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Game #22 - Arabia/Saladin
Game #22 - Arabia/Saladin

My new home computer has been shipped and is on its way, so it's time to start planning for the next game!
In the next ALC game, I'll be playing as Saladin, leader of the Arabs. The purpose of this thread is to discuss, before the game, how to best exploit that particular leader's characteristics, which is the main feature and purpose of the ALC series. Just so we're clear, I'm playing with the Beyond the Sword expansion pack with its most recent official patch (3.13) and with Bhruic's unofficial patches as well. Here's the fact sheet:
- Traits: Protective (Archery and Gunpowder units receive Drill I and City Garrison I automatically, Double production speed of Walls and Castles) and Spiritual (No anarchy from civics changes, double production speed of Temples.).
- Starting Techs: Mysticism and The Wheel
- Unique Unit: Camel Archer (Replaces Knight; Strength: 10, Movement: 2, Cost: 90; Unique Characteristics: +15% chance of withdrawing from combat, does not require horses or iron to be built)
- Unique Building: Madrassa (Replaces Library; Cost: 90; Unique Characteristics: Can turn two citizens into Priests, +2 culture)
Saladin is often cited as one of the weakest leaders. In fact, that's why many of you suggested that I change the ALC game order to use him as my leader to bow out of Emperor level; winning at this level with Sally would prove, in a way, my mastery of it.
Why is Saladin often cited as weak? I suspect it's a combination of the Protective trait and his UU. It's pretty much a consensus among Civ IV players that Protective is the weakest of the leader traits. I've always argued it was put in to make the AI tougher to conquer, as its benefits to the human player are not as great. Nevertheless, you have to play the hand that's dealt to you. As we saw in the Tokugawa game, Protective Archers can fend off early barb incursions quite handily, so I may make Archery an early tech priority. It's too bad Saladin doesn't start with Hunting to give him a leg up on researching that tech, but he doesn't have an advantage going after Bronze Working, either. You could argue that starting with the Wheel argues in favour of using Chariots for early defense, but like BW and Archery, for Saladin that also requires researching two techs (Agriculture and Animal Husbandry). Protective also means that the archery and gunpowder techs and units become priorities later in the game (Feudalism for Longbowmen, Gunpowder, Rifling, and Assembly Line for Musketeers, Riflemen, and Infantry). A source of stone would be nice for many reasons, not just to further accelerate the cheap walls and castles (read on).
As for the unique unit, Camel Archers remind me of Hannibal's Numidian Cavalry, which have their fans; the main feature of both is a boosted withdrawal chance--like starting with a free Flanking II promotion, or close to it. In some ways CAs better than NCs because they keep the full strength rating of their counterpart, the Knight. However, the chief advantage of the Numidian Cavalry is that they come along around the same time as Catapults and can be used as substitutes for or supplements to those units, attacking and causing damage, then retreating (you hope) to live and fight another day. CAs come along much later, when both Catapults and Trebuchets should already be on the scene. Still, it seems to me that the way to use them is the same as the way you make heavy use of the Numidian Cavalry and many other early mounted UUs: give them Flanking promotions to further leverage their survival chances and use them to inflict damage. With the new potential for flanking damage to siege weaponry, CAs could be especially effective against a stack of enemy Cats and/or Trebs.
So that's my take on Saladin's "weaknesses". Now let's deal with his other characteristics, which are more substantial.
Spiritual is a very strong trait, allowing Saladin to avoid anarchy for civics changes. Which means, to take advantage of it, I'll want to both prioritize techs that enable beneficial civics and to switch to them (and between them) as required. A Spiritual leader is perfect for leveraging one of may favourite tactics, queue-building units and then switching civics to produce them with additional XPs. This is something I usually do in the medieval era when I have access to the Vassalage and Theocracy civics, as well as a plethora of units that benefit from the additional XPs (including, in Saladin's case, his UU). So assuming the opportunity presents itself, I'll be anticipating a queue build and civics switch followed by warmongering in the medieval era of this game.
Speaking of Spiritual, we should touch on religion. Saladin starts with Mysticism; should I attempt to found a religion? Then should I prioritize Priesthood to get access to those cheap temples? Having a religion early would mean I don't have to worry about monuments, which confer no real advantages on Saladin. And yes, as "Choose Religions" is on, if I win an early religion of course I'd choose Islam. Allahu Akhbar!
If I have marble available, I could consider a run at the Oracle. If I have stone, I'd like to go after the religious wonders (Spiral Minaret, U. of Sankore) that boost those cheap temples (and other state religion buildings) even further. I'd be willing to go to war to gain a source of stone, in fact. Should I play Saladin similar to Isabella and try to build the Apostolic Palace too? I haven't made a charge at that wonder since the Isabella game.
Finally, the unique building. The Madrassa is kind of a combination of Egypt's UB and the Library. I usually run scientists once I build libraries, but the Madrassa gives me the option of running priests. If we decide to found and spread a religion and pursue the AP, Great Prophets could be helpful--as I recall, they can help research Theology to give us a leg up on building the AP. Someone want to remind me how that's done? Another thing I've started doing with early GPs is settling them in the capital. The early gold and hammer boost is small, but significant if you get it early enough.
So I look forward to hearing you take these disparate ideas and formulate them into a plan for the game!