futurehermit
Deity
- Joined
- Apr 3, 2006
- Messages
- 5,724
Ok, I hope you enjoyed Monarch Specialist Economy Walkthrough 1!
In the first installment, I played as Ramesses who is Industrious and Spiritual. These are two very good SE traits. Industrious lets you nab a bunch of wonders that affect running a SE, like pyramids, parthenon, great library, statue of liberty, and so forth. Spiritual allows the cycling back and forth between wartime and specialist civics game-long with no anarchy. This is very powerful for a warmongering SE. I hope that you can apply the strengths of these traits now to other Industrious and Spiritual leaders when you may want to run a SE with them.
In this installment, I turn my focus to two other strong SE traits:
Philosophical is, of course, one of the premiere SE traits. 100% gpp empire-wide. Plus, cheap universities. The goal here is to run as many specialists as possible as often as possible to get max effect. Of course, it also affects wonders, but I will be looking to tone down the wonder spammage in this game, since I am not industrious. Great Library is always good though and others will be considered on a case-by-case basis. Pyramids will be avoided this game though.
Creative is a great warmongering-SE trait. Quick border pops helps with an early rush and the extra culture helps cover terrain game-long. The cheap libraries really help get those scientists going early and has obvious synergy with philosophical. The cheap theatres and coliseums are often overlooked by players playing as creative leaders. This is because they may not be running a warmongering-SE where running the culture slider can be very beneficial. I plan to put these cheap buildings into practice this game.
The combination of Creative (cheap libraries) and Philosophical (cheap universities) means that Oxford is going to come in a timely manner. This is, of course, aided by the philosophical trait and likely philosophy and education light bulbs. However, aside from these two lightbulbs and an academy, I may look to settle many GSs in my early-Oxford city. We'll see how it plays out.
Our UU is the phalanx. An improved axe unit is always good. No need to bring along spears on this guy's axe rush. However, we will see if an axe rush is possible in this game. No sense sending axes across great distances if we have room to expand at home.
The Odeon is nothing special really. I will build them because they are cheap and useful for the
Starting techs are fishing (useful if we are on the coast) and hunting (i personally love hunting for the scouting and goody hut advantages). Not so great in the worker-tech dept, but we'll cope.
Here is the starting position:
I'm thinking I will need to snag that fish...
Round 1 (Part 1)
Round 1 (Part 2)
Round 1 (Part 3)
Round 2 (Part 1)
Round 2 (Part 2)
Conclusion (Part 1)
Conclusion (Part 2)
Conclusion (Part 3)
In the first installment, I played as Ramesses who is Industrious and Spiritual. These are two very good SE traits. Industrious lets you nab a bunch of wonders that affect running a SE, like pyramids, parthenon, great library, statue of liberty, and so forth. Spiritual allows the cycling back and forth between wartime and specialist civics game-long with no anarchy. This is very powerful for a warmongering SE. I hope that you can apply the strengths of these traits now to other Industrious and Spiritual leaders when you may want to run a SE with them.
In this installment, I turn my focus to two other strong SE traits:

Philosophical is, of course, one of the premiere SE traits. 100% gpp empire-wide. Plus, cheap universities. The goal here is to run as many specialists as possible as often as possible to get max effect. Of course, it also affects wonders, but I will be looking to tone down the wonder spammage in this game, since I am not industrious. Great Library is always good though and others will be considered on a case-by-case basis. Pyramids will be avoided this game though.
Creative is a great warmongering-SE trait. Quick border pops helps with an early rush and the extra culture helps cover terrain game-long. The cheap libraries really help get those scientists going early and has obvious synergy with philosophical. The cheap theatres and coliseums are often overlooked by players playing as creative leaders. This is because they may not be running a warmongering-SE where running the culture slider can be very beneficial. I plan to put these cheap buildings into practice this game.
The combination of Creative (cheap libraries) and Philosophical (cheap universities) means that Oxford is going to come in a timely manner. This is, of course, aided by the philosophical trait and likely philosophy and education light bulbs. However, aside from these two lightbulbs and an academy, I may look to settle many GSs in my early-Oxford city. We'll see how it plays out.
Our UU is the phalanx. An improved axe unit is always good. No need to bring along spears on this guy's axe rush. However, we will see if an axe rush is possible in this game. No sense sending axes across great distances if we have room to expand at home.
The Odeon is nothing special really. I will build them because they are cheap and useful for the

Starting techs are fishing (useful if we are on the coast) and hunting (i personally love hunting for the scouting and goody hut advantages). Not so great in the worker-tech dept, but we'll cope.
Here is the starting position:

I'm thinking I will need to snag that fish...
Round 1 (Part 1)
Round 1 (Part 2)
Round 1 (Part 3)
Round 2 (Part 1)
Round 2 (Part 2)
Conclusion (Part 1)
Conclusion (Part 2)
Conclusion (Part 3)