Unlike the other two starting civilization, Babylon and Harappa, which have relatively straightforward goals and a fairly narrow and rigid path to a UHV, Egypt faces a variety of challenges and probably has a variety of paths to victory. I offer this guide for a 1.16 victory as only one such path. UHV Conditions 1. 500 Culture Points by Turn 84. 2. Build the Pyramids, Great Lighthouse, and Great Library by Turn 134. 3. Build 5000 Culture Points by Turn 134. In addition to these three official conditions, you must also survive two Conqueror events, by Greece and Rome, that will occur before Turn 134. Analysis The Culture conditions will be the easiest to meet, and in chasing the second condition you will probably meet the first and third without even bothering about them. But the second condition is a killer, not because it is hard to build those three Wonders—Egypt can churn out Wonders like no one's business—but because you will be racing other civilizations for the tech you need to build them. Greece in particular will start with a tech lead, and they like to chase Navigation and Philosophy, and they like to build the wonders at the ends of those paths. In fact, on that note, let's get it out of the way right up front: How You Will Probably Lose The first sign that things are probably not going to go right for a UHV will come if Babylon builds the Oracle. You will want that Wonder so as to stay reasonably abreast in the tech race, and if Babylon gets it (which they can if they want it) you will be chasing Greece from that much farther back. Your second sign will be if Greece builds the Lighthouse (automatic loss) or the Library (automatic loss). They can build these wonders a dozen turns before you've even researched the prereq tech, even with the best teching you can manage. I've seen Greece build the Lighthouse on Turn 105, which is several turns before I've ever managed to discover Navigation. So there is a non-negligible chance that you will lose simply because the rival civs will decide to race you for your UHV wonders; and if this happens, they will win. Fortunately, this doesn't happen often enough to ruin the game. Basic Strategy As befits Egypt, the way to win the UHV is by building Wonders. Not only the ones you need for the UHV, but lots of others too. You will also need to build an army of War Chariots, both to see off the Nubian Medjays who will pop up in your territory, but also the Egyptian and Roman conquerors. And you must do all the above while maintaining research. To do this, you should Build More Cities Than You May Suspect You Should Egypt can support them, and you will need the commerce for you research and your Great People. I recommend at least three cities, and maybe four. (It's not clear to me that four cities will give you the extra commerce you need by the deadline—in my tests a quartet doesn't start to outperform a trio until close to the deadline to meet the second condition.) I recommend: 1. Niwt-Rst: One tile north of your starting point, this city has access to Cotton, Wheat, Marble, Stone, Incense, Horse, and Camel, plus a hill for mining. (That hill contains Copper, but that is inaccessible until near the end of the UHV game.) With this rich set of resources, plus the Flood Plains to support a large population, Niwt-Rst is a very flexible city that can be developed in a number of ways. This city will also be your main production center, so for most of the game it should monopolize the productive resources: Stone, Marble, Horse, and the mined hill. 2. Ra-Kedet: One tile west of the Nile Wheat, this city can tap the Marble and nearby forests for building, and it can add Fish to Egypt's resources. (Dye too, but that also is a late UHV addition.) You need a port for the Great Lighthouse, and this is a good place to build it. 3. Akhetaten: One tile south of the Stone, this city can access the Gold that is on the Nile as well as Camel and Stone for building. It also sits in the middle of a large number of Flood Plains that can be developed into Cottages or Farms. 4. Pi-Ramesses, which is one tile east of the Wheat, is a tight fit for a city, and it won't grow very large unless you let it access the Wheat and Marble resources as well as some of the Flood Plains, but it can bring otherwise untapped tiles into production, giving a marginal benefit. Wonders * Pyramids: This Wonder is available early, and should be built quickly to forestall its being stolen (instant UHV loss). * Great Sphinx: This Wonder should be available as soon as the Pyramids are built, and you should build it ASAP as well. It is cheap so it won't delay your building anything else useful, and it more than pays for itself by adding Egypt's bountiful food to Wonder builds. It also will help you generate Great Prophets. * Oracle: This is not quite a must-have, but it very nearly is. You will have to beat Babylon to it, so grab it as soon as you can for its two techs (Ceremony and Calendar are the likeliest you will want to grab) and its Great Prophet points. All the above can be built in Niwt-Rst, and they should be the only Wonders built in that city until it's time to build the Great Library. * Great Lighthouse: This is one of the UHV conditions. Build your port city early so that it can grow to be productive enough to build it in a decent amount of time. * Hanging Gardens: This Wonder will add culture points, and if you build it in Ra-Kedet it will help keep the Fish resource in your cultural borders. Moreover, by removing the health effects of Flood Plains, it will help your cities grow larger—a larger population that can be tapped for specialists or can work a greater number of cottages. I suggest keeping it out of Niwt-Rst, however, so that it doesn't lessen your chances of generating a Great Prophet in that city. Techs 1. Masonry: This is the first tech to go for, for the Pyramids and to build Quarries. 2. Divination: Beeline this one so you can try to snag the Oracle. 3. Leverage: Beeline this one to get access to Pastures along the way, and to set up additional techs. 4. Writing: For libraries. 5. Calendar: For plantations and the commerce they generate. 6. Navigation: Beeline it. Greece likes to race along this path for the Great Lighthouse. 7. Philosophy: Beeline it. If you have built the Oracle and Sphinx in Niwt-Rst, you stand a much-better-than-even chance of generating two Great Prophets during the tech race. These can be used to advance quickly along the Philosophy path, so save them rather than settling them. One can be used to research Literature and Priesthood in one swoop, and the other can grab you Philosophy itself. These one-two punches can shave dozens of turns off the research. If you get a Great Engineer instead of a Prophet, you can use him to punch out either the Great Lighthouse or the Great Library. After your Golden Age starts, you will have your choice of techs to research. Riding will allow you to build Stables, which are useful for adding XP to the horse units you will need to fight the Romans. Techs to give you the Copper resource would also be optimal. If you can trade your way to a quick acquisition of Engineering, you might try going for the Flavian Amphitheater, but you are more likely to face off against Rome before that Wonder can start weighing in your favor. Your Military After getting your civilization up and running, it is a good idea to give yourself a strong military. (For Egypt, a strong offense is definitely better than a strong defense, because so much of Egypt's wealth resides in the landscape, and you don't want it pillaged.) Your weapon of choice is the War Chariot. These powerful units are good (though not great) against the barbarian Medjays that will pop up within your borders. These are annoying, but they at least give you adversaries to fight, which will give the surviving units some solid XP. Don't build War Chariots until after you've built Barracks, so that you can immediately upgrade them to Combat I. Then use the XP won in fighting Medjays to acquire Flanking I, which will add a major buff (20%) to a War Chariot's combat strength in the open country, which is what Egypt mostly consists of. Pro tip: Medjays like to spawn on the mind hill, cutting off or pillaging the mine while gaining a good defensive position. Park a unit atop the hill to forestall this. Sometime between Turns 110 and 120 you will be invaded by Greece, which will field some stacks of Companions, Hoplites, and Catapults. The War Chariots are quite good against these, and an army of 8 War Chariots, particularly if most of them have strong promotions, can likely destroy the invaders before they even have a chance to strike at your cities. Winning War Chariots will probably acquire even stronger promotions (continue to accumulate Flanking); you will have to replace lost units. You should also probably build a slightly larger army after seeing off the Greeks—a dozen, maybe—because the Roman Legions are a tougher opponent than the Greek units, and there will be a lot of attrition before you've eliminated them. In most games, seeing off the Conquerors will be sufficient. In some cases, though, the Greeks or Romans may have large armies nearby associated with their other invasions, so don't lower your guard prematurely. City Builds The above are all general reflections on what you will need to win as Egypt. Here are some concrete suggestions for build order in various cities. * Niwt-Rst: Build a Worker first. Then prioritize the Pyramids, Sphinx and Oracle. After that, two Settlers to get at least two more cities going. Then an Obelisk (useful for parking a priest to help hurry Great Prophets) and Barracks. Build at least 2 War Chariots to handle the Medjays that will begin popping up. Then another Settler (if going for four cities) and 5 to 7 more War Chariots. (These can be mixed in with a Library, Archers, Granary, etc., to suit your own sense of what you need.) * Ra-Kedet: Build a Worker first, then a Temple for the culture and a Work Boat for the Fish. Switch to the Great Lighthouse as soon as you can, but in the meantime a mix of Obelisk (culture to protect that Fish), Library, Harbor, and Granary can keep it occupied. There is no need for a Barracks, however. * Akhetaten: Build a Worker first, then a Temple for culture. A mix of Obelisk, Library, and Granary can keep it occupied; additional Workers might not go amiss. * Pi-Ramesses: Anything that will give you additional tiles to work for their commerce. Civics You will want Slavery for its early productive value, but I recommend keeping the other Civics you start with in play. Egypt is productive enough that you can probably get the Wonders without whipping, which otherwise might damage your commerce and research. An early, one-off switch to Manorialism can shave time off building Workers; depending upon your precise strategy, it might be a good civic to leave in place.