ALC Game #5 Pre-Game Show: playing as Victoria

Sisiutil

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All Leaders Challenge Pre-Game Show:
Game #5 - England/Victoria


VictoriaSM.jpg

In the next ALC game, I'll be playing as Victoria, leader of England.

The fact sheet:
  • Traits: Financial and Expansive
  • Starting Techs: Fishing and Mining
  • Unique Unit: Redcoat
Long ago life was clean
Sex was bad and obscene
And the rich were so mean
Stately homes for the lords
Croquet lawns, village greens
Victoria was my queen
Victoria, Victoria,
Victoria, 'toria...

Poor Vicky. Elizabeth's homely cousin.

I considered skipping both English leaders for the ALCs, as I did the Americans. But then I remembered that I had never played a game as Victoria, and that I rarely see anyone else posting that they've done so either. Elizabeth seems to outshine her as a Civ leader; even in the last ALC game, when I encountered Victoria, several people referred to her as "Lizzie". I pictured Vicky pulling a Jan Brady at that point ("All day long I hear how great Lizzie is at this or how wonderful Lizzie did that! Lizzie Lizzie Lizzie!").

(Historical Aside: While Victoria is generally regarded as dour and humourless, as usual, reality was quite different. While not considered beautiful, she was widely regarded as "handsome" in her youth, and was apparently quite the party animal. Later, she was utterly besotted with her husband, Albert, and bore plenty of children as proof. When she had a little "female trouble" in middle age, she consulted the royal physicians, and one of her questions for them was, "Can I still have fun in bed?" When Albert died, she went into a period of mourning that some say she never came out of. I don't know about you, but any middle-aged woman who both adores her old man and still puts out is a-okay in my book. :goodjob: )

So why is Victoria the bridesmaid and never the bride? She starts with the same techs as Elizabeth and has the same, awesome UU. She is also Financial, possibly the most powerful (arguably overpowered) trait available. The only difference is that Elizabeth is Philosophical while Victoria is Expansive. The latter is probably the most undervalued trait in the game, while Great People are not only fun, they're key to several slingshots and other gambits, and Philosophical means you get more of them. So let's talk about Expansive first, especially since the other characteristics, with their obvious advantages, require much less discussion.

Expansive bestows a +3 health boost per city (with the 1.61 patch). It also reduces the production cost of two buildings which provide additional health boosts, as well as promoting either growth (Granaries) or trade revenue (Harbours).

The overall advantages of the trait and its cheaper buildings aren't immediately obvious in the early game. You need to research Pottery for the Granaries and a later tech, Compass, for the Harbours. And your cities need to grow to mid-size, usually 7-9 pop, to benefit from all the health bonuses (bonii?).

I usually find that by the end of the early game, Calendar-activated luxury resources, Hereditary Rule, and religion will lift the early happiness limit to city growth. What remains is the health limit. Expansive means you don't have to worry about that nearly as much. It also means you can build cities early on in locations that would normally present health problems (jungle, floodplains). And you can chop more forests to rush production, since you don't need their health bonus. You can also delay a lot of health-benefitting buildings like Aqueducts until much later in the game and prioritize health-reducing buildings like Forges, Drydocks, and Factories with less fear.

So Victoria's Expansive trait really only kicks in at mid-game, but it kicks in big time, and the larger cities it makes possible can really help on the run to Rifling and her UU which happens shortly thereafter. In the early game, both her traits make rapid expansion viable. Financial will help alleviate the maintenance costs, while Expansive means you can build in places--especially jungle--that the AI civs normally shun. Reaping these benefits, however, will require careful micromanagement of city growth and a little more restraint than usual with the good ol' whip. :whipped: :nope:

This plan would also have an impact on early warfare. Instead of the early warring and later expansion I did in the Hatshepsut game, in this one I'm leaning towards REX early on. Let's put the "expansion" back in "Expansive". Bee-line Bronze Working (which the Mining starting tech makes easy) and chop Settlers like there's no tomorrow since I don't need those forests. Expand quickly, beyond my usual 4-6 early cities--more like 8-10. I usually start on a continents map either in the north or south end of the continent, so I'll be looking to expand in the opposite direction, especially into all that lovely equatorial jungle and its underlying grassland. Find copper quickly and claim it. Build Axemen for city defense and barb-whomping, then for weeding out any neighbours foolish enough to get in my way.

But I don't want to war too much early on; the expansion will tax my economy more than enough. I want to found my early cities, carve out my territory, turn builder, and work towards Rifling and those lovely Redcoats as soon as possible. THEN it will be time to conquer to world, or at least my continent. It would be useful to do some warring early on, though, to have some veteran units with City Raider promotions that can be upgraded to Redcoats, and to build Heroic Epic and West Point. If I have a neighbour with a holy city, especially with a shrine, they're going down.

Now the other option to a mid-game Redcoat war is to keep on the builder track. I could consider pursuing a Financial-funded cultural win. The decision will have to be made early on, and it will depend on three factors: (1) do I have reasonable neighbours; Gandhi, Mansa, Hatshepsut, Washington or Roosevelt, and even Cyrus and Saladin would be preferable to Alexander, Montezuma, Kublai, Napoleon, Tokugawa, Genghis, and Isabella; (2) do I have enough cities (at least 9); and (3) do I have enough religions (at least three--I don't have to found all of them myself, but I need them early enough to build their monasteries so I can spread them to all my cities). Redcoats would still be advantageous here, as they would safeguard my cities from attack while I pursue loftier, cultural goals.

It will be hard to pass up conquering with those Redcoats, though. Shooting for the Liberalism win makes sense, and I want to make sure I have Machinery at that point so I can choose Printing Press as the free tech, which is a pre-req for Replacable Parts, which is in turn a pre-req in turn for Rifling. Any other ideas on tech-pathing to obtain the UU early?

What more can be said about Financial that hasn't already been said? I've already mentioned that it can help with the expense of REX. In addition, with all those cities, it makes sense for several of them to be coastal, since Vicky starts with Fishing, and Financial makes coastal tiles more lucrative. The Colossus and the Great Lighthouse are both very attractive Wonders to build in these circumstances to multiply the moolah even more. And yes, Pottery and cottages will be an early priority, as always.

As long as I've brought up the topic of early Wonders, I will probably make my preferred run at both Stonehenge and the Oracle. Forgoing both with Hatty cost me big time. They'll go in the same city for the Great Prophet points. Between the GPs and a Code of Laws slingshot from the Oracle, I find I can usually snag Confucianism and Christianity; if I can build the Great Library and generate a Great Scientist in time, I can probably nab Taoism. While I don't need the health benefit of the Hanging Gardens, my cities could certainly handle (and may need) its pop boost. I will likely forgo the Pyramids, even if I have stone; I'll need the early hammers for settlers, workers, and city defenders. The Parthenon may be tempting to compensate for my lack of the Philosophical trait. If I finish my early REX and it's available and I have marble, I may take a run at it.

So that's the game plan as I see it. REX, then look at the lay of the land and my neighbours, and decide whether the Redcoats will be getting City Garrison promotions for a cultural win or Combat I and Pinch for domination.

Your turn now to weigh in with your thoughts on playing as Victoria.
 
I think this game clearly calls for a CS slingshot. Up to you which way you want to do it. But this will take advantage of two things, your capital should have a huge booming population due to the expansive trait, and therefore will be cranking big time from beauracracy. And obviously with Civil Service you'll have good trade bait, and you will be well on your way to liberalism which is the key to any 1200-1600 military advantage.

Personally I would use the GP to get CS. Which would allow you to tech up on things you've missed or get alphabet and trade for it. As you mentioned using the GP for theology is nice, but you'll have theology when you get Redcoats and the religions aren't that important in a game that requires a tech advantage. You were talking about religion, thats pointless in this game. Your goal needs to be to get your Redcoats as soon as possible. This easily could be your first conquest win.
 
Correct me if I'm wrong, but I'd think the Expansive trait made whipping more lucrative via cheaper Granaries. I know the single most prevalent reason for why I don't whip enough is that I tend to shy away from the Granary in favor of Obelisks and Barracks (well, aside from not having a +%:hammers: in place, and missing out on the rounding bug as a result).

Anyway, high :health: combined with Hereditary Rule means big cities early on; combined with Financial means monstrous Cottage spam (assuming the terrain supports it). Now, if you don't start near Stone, have you considered a GP->CoL/TO->Monarchy dual-slingshot? Or a GP->CoL/TO->Metal Casting, research Monarchy path, get those key Forges up in the cities that can utilize them (strong Food resource{s} and moderate production; grow/produce between constant whipping).

The latter path is nice in that you need Metal Casting for The Colossus, which would work well with Fin/Exp REX.

Depending on your starting location, another possible strategy would be to run a CS slingshot, pop a GS using a Library, and make your capital a super-research center using Beauracracy and Financial Cottage spam (I imagine that's a very popular strategy with Elizabeth).

Granted, some of your cities will need to be devoted entirely to the Cottage spam, but that doesn't mean you can't make the most out of cheap Granaries. I think this is a time for the real :whipped: fans to come out and explain how it's done properly.
 
And uh-oh! There's a hosepipe! This means trouble for somebody!

The main theme behind Epic 3 was population, and I'd be inclined to try out some of those tricks here - a small number of cities with high populations, rather than trying to get a large city base built. The key component, as demonstrated by Kylearan, was Hereditary Rule - warriors are portable happy.

Big cities, especially big coastal cities with harbors, make for more valuble trade routes. 15 is the magic number, IIRC, and that was demonstrated to be very doable in BC times.

Edit: whoops, a worldbuilder sim suggests that the traderoutes are more valuble for the other guy than for you.
 
theimmortal_1, thanks for confirming how important Liberalism will be to getting Redcoats. A CS Slingshot on Prince? With a Great Prophet, definitely possible.

Nares, interesting ideas as always. A Great Prophet for Code of Laws? Is that possible? I've seen that the key for using GPs to pop techs is not just having the pre-requisites, it's also skipping certain techs. What's the tech path for this? And The Oracle for Monarchy? Interesting. I'd never considered it before.

However, you guys' recommendations conflict! Or do they? Could I use Oracle for Monarchy, and TWO Great Prophets, one for CoL, one for CS?

EDIT: VoU, I'll have a look at Epic 3 at Realms Beyond. By 15, do you mean 15 pop in each city? Ambitious...
 
Sisiutil said:
Nares, interesting ideas as always. A Great Prophet for Code of Laws? Is that possible? I've seen that the key for using GPs to pop techs is not just having the pre-requisites, it's also skipping certain techs.

I keep trying it and messing it up, because I forget the key component. You need to skip Masonry so Monotheism (and therefore Theology) are taken out of the equation. The list of preferred techs for a prophet is:

  • Meditation
  • Polytheism
  • Priesthood
  • Monotheism
  • Theology
  • Divine Right
  • Myticism
  • Code of Laws
  • ...

So get Meditation, Polytheism, and Priesthood but don't research Masonry. That should do it.

Obviously that has other not necessarily good side effects. If you're sitting on piles of stone and marble, you might have a hard time waiting that long for Masonry. It obviously makes the Pyramids out of the question. Oracle or Parthenon is probably possible but certainly not both and even one could be a challenge depending on circumstances.
 
I don't like using the Oracle on Monarchy, HR is a very powerful civic though. But using the Oracle on Monarchy seems to be bad investment. You can open up better possibilities and getting more free beakers elsewhere. Perhaps metal casting.

Or you could always build the pyramids in one city, oracle in another. Skip henge all together. But if you do that, you won't be able to get CS with the prophet (for those that don't know, in order to get CS with a prophet you cannot have researched masonry which is needed for the Pyramids).
 
CoL is the GP option prior to CS in a standard CS slingshot. Which is to say, if you're Philosophical, and you found a religion, run a Priest, and built Stonehenge in that same city, you could pop the GP for CoL, then use The Oracle for CS. Not being Philosophical slows this down.

Read up on Epic 3 and see if whatever strategy employed in it could be applied here. I believe I've read it, and that it was either a Archipelago map or some sort of Custom Continents game. Sadly, vanilla Continents tends to be drastically different from either of those map types (if it was the CustCont I'm thinking of, then it had some peculiar terrain, including a significant number of water-created chokepoints, which is certainly not a feature of vanilla Continents).

A trade route strategy would work well with The Colossus. A CS slingshot would work well with the one I suggested (working towards a quick Great Scientist for a early Academy in your capital).

PS: I had some questions about image hosting. I'm currently working on compiling a worker theft guide, and wanted to fill it with images for clarification. Any ideas on cheap (free, preferably) hosting that won't delete the image within a week? (assuming you're not using your own server space).
 
Nares said:
Read up on Epic 3 and see if whatever strategy employed in it could be applied here. I believe I've read it, and that it was either a Archipelago map or some sort of Custom Continents game.

It was a Archipelago/Snakey Continents map, with fewer than the usual number of civs. Not standard play by any means, but was useful to see what was possible.
 
theimmortal1 said:
I don't like using the Oracle on Monarchy, HR is a very powerful civic though. But using the Oracle on Monarchy seems to be bad investment. You can open up better possibilities and getting more free beakers elsewhere. Perhaps metal casting.

Or you could always build the pyramids in one city, oracle in another. Skip henge all together. But if you do that, you won't be able to get CS with the prophet (for those that don't know, in order to get CS with a prophet you cannot have researched masonry which is needed for the Pyramids).
I like the idea of Oracle for Metal Casting, especially since that ties into having Machinery when I make the run at Liberalism for Printing Press. Also opens up Forges and the Colossus, IIRC. Good synergy there, I think.

While I normally like putting Pyramids and Oracle in different cities because of their conflicting GP points, I'm not sold on the idea of bypassing Stonehenge for Pyramids. Especially if I'm de-emphasizing religion, as you suggest, that cuts down on my options for border expansion; I'd be relying on someone else's religion to spread to my cities. If I use the Oracle for Metal Casting, then I think I'm going to need the Henge for the GP points for CoL or CS or both.

Nares, for image hosting, I'm currently using Photobucket. I'm a little amazed I haven't run into some sort of limit yet, but I haven't.
 
VoiceOfUnreason said:
It was a Archipelago/Snakey Continents map, with fewer than the usual number of civs. Not standard play by any means, but was useful to see what was possible.

Ah, okay. I read Sullla's report of that. Good stuff, especially the (highly) inventive use for the Great Merchant.

Sisiutil said:
Nares, for image hosting, I'm currently using Photobucket. I'm a little amazed I haven't run into some sort of limit yet, but I haven't.

Thanks. I'll look into it.
 
Don't be afraid to build a big empire. Vicky is not Lizzie. You don't have Lizzie's Philosophical trait, but you do have that Expansive trait, which I have become much more fond of over time (I thought it was pointless initially). Also don't feel compelled to play Vicky as if she were Lizzie, even though you probably know how to play Lizzie very well. Vicky won't be giving you anywhere near the Great People that Lizzie would, but you can grow your cities bigger with no trouble from unhealth.

So Vicky is financial and expansive. Your cities can be big. Your cities can be financial powerhouses. You can therefore afford to expand earlier, and faster than you would with Lizzie (or Catherine for that matter). I wouldn't obsess over getting that CS slingshot...in fact I would recommend getting Agriculture and Pottery asap, and start laying down farms and cottages right out of the gate. Getting your own religious Shrine should be a priority, whether you found the religion or conquer the city doesn't matter, but the Shrine pairing with the financial trait work very well together.

Since you can afford to have a bigger empire, don't be afraid to start an early war if you have one of the antisocial civs nearby hehe. And having a second capital site would benefit you even more as financial/expansive. Expansive is ideal for a domination win, while a cultural win would certainly be easier with the philosophical trait. How many cities to build early on of course will end up depending on who your immediate neighbors are, and whether or not they will be joining Great Britain right away hehe.

Early Monarchy would help you keep happiness up in your bigger cities, or you can just whip liberally hehe.
 
When playing the English, I like to have an early war, preferably with Axemen or Swords. I'm not looking to oust a Civ from the game, but to take some prime territory, give my production and financial centers a buffer and trim back an opponent.

However, CR3 Redcoats rule and the only way to get them is to have a decent unit (maces) to upgrade, otherwise, the cost is quite high. That means some medieval period wars, or earlier and an intermediate upgrade to maces from axe/swords.

Expansive: Forest chopping indeed! If you play Rome, you know how to use this trait. The cheap graneries indeed make for an early production center via whipping. Rome whips out Praetorians and courthouses to conquer the world. Vicky . . . we will have to see what presents itself in the game.
 
Few charactaristics I found you MUST have with a game w/ her as leader

You wll need to spam cottages(to state the obvious) to fund that research to hit liberlism, as well as enabling you to be more well-rounded in your research. More beakers does not always mean more advanced technology, but sometime more of the same tier techonlogy then your rivals. People overlook this because they see slingshots, but this is an important point because it makes you able to beeline/slingshot and still have a respectable number of more regular techs.

I don't think i need to stress redcoats enough. Your strategy, build then war with redcoats, is perfect. This is an expansionist civ, so you should be mass producing settlers much more than normal, and get large borders eartly, then crank out the build in you until you hit recoats, then kill the rest ofhte continent. Thats not to say an early war is never good( hey, if you have the advantage, why not, plus u get an extra captial location), but that your aim should definitly not be war, but more sneaky, like cutting off the AI expansion so they are stuck at a few cities, in summery, earliest game = expand borders peacfully get a large land mass under your control, early-middle game = build build, then redcoats when you get them slaughter like no tomorrow.

Also, something no one has mentioned or i'm too blind to see it, another reason why a CoL slingshot is extremely useful - we have already said you are going to be pumping out settlers... well your large empire goes nowhere if it has staggering upkeep costs... If you play this one right, courthouses will probably be one of your most important early buildings.
 
Great threads!

I think that who you declare war with will be a little more influential on you economy because of those nice trade routes mentioned before.
 
ArmoredCavalry said:
Great threads!

I think that who you declare war with will be a little more influential on you economy because of those nice trade routes mentioned before.

Hmm, interesting perspective.

Gonna have to wait until Sisiutil finally posts the save before getting cracking on that.

Speaking of which, there's been enough talking. Let's get started.
 
I agree. Let's get this show on the road!
 
Hang on, hang on, I had a thought I wanted to run by everyone.

What if we make this game about leveraging the traits and streamlining the tech path to get the Unique Unit?

Bear with me for a moment.

Here is what I think is the fastest route--a few slingshots included--to Redcoats, while ensuring that the cities can grow, protect themselves, and provide enough commerce for the research:

  • Bronze Working for chopping to expand quickly, and to find copper for Axemen
  • Agriculture for farms
  • Pottery for cottages
  • The Wheel to link everything up
  • Mysticism for Stonehenge
  • Meditation, then Priesthood for Oracle (built in same city as 'henge for GP points)
  • Oracle's free tech: Metal Casting
  • Writing
  • Pop first Great Prophet for Code of Laws, second for Civil Service (Macemen for protection)
  • Alphabet (tech trade for missed techs)
  • Polytheism
  • Literature (Build the Great Library in a non-SH/Oracle commerce city)
  • Machinery
  • Mathematics
  • Currency
  • Guilds
  • Banking
  • Pop first Great Scientist for Philosophy
  • Paper
  • Education
  • Liberalism; free tech: Printing Press
  • Gunpowder
  • Replaceable Parts
  • Rifling and REDCOATS, BABY! YEAH!!!!

Notice that this would require avoiding Masonry, at least to begin with, so the GP will pop for the desired techs.

In addition, any tech not mentioned is not required. Some, however, I would categorize as useful nonetheless, and therefore a diversion to obtain them may be warranted:

  • Monarchy for Hereditary Rule
  • Calendar for trade/luxury resources
  • Compass for Harbour, one of Victoria's cheap buildings, and its additional trade routes
  • Construction for Catapults
  • Animal Husbandry for relevant resources (including horses for Chariots for early defense)

Now check out the long list of techs that are technically optional in the pursuit of Redcoats:

  • Hunting
  • Archery
  • Masonry
  • Monotheism
  • Iron Working (!)
  • Sailing
  • Horseback Riding
  • Optics
  • Engineering
  • Drama
  • Music
  • Feudalism
  • Theology
  • Divine Right
  • Mlitary Tradition
  • Nationalism
  • Constitution
  • Economics

Yes, IW is completely optional. Axemen and Macemen can be built with copper alone. Still, it may fall into the "useful diversion" category if only to ensure more than one source of metals.

It will also be interesting to see what I can obtain through tech trades. The above lists would certainly allow me to prioritize. (And if I made any mistakes in my list of required techs, please correct me!)

So what does everyone think of this? Too unbalanced? Dealing with barbs and the other civs won't let me get away with it? Or does it sound like a worthwhile experiment?

What inspired me was a thread I saw here recently regarding a French gunpowder/musketeer bee-line. It was an extreme strategy, but very interesting, and the poster claimed to have used it to great success. In many ways, a Redcoat bee-line offers more balance in the tech tree. And just think--what if I got Redcoats while everyone else still had Longbowmen and Macemen?!? :drool:
 
If it works, it would be awesome. The only thing that keeps the redcoat from being the #1 unique unit is that its age of dominance is often quite short. As soon as your enemies get infantry, they more or less have military parity with you, and depending on the research path, that might be only about 3 technologies away after you discover Rifling. If you get the redcoat early enough, however, you could have an overpowering unit for half the game.

Redcoats have a base strength of 16 plus 25% against mounted and gunpowder units. That means roughly 16 vs 6 for longbows, 16 vs 8 for macemen, 20 vs 10 for knights (*), 20 vs 15 for cavalry, and 20 vs 14 for riflemen. Does a grenadier's +50% vs. riflemen apply when they fight redcoats?

(*) Or should I be subtracting 25% from the mounted enemy instead of adding 25% to the redcoat's strength? Either way, the ratio is probably [very] approximately similar.
 
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