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All Leader Challenger
All Leaders Challenge Pre-Game Show:
Game #7 - Germany/Frederick
Game #7 - Germany/Frederick

That was a very nice week "off". Time to get going again. In the next ALC game, I'll be playing as Frederick II the Great, leader of Germany. (Well, technically, Prussia, but hey, whatever...) This thread is to discuss, before the game, how to best exploit that particular leader's characteristics.
The fact sheet:
- Traits: Creative and Philosophical
- Starting Techs: Hunting and Mining
- Unique Unit: Panzer (Replaces Tank; Strength: 28, Movement: 2, Cost: 180, Unique Abilities: +50% versus armoured units)
(Sidebar: I'm keeping all the game settings unchanged--Prince level, continents map, normal speed, etc. I've won all the ALCs thus far, thanks to the group mind, and was tempted to change things, but decided against it. Instead, besides exploiting the leader's unique characteristics, what I also want to focus on is winning earlier and more handily for a better end score. The Hatty game set a high-water mark of 44777. I'd like to beat that. If it means attempting some different strategies, such as streamlined tech paths or whatever, so much the better.)
Frederick is Creative, which everyone agrees is great in the early game but not very useful later on. So the early game is when it should be exploited. Spamming settlers for a land grab seems like the best way. I usually build 3-5 cities then go warring--I'm thinking 6-9 might be in order this time, regardless of what happens to the research rate. Should I even forgo city defenders at first, until barbs become a threat? I don't want to be afraid to try something risky.
Creative also makes theatres and colosseums faster to build. The theatres are handy, I find, colosseums less so. Theatres help with cities' happiness cap. They also contribute culture and add to border expansion and cultural pressure on nearby tiles and cities. And of course, once you build 6 of them you can build the Globe Theatre. I may therefore research Drama earlier than I usually do. Colosseums I only tend to build where I have to, in cities with constant happiness issues. Even then, I prefer more broadly-beneficial solutions like spreading religions.
Philosophical generates Great People faster. In the Mao game, I almost wound up exploiting this trait by accident. I'd like to be more calculating with it this time. As in the Mao game, I'd like to allocate wonders to cities based upon their GP generation. I'd like to build the Parthenon to add to the GP generation, and I'm hoping for stone to make a run for the Pyramids, which I haven't built in the ALCs since Mao. Since Freddy is not Industrious, I'd especially like to target the GE-generating wonders in one city to see how many of them we can produce. And if GPs are a goal, I may try to build Stonehenge even though I'm creative--mainly for the GPs. +3 culture in the early game would also assist with an early land-grab.
In fact, a land-grab would play into this, giving me more cities to choose from for wonder-building and GP generation, while others can focus on building military, settlers, workers, and so on.
Philosophical also makes Universities a faster build. So a race to Liberalism--picking up Education along the way--makes even more sense than usual.
On top of that, should we attempt more of a specialist economy this time? More specialists also equal more GPs. The only issue is that Freddy is not Financial, and I could see the economy suffering. A surfeit of Great Merchants just won't make up for that.
An early war of opportunity is always a good idea, but I'm thinking that, if conditions lend themselves to it, I should throttle back the aggression in this game. Partly so I can run Pacifism to further exploit Philosophical and Great People, partly because the German Unique Unit shows up so darn late. Panzers are available with Industrialism, which is also the tech that gives America its UU, the Navy SEAL--also roundly criticized as coming too late in the game. I might be looking at doing an early land-grab and Axe/Sword-powered war of conquest, settling back to gain a tech lead (helped by those cheap universities), bee-lining to Industrialism at an appropriate point, and then fighting a Panzer-powered late war if it suits my chosen victory condition.
Speaking of which, Diplomatic may be a good VC to pursue if I'm going to be peaceful for much of the game. The late Panzer war would, in that case, be fought to mainly (a) gain population for UN votes and (b) gain "mutual military struggle" points with an ally. An early pursuit of Liberalism and adoption of Free Religion may also make sense for this. But as usual, this depends very much on game conditions.
But let's flip back to the early game and talk about the starting techs. Well, ya gotta love Mining. It makes Bronze Working a quick tech to acquire, which I can use to chop and whip what I'll need for an early land grab. I can also look to snag copper for Axes to defend those early cities. Without an early UU requiring a different tech, researching BW first is a no-brainer.
Hunting is also nice to start with. My first city build (or two) can be a Scout. If I want to attempt an early land-grab, I'll need to explore the terrain. In addition, we saw in the Louis game how discovering the lay of the land as early as possible will go a long way towards determining the optimal victory condition to pursue. Popping as many huts as possible for what ever advantages they can bestow is also attractive. We can also cross our fingers and hope for a campable resource nearby. Failing that, we'll hope for cows, pigs, or sheep, since Hunting makes Animal Husbandry slightly cheaper.
So I look forward to everyone's thoughts on playing as Frederick.
One other thing: my refreshing break from the ALCs has resulted in my decision to relax a little. You may find me taking a little more time between posting each round, and I may keep taking longer breaks between the remaining ALC games. So please be patient. It just gives us more time to discuss strategy!