All Leaders Challenge Pre-Game Show:
Game #32 - Holy Roman Empire/Charlemagne
Game #32 - Holy Roman Empire/Charlemagne

In the next ALC I'll be playing as Charlemagne of the Holy Roman Empire. Sisiutil used to have one of those pre-game threads for every ALC. I've decided to re-introduce them, at least for this game, for two reasons. One, I have a poll,

Traits:
Protective: This trait, lovingly referred to as the worst trait in the game, gives free Drill I and City Garrison I promotions for archery and gunpowder units. It also lets us build walls and castles at double speed. The archer and gunpowder promotions are actually not bad. On defense their benefits are obvious but even when attacking it means that fewer city garrison troops need to be left to defend from counterattacks when the main force moves on. Walls I rarely build and castles I never do. So getting them at half price isn't particularly useful. However, when price goes down, demand goes up (note we're moving along the curve, the curve is not shifting). The question then is, does making castles half the price mean I will build them? The answer is still a pretty decisive nope.
Imperialistic: This trait is slightly better though still not one of my favorites. It makes great generals appear 100 percent faster and it gives us a 50% bonus on the raw hammers being used to build settlers. Be careful, this is not the same as a 50% production bonus to making settlers as might be suggested Firaxis. For example, a city with 6




Starting Techs: Hunting and Mysticism
Well these are perhaps the two worst starting technologies. In his current teaching nobles to play thread, VoiceOfUnreason lists 27 different technologies that should be gotten before these two. Hunting let's us build camps on deer, fur, and elephants while Mysticism let's us build monuments, Stonehenge, and get a quick religion.
Unique Unit: Landsknecht
This is a replacement for the pikeman, which, maybe not surprisingly, is a unit I don't build very much. The Landsknecht is exactly the same as the Pikeman in that it requires Engineering and a source of iron and gets a 100% bonus against mounted units. But the Landsknecht also gets a 100% bonus against melee units. Unfortunately, they get nothing against archery units which is particularly troubling since the longbowman is the only unit of the era we have trouble attacking anyway.
Unique Building: Rathaus
Yay, something good to say about Charlemagne! To go along with his lame traits, starting techs, and unique unit, is what is lovingly referred to as the best unique building in the game. That's more debatable the protective being the worst trait, but the Rathaus is certainly terrific. It's a courthouse that decreases maintenance cost by 75% as opposed to 50%. That might not sound like a big deal, but it is! And it will allow for pretty much unlimited expansion once we get Code of Laws. I'll also admit that the Rathaus does make the Imperialistic trait more appealing since those settlers can be settled guilt-free.
Poll Explanation
I like to think of myself as an aspiring immortal level player. But as ALC 30 can attest to I can still be beaten by a challenging Emperor level map, let alone Immortal maps. The purpose of the ALCs was originally to explore different strategies and try nontraditional gambits in the quest for getting the most out of each leader. I'm worried that I won't be able to do anything that is Charlemagne-esque if I play on Immortal. I'll be catching up on worker techs for the first fifty turns and therefore won't found an early religion. This slow start will also see limited use of Imperialistic as I will likely not be building enough settlers to take advantage of the trait. The Landsknecht comes at what many lovingly refer to as the worst time for warring. And ... well nevermind, the Rathaus is awesome. So I'm interested to hear your feedback and therefore the poll question.
Lower Level Gambits
Settler first. This I might actually do even if we do choose to play at a higher level. Barring double animals or a bunch of deer, worker first will likely just annoy me as I need to research every worker tech myself and my worker will undoubtedly spend a lot of time snoozing. And we're imperialistic. It's true that we start with a scout, but even so, we should be able to fogbust a decent nearby second site and settle it before barbs start entering land (yeah, we're not playing deity just yet).
Founding an early religion.

Landsknecht plus trebuchet rush. This is the one most likely to happen on a low level that won't happen on a high level. The idea is simple. Get all those worker techs we need and then beeline engineering. We then build a bunch of trebs and landsknechts and take cities until the enemies gets too powerful while building rathauses to keep our economy alive.
All others ideas are welcome as well as any comments, questions, or concerns you have about the next ALC which will start in three weeks!