mariogreymist
Deity
- Joined
- Aug 11, 2009
- Messages
- 2,201
Before I get into this game description, I should mention that my real-life name (middle anyway) is Ragnar. I was raised on stories of the Vikings, and their ruthless raids which dominated coastal Europe for centuries. So, when BtS gave me an opportunity to play Ragnar Lodbrok, not to mention the powerful Berserker unit, I was thrilled to devise a strategy of play for him. Heres what I came up with:
Key considerations: The UU is the Berserker, a powerful replacement for the Maceman. The added bonuses (gets all mace bonuses) are Amphibious (No penalty for attacking from sea or across rivers) and a 10% bonus on city attacks. This will be a massively powerful weapon if achieved early enough to never see a gun. So goal one is to achieve Civil Service and Machinery at an early date, and to have several cities with a sizeable economic and manufacturing base to produce and support a large deployed army. So the plan is to have hordes of Berserkers capturing what I want, and razing everything else to the ground during the middle ages. If possible, keep this up until victory is achieved by conquest, and if not, adopt a state property militaristic pose in the industrial era, completing the job.
Keys in achieving this will be a good REX, to maximize quality city sites, land development in the form of cottages, construction of trading posts (UB, replaces lighthouse, all naval units get Navigation 1), barracks and if possible, courthouses, libraries and markets. Another key is to build the Great Lighthouse. I will not be wonderspamming at all, but given the GLHs power for civs which develop on the water (and well be favoring coastal city sites heavily) and the fact that expansive military operations in the middle ages will be very expensive, the extra trade routes will be invaluable. If I have a chance to built it quick and late, Ill make a run at the Oracle other than that, resources will be spent in areas they are sure to generate returns at a high rate.
Another key is early game diplomacy. I do not wish to be any civilizations mortal enemy well not yet.
So the basics:
Build a sizeable, tech producing economy which can get to Maces with time to spare, and do it without making enemies. Then use Berserkers to win in a mass of medieval carnage. Lets look at the starting setup and location:

The setup will exclude Barbarians, simply because I have more fun playing without them. I will play on a Large Terra map, with Random opponents at the Prince difficulty. I should mention I have played this strategy successfully once before, but on a small continents map at epic rather than Marathon speed. Ive come to thinking that its almost a cheat to get an early peaking, aggressive neighbor at anything less than Marathon speed, so I play it almost exclusively at this point. And lo and behold, I would get Julius Caesar as my closest neighbor in this game.
The Game itself: My start location is almost entirely forest. This isnt what I consider good for what I wish to do with that Fin trait Id rather have some open grassland or floodplains to work with. I am also not on the water, which I like for Nidarod. I would expose two more food resources (Corn, Grassland Cow) by moving my settler onto the hill SW of start. I would found there, on the hill, by the river. 1 W of my founding site would have been much better, as it would have garnered some rice, without losing any of the other 3. Didnt see it until too late, and I am not one to waste production turns exploring with my settler. I got some very favorable geography for Ragnar. I decide early on that I will get one city between me and Caesar, put one in the West right on the cultural border with Madrid, and found one at the mouth of the river on which Nidarod rests. In the north is the most interesting geography there is a one-tile isthmus connecting a peninsula which has two civs on it. (Saladin, Mansa). The mouth of the river makes a good site, and I settle behind a jungle hill, to have a spot where defense bonuses wont be easily reduced by catapults. I also get a 3-city island to the NE. While I am not rolling in gold(1), silver(0) or gems(0), I dont really need them if I am judicious and diligent about building/working cottages. My initial land grab goes so well that I wont even have finished by back-filling before the time for war arrives. I succeed in building the GLH.
My dotmap gets revised when Caesar starts expansion in the N, with me settling inland to take maximum land. So the spacing S and W of Nidarod will be imperfect, but that is acceptable as a trade for pushing Caesar in another direction. The 550 BC image shows the point where Ive got my borders established, and the internal city sites I have planned.
I get to Berserkers at 290 AD. I have just fought off a war with Caesar attacking with a smallish force of Praetorians, and me defending with a large stack of Axes. Because this was clearly coming, I deviate from one part of my strategy. I had been building a great merchant to bubble Civil Service. When it became apparent Caesar (probably wisely, if not well) was going to attack before I got there, I started building a stack of axes and researching civil service, planning to send my gm across the continent for cash to upgrade the axes when possible. In the end, I would finish off Machinery (after CS) two turns before my great merchant got me the money Id need to turn my whole stack of Axes into Berserkers.

Caesar offered token resistance, and I razed two cities, captured two and offered him vassal status when Saladin DoWed. Saldins attack was a joke a few catapults and a bunch of chariots easily held off by a single longbowman, one berserker and three spearmen on the jungle hill N of Haithabu. At this point, Mansa voluntarily becomes my vassal. I then turned my eyes to my ally, Isabella. While I like to keep friends as friends, I am guessing shell forgive me if I just take the one shirine city capital. And if not, well, shes got tech parity but nothing like the army I do. So I take Madrid in an amphibious assault paired with the use of a spy to reduce city defenses. After pillaging some improvements in the surrounding area, she capitulates. The Shrine should fuel my assault on Byzantium and England. My prediction If I can take Constantinople and London with Berserkers and Catapults, I will win by conquest before the development of Rifling. We shall have peace for the time it takes me to build the SoD.
A brief detour occurs, while I take 5 turns to bring the Arabians to Capitulation by sacking one city, and taking another. All of the East, with the exception of tiny, low producing Korea is now part of my kingdom. Time to move west, but first to build the SoD. I begin to whip berserkers off at a frenetic pace, generating a stack of about a dozen which I put on ships with a couple of catapults and head westward. Justinian proves to be the longest, most difficult conquest of the game more from sheer stubbornness than anything else. I even give him quarter for ten turns before coming back to finish him off, just because I had significant reinforcements coming, but a ways off, when his resistance stiffened. It was also while fighting Justinian that I first set out to subdue Korea, and failed. This would be the only complete failure my military would suffer in the game, razing one city and having half the invasion force killed before getting peace. Korea would be easy to finish when I turned real attention to it, but they were too tough to kill simply as an afterthought. In the end, I only captured one city before Wang Kon became a vassal.

Betty laid down quickly, after razing one and capturing two cities. The same was necessary, though under much stiffer resistance to kill off Peter. And in 1315, Peter Capitulated and I won a conquest victory, having turned every other civ into my vassal.

Strategy/execution assessment: Clearly, the strategy came off exactly as planned. A large army of Berserkers (aided a little in the end with muskets) was able to conquer the entire continent, laying waste to huge numbers of Archers, Axes, Swords, Praetorians, Maces, Chariots, Horse Archers, Crossbows and Longbows. Maces and Longbows would be the most common targets, with only the backwards Arabians trying to defend with Archers. As for execution, I am wholly convinced I could have done better had I more skill with early game expansion and with maximizing the power of the whip. All in all though, this was probably one of the best games Ive played. If nothing else, it is a pretty clear demonstration that I can dominate the prince level with a reasonably strong leader/start location. I should probably give up on Prince level games, but I did want to write this up, and a devastating defeat would not speak well of my strategy (which is quite separate from execution).
I firmly believe this approach could generate success at Monarch or higher levels with a player skilled at early game development (I am mediocre at this). The real thing about this approach is how much fun it is. Massive frontal assaults with a powerful UU destroying everything that would be threatening if left to the Renaissance there are worse ways to spend an afternoon. This strategy also should work better on smaller maps, and be fine at any speed up to Normal. Enjoy.
Key considerations: The UU is the Berserker, a powerful replacement for the Maceman. The added bonuses (gets all mace bonuses) are Amphibious (No penalty for attacking from sea or across rivers) and a 10% bonus on city attacks. This will be a massively powerful weapon if achieved early enough to never see a gun. So goal one is to achieve Civil Service and Machinery at an early date, and to have several cities with a sizeable economic and manufacturing base to produce and support a large deployed army. So the plan is to have hordes of Berserkers capturing what I want, and razing everything else to the ground during the middle ages. If possible, keep this up until victory is achieved by conquest, and if not, adopt a state property militaristic pose in the industrial era, completing the job.
Keys in achieving this will be a good REX, to maximize quality city sites, land development in the form of cottages, construction of trading posts (UB, replaces lighthouse, all naval units get Navigation 1), barracks and if possible, courthouses, libraries and markets. Another key is to build the Great Lighthouse. I will not be wonderspamming at all, but given the GLHs power for civs which develop on the water (and well be favoring coastal city sites heavily) and the fact that expansive military operations in the middle ages will be very expensive, the extra trade routes will be invaluable. If I have a chance to built it quick and late, Ill make a run at the Oracle other than that, resources will be spent in areas they are sure to generate returns at a high rate.
Another key is early game diplomacy. I do not wish to be any civilizations mortal enemy well not yet.
So the basics:
Build a sizeable, tech producing economy which can get to Maces with time to spare, and do it without making enemies. Then use Berserkers to win in a mass of medieval carnage. Lets look at the starting setup and location:


The setup will exclude Barbarians, simply because I have more fun playing without them. I will play on a Large Terra map, with Random opponents at the Prince difficulty. I should mention I have played this strategy successfully once before, but on a small continents map at epic rather than Marathon speed. Ive come to thinking that its almost a cheat to get an early peaking, aggressive neighbor at anything less than Marathon speed, so I play it almost exclusively at this point. And lo and behold, I would get Julius Caesar as my closest neighbor in this game.
The Game itself: My start location is almost entirely forest. This isnt what I consider good for what I wish to do with that Fin trait Id rather have some open grassland or floodplains to work with. I am also not on the water, which I like for Nidarod. I would expose two more food resources (Corn, Grassland Cow) by moving my settler onto the hill SW of start. I would found there, on the hill, by the river. 1 W of my founding site would have been much better, as it would have garnered some rice, without losing any of the other 3. Didnt see it until too late, and I am not one to waste production turns exploring with my settler. I got some very favorable geography for Ragnar. I decide early on that I will get one city between me and Caesar, put one in the West right on the cultural border with Madrid, and found one at the mouth of the river on which Nidarod rests. In the north is the most interesting geography there is a one-tile isthmus connecting a peninsula which has two civs on it. (Saladin, Mansa). The mouth of the river makes a good site, and I settle behind a jungle hill, to have a spot where defense bonuses wont be easily reduced by catapults. I also get a 3-city island to the NE. While I am not rolling in gold(1), silver(0) or gems(0), I dont really need them if I am judicious and diligent about building/working cottages. My initial land grab goes so well that I wont even have finished by back-filling before the time for war arrives. I succeed in building the GLH.

My dotmap gets revised when Caesar starts expansion in the N, with me settling inland to take maximum land. So the spacing S and W of Nidarod will be imperfect, but that is acceptable as a trade for pushing Caesar in another direction. The 550 BC image shows the point where Ive got my borders established, and the internal city sites I have planned.
I get to Berserkers at 290 AD. I have just fought off a war with Caesar attacking with a smallish force of Praetorians, and me defending with a large stack of Axes. Because this was clearly coming, I deviate from one part of my strategy. I had been building a great merchant to bubble Civil Service. When it became apparent Caesar (probably wisely, if not well) was going to attack before I got there, I started building a stack of axes and researching civil service, planning to send my gm across the continent for cash to upgrade the axes when possible. In the end, I would finish off Machinery (after CS) two turns before my great merchant got me the money Id need to turn my whole stack of Axes into Berserkers.


Caesar offered token resistance, and I razed two cities, captured two and offered him vassal status when Saladin DoWed. Saldins attack was a joke a few catapults and a bunch of chariots easily held off by a single longbowman, one berserker and three spearmen on the jungle hill N of Haithabu. At this point, Mansa voluntarily becomes my vassal. I then turned my eyes to my ally, Isabella. While I like to keep friends as friends, I am guessing shell forgive me if I just take the one shirine city capital. And if not, well, shes got tech parity but nothing like the army I do. So I take Madrid in an amphibious assault paired with the use of a spy to reduce city defenses. After pillaging some improvements in the surrounding area, she capitulates. The Shrine should fuel my assault on Byzantium and England. My prediction If I can take Constantinople and London with Berserkers and Catapults, I will win by conquest before the development of Rifling. We shall have peace for the time it takes me to build the SoD.
A brief detour occurs, while I take 5 turns to bring the Arabians to Capitulation by sacking one city, and taking another. All of the East, with the exception of tiny, low producing Korea is now part of my kingdom. Time to move west, but first to build the SoD. I begin to whip berserkers off at a frenetic pace, generating a stack of about a dozen which I put on ships with a couple of catapults and head westward. Justinian proves to be the longest, most difficult conquest of the game more from sheer stubbornness than anything else. I even give him quarter for ten turns before coming back to finish him off, just because I had significant reinforcements coming, but a ways off, when his resistance stiffened. It was also while fighting Justinian that I first set out to subdue Korea, and failed. This would be the only complete failure my military would suffer in the game, razing one city and having half the invasion force killed before getting peace. Korea would be easy to finish when I turned real attention to it, but they were too tough to kill simply as an afterthought. In the end, I only captured one city before Wang Kon became a vassal.



Betty laid down quickly, after razing one and capturing two cities. The same was necessary, though under much stiffer resistance to kill off Peter. And in 1315, Peter Capitulated and I won a conquest victory, having turned every other civ into my vassal.



Strategy/execution assessment: Clearly, the strategy came off exactly as planned. A large army of Berserkers (aided a little in the end with muskets) was able to conquer the entire continent, laying waste to huge numbers of Archers, Axes, Swords, Praetorians, Maces, Chariots, Horse Archers, Crossbows and Longbows. Maces and Longbows would be the most common targets, with only the backwards Arabians trying to defend with Archers. As for execution, I am wholly convinced I could have done better had I more skill with early game expansion and with maximizing the power of the whip. All in all though, this was probably one of the best games Ive played. If nothing else, it is a pretty clear demonstration that I can dominate the prince level with a reasonably strong leader/start location. I should probably give up on Prince level games, but I did want to write this up, and a devastating defeat would not speak well of my strategy (which is quite separate from execution).
I firmly believe this approach could generate success at Monarch or higher levels with a player skilled at early game development (I am mediocre at this). The real thing about this approach is how much fun it is. Massive frontal assaults with a powerful UU destroying everything that would be threatening if left to the Renaissance there are worse ways to spend an afternoon. This strategy also should work better on smaller maps, and be fine at any speed up to Normal. Enjoy.