CIV103 will be on running the Espionage Economy. This is a powerful alternative to more typical strategies, and I think, under-represented on the forums. It is a lot of fun too.
I've chosen some possiblities for a leader to use. Please respond if you have any comments, or would like to see a particular leader used.
Isabella: SPI/EXP. A good trait and a poor trait. Interesting because the UB, the citadel is a EP building (castles are +25% EPs) giving +5 exp to siege. Since an espionage game tends to be very much a warmonger game, this will be useful.
Saladin: SPI/PRO Nothing overpowering here. The UU is ok, a resourceless knight with an extra 15% withrdawal. If lacking metal, the camel archer gives an offensive unit that can capture it. The madrassa is no huge help, a double culture library that allows priest specialists, but libraries will likely only be built where culture is needed, so not useless.
Hammurhabi: AGG/ORG The bowman is a decent archer with + to melee. The garden is ok: a colosseum with +2 health.
Brennus: SPI/CHA Neither the UU or UB are terribly special. Traits are decent but neither weak nor overpowering.
Qin: IND/PRO Any IND leader I use must have a weaker second trait. The Cho-Ko-Nu is a nice unit, a Crossbow with +1 first strike and collateral damage. Pavilion is theatre with +25% culture.
Hatshephut: SPI/CRE. CRE can be nice for an EE because libraries and universities aren't needed for science, so some extra culture is nice.
Churchill: CHA/PRO The Stock Exchange is nice for an economy that is sure to be producing a lot of gold.
Zara Yaqob: CRE/ORG Another option with non-extraordinary traits.
Charlemagne: PRO/IMP Could be an interesting choice. I've never played him, and PRO and IMP are considered by many to be perhaps the 2 weakest traits. The UU and UB, however are nice. The Landsknecht, a pikeman with +100% against melee is a very versatile unit, and the Rathaus, a courthouse decreasing maintenance by 75% is extremely strong for an EE.
Asoka: SPI/ORG A solid leader with good UU and UB. The fast worker never obsoletes, and Mausoleums are +2 happy jails.
Genghis Khan: Agg/IMP or
Kublai Khan: Agg/CRE Either are good options. The Keshik is a useful early unit, and the UB, the Ger with an extra +2 exp for mounted just makes them better.
Mehmed: EXP/ORG A nice UU, the janissary is a musket with +25 to melee, mounted, and archery. The UB is also nice. The hammam is a +2 happy aqueduct.
Cyrus: CHA/IMP The leader of choice for getting highly promoted units. Immortals are great if you have someone to rush. The Apothecary is fair, giving +2 health to the grocer.
Some might say that ORG is a lot more powerful for an EE than otherwise, because of the cheap courthouses, the first available espionage building. I don't really think this is the case. Sure, it helps, but most espionage will be coming from the slider. I don't think any one cheap building is a game breaker. One leader I did leave out was Gilgamesh, because I think his Ziggurat, being both cheaper, and available with priesthood would be much more of an advantage.
I want to use a leader without one of the 'easy' traits to use. It's fairly straightforward what to do on Prince level with FIN/PHI/IND. If you are FIN, build lots of cottages, and you should have a strong economy. If PHI, lots of science specialists give the same result. When IND, building all the wonders along with fairly decent play results in a strong game. So we will be playing a game without these traits, except possibly IND, which I will allow, because even if IND, I don't plan on wonderspamming. Part of the strategy will be to delay much GPP generation to later in the game when we can run lots of spy specialists to create Great Spies. Lots of wonders would just make this more difficult.
I've chosen some possiblities for a leader to use. Please respond if you have any comments, or would like to see a particular leader used.
Isabella: SPI/EXP. A good trait and a poor trait. Interesting because the UB, the citadel is a EP building (castles are +25% EPs) giving +5 exp to siege. Since an espionage game tends to be very much a warmonger game, this will be useful.
Saladin: SPI/PRO Nothing overpowering here. The UU is ok, a resourceless knight with an extra 15% withrdawal. If lacking metal, the camel archer gives an offensive unit that can capture it. The madrassa is no huge help, a double culture library that allows priest specialists, but libraries will likely only be built where culture is needed, so not useless.
Hammurhabi: AGG/ORG The bowman is a decent archer with + to melee. The garden is ok: a colosseum with +2 health.
Brennus: SPI/CHA Neither the UU or UB are terribly special. Traits are decent but neither weak nor overpowering.
Qin: IND/PRO Any IND leader I use must have a weaker second trait. The Cho-Ko-Nu is a nice unit, a Crossbow with +1 first strike and collateral damage. Pavilion is theatre with +25% culture.
Hatshephut: SPI/CRE. CRE can be nice for an EE because libraries and universities aren't needed for science, so some extra culture is nice.
Churchill: CHA/PRO The Stock Exchange is nice for an economy that is sure to be producing a lot of gold.
Zara Yaqob: CRE/ORG Another option with non-extraordinary traits.
Charlemagne: PRO/IMP Could be an interesting choice. I've never played him, and PRO and IMP are considered by many to be perhaps the 2 weakest traits. The UU and UB, however are nice. The Landsknecht, a pikeman with +100% against melee is a very versatile unit, and the Rathaus, a courthouse decreasing maintenance by 75% is extremely strong for an EE.
Asoka: SPI/ORG A solid leader with good UU and UB. The fast worker never obsoletes, and Mausoleums are +2 happy jails.
Genghis Khan: Agg/IMP or
Kublai Khan: Agg/CRE Either are good options. The Keshik is a useful early unit, and the UB, the Ger with an extra +2 exp for mounted just makes them better.
Mehmed: EXP/ORG A nice UU, the janissary is a musket with +25 to melee, mounted, and archery. The UB is also nice. The hammam is a +2 happy aqueduct.
Cyrus: CHA/IMP The leader of choice for getting highly promoted units. Immortals are great if you have someone to rush. The Apothecary is fair, giving +2 health to the grocer.
Some might say that ORG is a lot more powerful for an EE than otherwise, because of the cheap courthouses, the first available espionage building. I don't really think this is the case. Sure, it helps, but most espionage will be coming from the slider. I don't think any one cheap building is a game breaker. One leader I did leave out was Gilgamesh, because I think his Ziggurat, being both cheaper, and available with priesthood would be much more of an advantage.
I want to use a leader without one of the 'easy' traits to use. It's fairly straightforward what to do on Prince level with FIN/PHI/IND. If you are FIN, build lots of cottages, and you should have a strong economy. If PHI, lots of science specialists give the same result. When IND, building all the wonders along with fairly decent play results in a strong game. So we will be playing a game without these traits, except possibly IND, which I will allow, because even if IND, I don't plan on wonderspamming. Part of the strategy will be to delay much GPP generation to later in the game when we can run lots of spy specialists to create Great Spies. Lots of wonders would just make this more difficult.