Immortal Ironworks beeline

Le Roi Soleil

Warlord
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Sep 16, 2010
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I'll share a strat that has worked quite well for me at immortal level post-patch. I'll add that I have beaten the game on deity a couple of times (science and domination), but that I generally find the necessary strategies at that level so narrow that it takes much of the fun out of the game for me. Immortal is my favored sandbox for playing around with anything other than über-optimized strats, and I have not tested this one on deity.

1) Try hard to settle a hill.

2) Start with two scouts. I don't know why this isn't considered a standard strat. Scouting is hugely, hugely important in the early game, both for ruins and for making early contact with civs and CSs and seeing what the map has given you and planning expansion. And of course upgraded scouts (should you be so lucky) will be your best units until Rifling, at least. The ability to move and shoot through rough terrain is unbelievable, and can make chokepointing large armies in hilly areas an absolute breeze.

3) Go hard after the Great Library. Develop production potential as much as possible (mining) in the early game and beeline Pottery - Writing. If you are lucky enough to pop a ruin which yields you any of Pottery, Mining or Writing early, you're pretty well set. Research Calendar while building the Library, get the GL up and research Philosophy when it completes. Immediately construct the National College. This is all boilerplate stuff.

4) In the meantime, go Liberty. If you're playing France or the Aztecs or are lucky enough to pop one or two culture ruins early, just go straight down the Liberty track and never look back. If not, take the Tradition opener and then go Liberty all the way through.

5) Don't build any early workers. Use your second Liberty policy on a worker and steal one from a nearby city-state that you find useless (like a hostile military CS).

6) Build a force of at least four archers. 5-6 is better if you've got the hammers. Be active with your archers. Build at least one more warrior. Ideal battle groups should be 2-3 archers and a warrior. The meat shields are mainly used for ZOC to protect the archers, and single warrior can realistically support three archers.

7) Settle the best site for a second city you can find using the free Liberty settler. Don't be afraid to move a good distance away from the cap, keeping a battle group near your fledgling city. The reason for this will become clear.

8) Whenever possible, use great people to make great engineers, and use your great engineers to settle hills near the capital with Manufacturies. I've gotten up to three Manufacturies in my capital (one Liberty finisher, one from HS and one hard build), and it was grand.

Here's the important part:

9) Don't immediately spam 2-3 more cities after the Liberty Settler, even if you want to go wide.

This is the point at which my strat differs from the typical Liberty REX. Take a battle group and camp the spot that you really, really want for your third city if you feel you have to. Generally, you'll also have a 4th site that is somewhat protected that you don't need to protect. If any AI comes into your area with a settler...so sorry. Steal yourself a worker and keep the site pristine for your future empire.

Beeline Machinery. You need to work out the timing on this, but ideally your second city should be finishing its workshop just as you're completing machinery. Build the settlers you want in both cities - between one and three, generally - and while they are en-route (send the first ones to the furthest locations), construct the Ironworks in your capital. You have to work out the timing on this, of course, based on how long it will take your settlers to arrive at their sites and how long it will take the Ironworks to get up. If they have to wait a turn or two on-site, that is still generally better than building the Ironworks first, due to transit time. It's a judgment call.

Do not get greedy and try to build all of the OCC national wonders before expansion. You may manage to work one additional National Wonder into the equation on the way to the Ironworks, but you almost certainly won't have the production in your second city to build two. The Ironworks is far, far better than any other early nat wonder (except the National College), and none of the other national wonders are worth delaying your 3rd - Nth cities. +8 Production without eating up any population is easily better than all of the world wonders at the point in the game it becomes available -and it goes up very quickly - only 125 production. The Ironworks is arguably the single most game-changing building in the game if you get it out early. If you can get an early Heroic Epic (the third best Nat Wonder after Ironworks and National College...the others in this era - Circus Maximus and National Bank - are only ok), great, but if not, don't delay expansion to wait for it. The point is that a beeline to Ironworks functions quite well with two cities (the timing with a second city works because the Ironworks comes in a later tech than the workshop, so there is a built-in delay).

10) Get the Ironworks up, get your other cities out, convert your archers to crossbowmen, and proceed to rage. Your later cities will have the advantage of stiff protection from crossbowmen and quicker growth because you'll have already gathered a few workers and will at any rate have the capacity to produce a bunch quickly once Ironworks is up. I've had a capital pushing around 100 hammers/turn in unit production during the Renaissance.

11) I find that the Hanging Gardens should be prioritized in this strat, as the capital ends up being a sort of mini-OCC. Chichen Itza is also very high up on the list, as the production multipliers from Golden Ages dovetail nicely with a production heavy Ironworks/Manufactury strat. Warrior Code and any of the buildings which add a % production bonus (stable, forge and even...cough, the windmill) which can be built in the capital should all be taken. With Warrior Code, a Workshop and a Forge, that +8 production becomes +11.6 when constructing melee units, or roughly the value of a free longswordsman every ten turns.

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This strat obviously works best when you have a bit of room to work with for your 3rd - Nth cities. The second city needs to be aggessively settled to allow enough space for the 3rd, 4th, etc....allowing you to back build, if you will. I'm also not sure how well this would fly on deity. Population ends up being a bit low during the Ironworks beeline, and you risk falling fatally behind on tech at that level. At immortal, I've never had a problem with this, but on Deity it may be more of an issue. On the plus side, because the empire is more mature when you found your 3rd and subsequent cities, they will grow quite quickly. You'll likely already have Civil Service a group of workers and enough gold to buy fat tiles right off the bat. Kind of "Insta-Cities", if you will.

This strat probably works best with civs that have strong late Medieval or early Renaissance era melee or ranged UUs, because your real military production strength will start to shine in this period. That is fortunately a lot of civs. America, China, England, France, Japan and the Ottomans will all find themselves pumping out hordes of UUs with this strat. Civs that have a strong UU replacement for the Knight (Mongolia, Arabia, Siam and Songhai) will probably have problems with the Ironworks beeline interfering with their standard Chivalry beeline, and I don't see this as being an optimal strat for those civs.

I have done it so far with America, China and France, and it worked in all cases, though in two cases I managed to settle a river hill and in the third I had marble and a couple of stone. It is a super-production-capital oriented strat, and if you have the bad luck of a capital with poor production potential, this may not work (though a production poor capital is a major hindrance in pretty much any strat).

Anyway, have at it. If this strat already exists, my apologies, but I haven't seen anything on it yet. Sorry for the book.
 
I play a strategy very, very similar to what you are describing here, on Immortal too. #1-8 sound pretty much exactly how I play most games. I started doing 2 scouts with Spain only but now I almost always build 2...knowledge is power and generally your scouts will find enough ruins, CSes, NWs, trading partners, etc. to justify their cost.

I agree with your points on city positioning (settling small, aggressively forward) and backfilling later. Works particularly well with a peninsula start...can be a pain if you have aggressive AIs and a center start.

However, I have never beelined Machinery. In fact, I tend to take that tech quite late. I'll have to try the Ironworks angle.

I could see this being awesome with China (CKNs) or Babylon (fast teching, bowmen) in particular.
 
Nice guide!

How does your science hold up while going for Ironworks, especially considering you're getting Education later than most? I'm assuming this is a Domination-oriented strategy, but it might be useful in other victory types too.
 
Settling manufacturies on hills seems a waste of hammers.
you lose 2 hammers in the end, give a choice of settling it on grassland instead.

The usual 'sheep are the best location' point applies, I guess, due to a stable being able to still add a point of production there.
 
I am assuming you are skipping out on the ND / PT and other wonders allowing your targets to build them for you?
 
Manufactories on hills are a bad idea, since you're forgoing a potential mine. Basically the GE will only give you +2 production instead of +4 if you settle on flatland (food considerations aside, but you can get food in abundance with the new aristocracy and HG, as well as maritimes).
 
Manufactories on hills are a bad idea, since you're forgoing a potential mine. Basically the GE will only give you +2 production instead of +4 if you settle on flatland (food considerations aside, but you can get food in abundance with the new aristocracy and HG, as well as maritimes).

I agree, unless there is a sheep on said hill.
 
Manufactories on hills are a bad idea, since you're forgoing a potential mine. Basically the GE will only give you +2 production instead of +4 if you settle on flatland (food considerations aside, but you can get food in abundance with the new aristocracy and HG, as well as maritimes).

i'm not sure how you're getting +2 instead of +4, manufactory is always 3 production greater than mine. anyway, the optimal place for a manufactory is a tile you'd be working anyway that benefits the least from a standard improvement, and in that vein sheep, bananas or non riverside wheat are the best options for gp improvements, as their standard improvements are only +1 food until fertilizer. cows or deer are a decent choice after those, though be careful with the deer, noting the forest tile will go away possibly changing the base (ie a tundra forest deer is a bad choice)


on topic of the op, i haven't read it all but you'll finish the liberty tree much later by opening with tradition instead of plowing straight through. the +3 culture per turn doesn't add up with exponentially increasing costs.
 
i'm not sure how you're getting +2 instead of +4, manufactory is always 3 production greater than mine. anyway, the optimal place for a manufactory is a tile you'd be working anyway that benefits the least from a standard improvement, and in that vein sheep, bananas or non riverside wheat are the best options for gp improvements, as their standard improvements are only +1 food until fertilizer. cows or deer are a decent choice after those, though be careful with the deer, noting the forest tile will go away possibly changing the base (ie a tundra forest deer is a bad choice)

By default, the 'best' location is a stable or granary based tile, since you can get those buildings to give you the bonus on that tile anyways.

for the hills, you are technically giving up 2 hammers (mine + chemistry) to get the manuf. So a straight hill isn't a good idea. (snow hills aside)

I'd never drop one on deer though. +1 food from a granary, +1 prod from a camp and +1g from Economics. It's the 'all around' decent tile. Even on a hill, chopping the forest still leaves you at +2 food, +3 hammers +1 gold. (trading 1 food for 1 hammer is sometimes ok)
 
for the hills, you are technically giving up 2 hammers (mine + chemistry) to get the manuf. So a straight hill isn't a good idea. (snow hills aside)

I'd never drop one on deer though. +1 food from a granary, +1 prod from a camp and +1g from Economics. It's the 'all around' decent tile. Even on a hill, chopping the forest still leaves you at +2 food, +3 hammers +1 gold. (trading 1 food for 1 hammer is sometimes ok)

i wasn't contending the worth of putting it on a hill, just his math; the manufactory is still +3 vs mine.

the deer still gets the +1 food from granary even with a manufactory on it, so you're only missing out on 1 hammer by plopping manufactory. it can be a very good play, especially if the rush chop of a forest is useful and you don't yet have a camp built. the rare deer on a forested hill ends up at 2 food, 7 hammers with chemistry - one of the best possible tiles for placement. you only miss out on the 1 gold / 1 production which really isn't too significant.
 
B
for the hills, you are technically giving up 2 hammers (mine + chemistry) to get the manuf.

That's not really valid because you're comparing possible future hammers with current hammers. The manufactury gives you more hammers now. Whether that is worth it is debatable, but you cannot decide simply on what the tile might otherwise be yielding a hundred turns from when the decision is made.
 
I only play mltiplayer. SO I allways have to deal with the startinglocation I get. If it s a good one (good production, forrest to chop etc) that is when I m sure I have a very big chanse of getting GL first I follow the steps 1-7 (but only one scout, usually no ruins used in MP)

The GE s I think is way better used to get the wonders you want. If u try to hardbuild them you will most surely lose out on them in MP. For example I will allways take 10 happines before a few extra hammers.

Also in the long run (depending on number of lux) 4-5 cities right after nat.college gives higher production when hitting crossbows, also economicly allowing more of them at the point.

remember in MP you can use any trading tricks to get money from AI for upgrade. you simply have to build an economy that can handle the upkeep and upgrades unitl you get money from concuest.
 
Nice guide!

How does your science hold up while going for Ironworks, especially considering you're getting Education later than most? I'm assuming this is a Domination-oriented strategy, but it might be useful in other victory types too.

It is definitely a domination-oriented strategy, though I believe it would be useful in just about every victory condition.

Science holds up just fine. The Machinery beeline here is only slightly longer than a standard Chivalry beeline for the civs with Knight UUs, and those civs are able to get to education and the wonders there just fine. In the game I'm playing currently with this strat, Paris has built both the IT and ND.

I should mention that one of the benefits of this strat that I didn't describe in the opening post is that in the "waiting phase" between settling a 2nd city and getting up the Ironworks, you have more time for wonder spam in the capital because your military needs are reduced by only having to defend two cities. I am consistently able to get up the Hanging Gardens and Chichen Itza in the capital during this waiting phase. The Gardens helps with population and by extension science, though you're still going to be a bit behind where you would have been with a normal REX strategy. I generally go straight from Machinery to Education and hard build the IT, often helped by a sequence pair of extended golden ages (one natural, one from the first GG and one from Representation - which I get more benefit from by settling 3rd - Nth cities later).

Scientifically, I find that I am able to stay slightly ahead of the AI into the Renaissance, and then I begin to pull majorly ahead once I start knocking over cities and creating a puppet empire. Good city placement for the 2nd - Nth cities also helps. I tend to prioritize mountains. Have to be careful about who you sign RAs with, though, because getting aggressive after putting up the Ironworks can make things turn sour. I generally try hard to get caravels out after researching Education (I take astronomy after building the IT as my first tech in the Renaissance) as soon as possible if I'm not playing on Pangaea in order to find reliable mid-term trading partners. The observatories help make up some lagging tech, as well. I tend to like playing on continents, so that's normally my strat. More generally, my tech priorities look like:

...Writing, Philosophy, blah, blah
1) Civil Service
2) Machinery
2) Education
3) Astronomy

Iron Working and Metal Casting are researched on the way (need workshops first for an Ironworks, and the Swordsman is necessary to stay alive), and Civil Service, as well. My armies end up looking like the old Roman legions: not knowing what the hell to do with a horse. Essentially, I am completely ignoring the Horseback Riding - Currency - Chivalry progression until quite late.

Specific policy progression generally looks like this:
1) Liberty opener
2) Citizenship
3) Collective Rule
4) Representation
5) Republic
6) Meritocracy

I generally go Honor after than until entering the Renaissance and opening Rationalism.

Going Collective Rule before Representation makes sense here even if you're culture rich because you'll have Representation done before founding your 3rd city, and the extra turns of growth in your 2nd city will speed up the strat quite a bit. Representation in this strat generally comes right when you need it and are in the "wonder spam in the meantime" mode on the way to machinery. If you time it right, you'll have already built the Chichen Itza.
 
All of that sounded gold. Will try!

Even the controversial "manufacturies on hills" ploy sounds ok because it gets you more production early, and a heavy specialist strat in the late game will reduce the need for regular improved tiles.
 
3) Go hard after the Great Library. Develop production potential as much as possible (mining) in the early game and beeline Pottery - Writing. If you are lucky enough to pop a ruin which yields you any of Pottery, Mining or Writing early, you're pretty well set. Research Calendar while building the Library, get the GL up and research Philosophy when it completes. Immediately construct the National College. This is all boilerplate stuff.

I'm calling BS on this. There is no way you can get Great Library on any Immortal map. Hell, I've just tried with Egypt on 5 different maps, including some super awesome start locations and I only get 4-5 turns into building it before I hear the "bah" a civilization has built the Great Library sound. Unless you're hacking source code, I don't see this happening post patch.

The other tips are great. But I'm deeply suspicious of this claim. Sure you weren't playing Emperor?
 
I'm calling BS on this. There is no way you can get Great Library on any Immortal map. Hell, I've just tried with Egypt on 5 different maps, including some super awesome start locations and I only get 4-5 turns into building it before I hear the "bah" a civilization has built the Great Library sound. Unless you're hacking source code, I don't see this happening post patch.

The other tips are great. But I'm deeply suspicious of this claim. Sure you weren't playing Emperor?

I can get it consistently on Deity in starts that have 6 forests. (for the chop) ~turn 32.

All you need to do is meet enough civs to drop the tech costs down to allow Mining to finish earlier. (after a Pottery/Writing start) And of course build a worker, steal a worker (CS) and use Liberty. (faster worker+free worker)

It's fairly easy in the correct locations, but near impossible in low production locations.
 
I'm calling BS on this. There is no way you can get Great Library on any Immortal map. Hell, I've just tried with Egypt on 5 different maps, including some super awesome start locations and I only get 4-5 turns into building it before I hear the "bah" a civilization has built the Great Library sound. Unless you're hacking source code, I don't see this happening post patch.

The other tips are great. But I'm deeply suspicious of this claim. Sure you weren't playing Emperor?

I can get the GL 1/2 the time I go for it. It is best when there is a Forested Dye or Spice since I am going to cut them anyways.

Only way to get the GL is to tech Pottery --> writing and then build GL

Production is Scout --> monument --> granary until writing then GL.

Skipping the scout going monument --> granary on smaller landmasses.

At 4 population switch your capitol to production focus, then Locking in food for additional growth.
 
anyway, the optimal place for a manufactory is a tile you'd be working anyway that benefits the least from a standard improvement, and in that vein sheep, bananas or non riverside wheat are the best options for gp improvements, as their standard improvements are only +1 food until fertilizer. cows or deer are a decent choice after those, though be careful with the deer, noting the forest tile will go away possibly changing the base (ie a tundra forest deer is a bad choice)

I hadn't considered Deer; the insta-chop has possibilities, especially when you land the Hill tile. Bananas seem like a poor choice to me since they yield +2:c5science: once the Uni goes up - that's an awful lot to give away.
 
I'm calling BS on this. There is no way you can get Great Library on any Immortal map. Hell, I've just tried with Egypt on 5 different maps, including some super awesome start locations and I only get 4-5 turns into building it before I hear the "bah" a civilization has built the Great Library sound. Unless you're hacking source code, I don't see this happening post patch.

The other tips are great. But I'm deeply suspicious of this claim. Sure you weren't playing Emperor?

That hasn't been the case for me. I regularly get the GL on Immortal and I always play Standard size, Normal speed. In fact, I have often gotten it in the 80s on Immortal after getting 4 cities up and going. If I want to go early expansion and it is still sitting out there after my good city sites are up, I will take a shot at it.

I just completed a game where I tried out the strategy in this thread and got it at turn 36. My build order was scout->scout->monument->GL and I bought a granary as soon as I had the cash together because I had deer and wheat. Tech order was Pottery->Writing->Mining and I used the free worker to chop 1 forest during the build.

This strat worked very well for me in Immortal with the Ottomans. I remember using the free GE from Meritocracy for a manufactory back a few patches ago and staying with a single city, Herioc epic start. It felt similar to this.

A description of the game:

Spoiler :

Although Ottomans are rated as one of the weekest civs, Janissaries are my favorite UU. I felt like I was falling behind in land and tech using this strat. And I wasn't able to get the warrior, 3 archer, settler groups out to good city spots on a continents map. I only had one additional city spot picked out that I got to keep and it wasn't all that great. It didn't feel like this strategy was working out for me...

I completed the HG at turn 70 and I think it makes a huge difference. The good thing is that you are going down that tech path anyway (unusual for me). It also made it to where I could really work all production tiles. Growing so much, it seems like I didn't really even need the 3rd city - I was going to have happiness issues. At 82, I completed the Oracle (and Liberty) and plopped down my 1st GE.

The Ironworks came in soon and production was through the roof. A cool thing was that I went Physics, Steel, and then the GS popped right around that time to get me Gunpowder for the Janissaries. I had gone Barracks -> HE -> Armory in the capital and began to pump out Heroic Janissaries (3 turns each) that would immediately roll most of my continent. The war I had been in with Monty (which already turned to my advantage when I got crossbowmen) ended quickly once I got those going. Great Wall be damned. That bulb also put me first to the renaissance - so tech seemed to keep up pretty well with the HG and early Natl' College in place.

After completing an army of 5 Js to go with my xbows, I went for some other wonders. HS at turn 124 (another GE!), CI at 147 (from my 2nd city), PT at 143, ND at 152. I used the PT GS for Astronomy and sent my entire army over to the 2nd continent to begin kicking butt over there. Rifling was a priority, but first I spewed out 8 more Heroic Js to finish my own continent. They would sail over as soon as they were done.

I finished a 213 domination victory and only reached infantry just before the last war. Infantry was really overkill, though. Napoleon and Alex were the beasts on that side and had already been dealt with. I think the victory may have been quicker, but Napoleon was big and stalled me out with Musketeers soon after I made it over with my initial army. I had to take a peace deal until I could get to rifles.
 
@Mark: If you turn the ruins off, things will improve noticeably. AIs start with Pottery, hut luck Writing and start the GL immediately. You can't compete with that.

MadDjinn's approach will always work with the ruins off and will usually work with the ruins on even at Deity.
 
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