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All Leader Challenger
All Leaders Challenge Pre-Game Show:
Game #6 - France/Louis XIV
Game #6 - France/Louis XIV

In the next ALC game, I'll be playing as Louis XIV, leader of France.
The fact sheet:
- Traits: Creative and Industrious
- Starting Techs: Agriculture and The Wheel
- Unique Unit: Musketeer (Strength: 9, Movement: 2, Cost: 80)
The poll results are in and I will be playing as the Sun King in the next All-Leaders Challenge game. This pre-game thread is for us to brainstorm some potential strategies, and especially to discuss how to make the best use of the chosen leader's individual characteristics.
Louis' traits are almost a builder's dream. Industrious, of course, means that Wonders are cheaper and faster to build. On top of that, so are Forges, which makes building everything cheaper and faster! And if gems, silver, or gold are available, Forges provide a happiness bonus. I think I should, therefore, plan on pursuing some Wonders--carefully selected, of course (though I think I just HAVE to build Versailles). One very attractive route is to build the Oracle for a Metal Casting slingshot to get the Forges early (and it's on the path to Gunpowder and the UU). I don't think I can rely on the incredible luck I had in the Qin game to pull off a Machinery slingshot again, though. Ever.
Creative means fast border expansion, plus cheap Theatres and Colosseums. I do not think that Creative automatically lends itself to a Cultural victory, however. +2 culture per turn is not very much in the long run. To me, Creative means that Stonehenge is optional, Obelisks are definitely not required, and you can land-grab early on with just a few cities. It also means captured cities recover their territory quickly after the rebellion ends. Also, you can place cities without sweating so much about whether a key resource is within the first ring or not, so the trait lends itself to optimal city placement.
I think Louis' traits offer a lot of flexibility. You can pursue almost any strategy and win condition you want, I think, by carefully exploiting those traits. More importantly, unlike some traits like Aggressive or Organized, you are not necessarily pulled in a particular direction (i.e. war) by Louis' traits.
Perhaps, then, we should try something different in this game--a long-term win strategy, say Diplomatic? Depending on the map, the neighbours, and so on, of course.
As for opening techs, France starts with two of the most practical: the Wheel and Agriculture. I can choose to build a Worker first thing if I want, since he'll always have something to do, right from the get-go. I'll be hoping for, and maybe looking for, a farmable resource within the capital's fat cross. While Bronze Working will be a little more work without Mining, these starting techs also put us very close to Pottery and Animal Husbandry.
Combined with the Creative trait, I think the starting techs point towards quick, early expansion. Early farms mean faster production of Workers and Settlers, as well as faster population growth for you-know-what:

Now, about the Unique Unit. Confession time: I NEVER build Musketmen, which I consider one of the most useless units in the game. They're only 1 point stronger than Macemen. Granted, they do benefit, in fights with those units, from the fact that they are not melee units, which negates the Mace's bonus. But the problem is that Musketmen are one of the very few units with absolutely no other bonus; no first strike chance, no city/hills defense bonus...nothing.
The Musketeers' sole benefit over Musketmen is they have 2 moves per turn--the only foot/gunpowder unit with that advantage. And unlike almost all other fast-moving units, Muskets can still use the benefit of defensive terrain. The other overall advantage is that Muskets are available much earlier than other gunpowder units. So it really comes down to speed, doesn't it? Get Gunpowder as early as possible, and the fast-moving Musketeers can get into the thick of things quickly.
So...I will be interested to hear from everyone regarding how I should best take advantage of Musketeers. A bee-line to Gunpowder is probably in order, and that's a much more streamlined and focused path than the one to Redcoats that I outlined in the Vicky game thread. Correct me if I'm wrong here:
Tech paths to Gunpowder:
Route 1: via Guilds
- Mining
- Bronze Working
- Pottery
- Meditation
- Priesthood
- Writing
- Metal Casting
- Monarchy
- Machinery
- Feudalism
- Guilds
- Gunpowder
- Agriculture, the Wheel (starting techs)
- Pottery
- Meditation
- Priesthood
- Writing
- Code of Laws
- Civil Service
- Paper
- Education
- Gunpowder
Wow. Path 2 is VERY streamlined, but it may be difficult to survive on that handful of techs until Musketeers come along.
Thoughts?