler to build 2nd city near horses.
- 2nd city's first build: Warrior for protection.
- Worker builds Pasture on horses, road between two cities.
- When horses are hooked up, build nothing but War Chariots.
- Send War Chariots to rivals. Steal their workers, pillage their tile improvements, especially Copper so effective counters (Spearmen, even Axes) to the WCs can't be built.
- Raze cities defended by Warriors, leave cities defended by Archers. The first few WCs are to survive and harass another day. If they earn promotions, they get Flanking.
- Once enough War Chariots are built to keep all rivals stifled, expand and build.
- Hook up copper, build Axemen, wipe out weakened rivals.
This may lend itself to a conquest or domination win, but it is very much dependent on hooking up horses ASAP. If I get the continent all or mostly to myself, I could also go for that so-far elusive cultural win.
As always, I eagerly await your thoughts. I would like to develop more of an overall strategy this time, as some people pointed out that has been lacking in the ALC games up until now. That likely means determining and committing to a victory type early on.