mingming99
Chieftain
- Joined
- Nov 18, 2019
- Messages
- 10
This guide involves some luck but the end result will see you finish UHV and propel the Brits to a humongous research lead with 5-10k beakers per turn as well as world dominance.
tl;dr, the key points are early conquest of Italy + free workers via slavery, then focus on research via republic + San Marco + switch to protestantism > Oxford, meanwhile settling scientists/merchants in capitol
1. start. capitol - Southampton 1SW of spawn. Newcastle 1N of deer. Inverness on fur. Dublin.
2. civs - switch to republic, vassalage and slavery on spawn. we will keep republic long-term, this is our core strategy to rely on specialists settlement in Southampton with a view to build +science +commerce national/world wonders to make the capitol a powerhouse. We will be founding protestantism and thus building its shrine here as well. Slavery will help us capture early workers. Vassalage is for happiness early while you build up colloseums, after that we will be building libraries/markets and thus switching to citizenship. As we pump out more specialists and settle them all in Southampton, the city will be able to support itself for food on fewer tiles, giving you room to settle Plymouth and some place 1NE of spawn for additional core population > additional stability.
3. Early units - put four crossbows into 2 galleys, use 3rd to ferrying units to/from Ireland. wait until France is war'able, (luck involved) and drop in on unprotected workers. Ferry workers back. First order of building in all 4 cities will be militia (cheap and good enough). I'd build a scout in Southampton as well and send to explore. more on this later.
4. next goal is to invade Italy and take Rome. Greece/Balkans is an alternative. You are aiming for cities that will pump out workers/settlers and (with big luck) great people. Look for the great library. Mandatory spawn of Italy in 1166 makes Italian conquest less fruitful as you lose the most productive part. Nonetheless, Italy also has good luxury resources to keep England happy before you build up/invade the Americas.
5. Back home, our goal is to have as many scientists/merchants as possible while keeping high pop and happy cities. Build up colloseums first, then switch to citizenship as you build up libraries and markets.
6. Research. occasionally Catholicism is not founded. If so, beeline for Doctrine and pump out a priest, shrine income early is worth it. Beyond this, research is aimed first at two wonders. Beeline for Patronage first to build Santa Maria in Southampton (for MORE specialists). This is easier if you make friends and get marble from [most likely] Arabs / Turks. (I will discuss scouting in more detail later). Next tech is banking, you desperately need San Marco Basilica to amplify your gold income. Timing wise you will build it roughly around the time of popping conquerors in Americas, which will support those units nicely and avoid a hit to research.
7. Scouting - 1 worker from France + 1 scout. Ideally you want to get through Balkans > Anatolia > Middle East > Persia > India > China for maximal access to tech trade. Give away techs if needed for relations. It's worth it. Korea often has good techs. Scout should go north via Russia (give them scholarship) > central asia > Turks > China.
8. You might be wondering - how will I defend from Vikings with militia. You won't. If Vikings attach - load back and (you should have friendly relation) ask for 1gold coin as a friend. That should auto-declare peace treaty for 10 turns. Rinse and repeat. If you frown upon loading auto turns, so be it. Sometimes they don't attack.
9. Timing ~ 1200s. You've pumped what you could out of your conquests in Italy/Greece, Italians/Ottomans are spawning, it's time to GTFO. You should be discovering optics and turning one galley into caravel early 1200s. Don't be too eager to send it to Americas, conquerors won't spawn within 10 turns of Aztec spawn. Can send it via Argentina/Chile around globe for +1 movement. You have built San Marco and Santa Maria, you've settled a few scientists into Southampton already. Your research is hitting 200, you are pulling ahead of everyone else. After optics, you're left with a choice - do I go for exploration to accelerate colonization, or do I beeline for Academia for protestantism (convert to it > instant +20 shrine) and build my Oxford and +2 happiness in all cities wonder. I'd go for the latter, both protentast wonders are a MUST. You will be begging for extra happiness when the # of cities goes up. +1 beaker to all specialists will obviously be a cornerstone of our research excellence. Not getting protestantism isn't the end of the world, but Germany is likely to beat you to one of the wonders, so beware. Popping a great engineer will require early forge and some luck, but will make life much easier.
10. Conquerors. Late 1200s. If Maya are still alive you are in luck, otherwise conquer Aztecs (will pop workers and settlers for NA colonies here). Delete native units after you're done (upkeep). Keep knights above all to fight dog warriors. Take central America as it's historical and gives passage via Panama canal to 'straya. With Incas, try to pop conquerors as far North as possible. Do not conquer, peace out ASAP, keep units in Colombia. Keep three land units for city guards to our 3 Northern South America cities. All the excess units will be useful for a variety of purposes - city guards in NA or Carribean, or even (more on this later) - early conquest of Egypt.
11. Early colonization. You are popping settlers and workers back home. You have switched back to manoralism after you got those French workers. around 1400 you've converted your galleys to galleons and sent a bunch of settlers and workers our. Hit Northern coast of SA. Georgetown 1SE of pearls. Fort Willoughby on sugar. Road Town in Carribean. Mobile in NA. be prepared to settle Oklahoma 2N of deer as Frenchies love settling New Orleans and screwing your roadworks (no open borders cz they hate you for taking those workers). DO NOT settle Canada/East coast. Too much wood cutting, no luxury resources, constant barbs/natives spawn - not worth your time. For UHV, we will end up settling the Midwest, Canadian prairies and Vancouver.
12. Next target - South Africa. Winburg 1S of cows, Cape Town, East London. will need some units to def against impis. good luxury resources. South Africa will help us settle Australia and East Indies later, put effort into developing Winburg. Long term you aim to take Zimbabwe and branch up with Egypt via Mombasa.
13. Remember those extra conquerors? if Egypt is weak/independent and you haven't squandered the units, send them to Egypt via [friendly] Morocco. Good luxuries, and what the hell - you can afford it. Otherwise units will always come in handy in NA/Africa.
14. With # of cities growing, research is getting out of control. You are keeping cities happy w luxury resources. Beelining for economics and start building research company. Meanwhile - beeline for Replaceable Parts (riflemen / big boy cannons). It's a longer wait, but believe me it's worth it. Somewhere ~1550 you pop conquest armies in India. They will absolutely roll through India/Mughals/Chola. luxuries there will keep your expanding empire happy. Your beaker rate is passing 1000. Hitting techs UHV goal is almost automatic. Go on to settle requires territories (don't settle in period close to / before Indian conquerors as pop will be slashed) - those settlers you kept idle in Australia, NZ, maybe even Brunei. You are expanding into midwest and Canada (keep WEST of Mississippi or Americans will pop them on spawn).
15. Make some ships or w/e, that UHV goal should be easy. Dry docks help. I never bother with this goal tbh, just attack whoever. You could do a sneaky by making privateers and starving Europe/China/whoever. With how far ahead you are it should be a walk in the park.
16. Looking into the future, your main problem will be that your hammers don't match your research and you don't have enough of them to pop wonders. Resolve early on to focus on trying for Great Engineers. Keep them. Use them to pop Industrial wonders that create free buildings in every city - Westminster, Brooklyn Bridge, the one with free sewers. Makes a biiiig difference.
17. It's 1800s, you are dominating. UHVs are met. If you have the extra stability (did you forget to found more cities in your core? Southampton should be approaching size 30) and happiness (not too hard with control of India/Egypt/South Africa/Carribean) - go and conquer Burma and South China. You can even pop the Forbidden Palace for the upkeep.
18. Research - time to switch gears and beeline for civic-related techs. Your aim to switch to egalitarianism, republic, central planning (all those engineers..), constitution and isolation. more and more and more specialists with bonuses on each one. Into 1900s, you are hitting 5-6-8k research, going into space and making modern armor vs (at best) riflemen in Europe and Russia. The world is your oyster, you can subdue America/Canada, you can subdue Russia, colonize Africa to maximal extent, colonize SEAsia/Indonesia, Oceania, China. You can win a domination victory. Don't forget to build the internet for (you guessed it) - more specialist bonus.
Afterword. England's unique (overbuffed) core + unique power make it a ridiculous civ. Greece could do this early on, but around 1500 they fall off due to stability issues, tech modifier, lack of land to expand into. Russia and America tend to be more land-based (farms, etc) and cannot tolerate republic due to cost to production on towns/farms.
thanks for reading
tl;dr, the key points are early conquest of Italy + free workers via slavery, then focus on research via republic + San Marco + switch to protestantism > Oxford, meanwhile settling scientists/merchants in capitol
1. start. capitol - Southampton 1SW of spawn. Newcastle 1N of deer. Inverness on fur. Dublin.
2. civs - switch to republic, vassalage and slavery on spawn. we will keep republic long-term, this is our core strategy to rely on specialists settlement in Southampton with a view to build +science +commerce national/world wonders to make the capitol a powerhouse. We will be founding protestantism and thus building its shrine here as well. Slavery will help us capture early workers. Vassalage is for happiness early while you build up colloseums, after that we will be building libraries/markets and thus switching to citizenship. As we pump out more specialists and settle them all in Southampton, the city will be able to support itself for food on fewer tiles, giving you room to settle Plymouth and some place 1NE of spawn for additional core population > additional stability.
3. Early units - put four crossbows into 2 galleys, use 3rd to ferrying units to/from Ireland. wait until France is war'able, (luck involved) and drop in on unprotected workers. Ferry workers back. First order of building in all 4 cities will be militia (cheap and good enough). I'd build a scout in Southampton as well and send to explore. more on this later.
4. next goal is to invade Italy and take Rome. Greece/Balkans is an alternative. You are aiming for cities that will pump out workers/settlers and (with big luck) great people. Look for the great library. Mandatory spawn of Italy in 1166 makes Italian conquest less fruitful as you lose the most productive part. Nonetheless, Italy also has good luxury resources to keep England happy before you build up/invade the Americas.
5. Back home, our goal is to have as many scientists/merchants as possible while keeping high pop and happy cities. Build up colloseums first, then switch to citizenship as you build up libraries and markets.
6. Research. occasionally Catholicism is not founded. If so, beeline for Doctrine and pump out a priest, shrine income early is worth it. Beyond this, research is aimed first at two wonders. Beeline for Patronage first to build Santa Maria in Southampton (for MORE specialists). This is easier if you make friends and get marble from [most likely] Arabs / Turks. (I will discuss scouting in more detail later). Next tech is banking, you desperately need San Marco Basilica to amplify your gold income. Timing wise you will build it roughly around the time of popping conquerors in Americas, which will support those units nicely and avoid a hit to research.
7. Scouting - 1 worker from France + 1 scout. Ideally you want to get through Balkans > Anatolia > Middle East > Persia > India > China for maximal access to tech trade. Give away techs if needed for relations. It's worth it. Korea often has good techs. Scout should go north via Russia (give them scholarship) > central asia > Turks > China.
8. You might be wondering - how will I defend from Vikings with militia. You won't. If Vikings attach - load back and (you should have friendly relation) ask for 1gold coin as a friend. That should auto-declare peace treaty for 10 turns. Rinse and repeat. If you frown upon loading auto turns, so be it. Sometimes they don't attack.
9. Timing ~ 1200s. You've pumped what you could out of your conquests in Italy/Greece, Italians/Ottomans are spawning, it's time to GTFO. You should be discovering optics and turning one galley into caravel early 1200s. Don't be too eager to send it to Americas, conquerors won't spawn within 10 turns of Aztec spawn. Can send it via Argentina/Chile around globe for +1 movement. You have built San Marco and Santa Maria, you've settled a few scientists into Southampton already. Your research is hitting 200, you are pulling ahead of everyone else. After optics, you're left with a choice - do I go for exploration to accelerate colonization, or do I beeline for Academia for protestantism (convert to it > instant +20 shrine) and build my Oxford and +2 happiness in all cities wonder. I'd go for the latter, both protentast wonders are a MUST. You will be begging for extra happiness when the # of cities goes up. +1 beaker to all specialists will obviously be a cornerstone of our research excellence. Not getting protestantism isn't the end of the world, but Germany is likely to beat you to one of the wonders, so beware. Popping a great engineer will require early forge and some luck, but will make life much easier.
10. Conquerors. Late 1200s. If Maya are still alive you are in luck, otherwise conquer Aztecs (will pop workers and settlers for NA colonies here). Delete native units after you're done (upkeep). Keep knights above all to fight dog warriors. Take central America as it's historical and gives passage via Panama canal to 'straya. With Incas, try to pop conquerors as far North as possible. Do not conquer, peace out ASAP, keep units in Colombia. Keep three land units for city guards to our 3 Northern South America cities. All the excess units will be useful for a variety of purposes - city guards in NA or Carribean, or even (more on this later) - early conquest of Egypt.
11. Early colonization. You are popping settlers and workers back home. You have switched back to manoralism after you got those French workers. around 1400 you've converted your galleys to galleons and sent a bunch of settlers and workers our. Hit Northern coast of SA. Georgetown 1SE of pearls. Fort Willoughby on sugar. Road Town in Carribean. Mobile in NA. be prepared to settle Oklahoma 2N of deer as Frenchies love settling New Orleans and screwing your roadworks (no open borders cz they hate you for taking those workers). DO NOT settle Canada/East coast. Too much wood cutting, no luxury resources, constant barbs/natives spawn - not worth your time. For UHV, we will end up settling the Midwest, Canadian prairies and Vancouver.
12. Next target - South Africa. Winburg 1S of cows, Cape Town, East London. will need some units to def against impis. good luxury resources. South Africa will help us settle Australia and East Indies later, put effort into developing Winburg. Long term you aim to take Zimbabwe and branch up with Egypt via Mombasa.
13. Remember those extra conquerors? if Egypt is weak/independent and you haven't squandered the units, send them to Egypt via [friendly] Morocco. Good luxuries, and what the hell - you can afford it. Otherwise units will always come in handy in NA/Africa.
14. With # of cities growing, research is getting out of control. You are keeping cities happy w luxury resources. Beelining for economics and start building research company. Meanwhile - beeline for Replaceable Parts (riflemen / big boy cannons). It's a longer wait, but believe me it's worth it. Somewhere ~1550 you pop conquest armies in India. They will absolutely roll through India/Mughals/Chola. luxuries there will keep your expanding empire happy. Your beaker rate is passing 1000. Hitting techs UHV goal is almost automatic. Go on to settle requires territories (don't settle in period close to / before Indian conquerors as pop will be slashed) - those settlers you kept idle in Australia, NZ, maybe even Brunei. You are expanding into midwest and Canada (keep WEST of Mississippi or Americans will pop them on spawn).
15. Make some ships or w/e, that UHV goal should be easy. Dry docks help. I never bother with this goal tbh, just attack whoever. You could do a sneaky by making privateers and starving Europe/China/whoever. With how far ahead you are it should be a walk in the park.
16. Looking into the future, your main problem will be that your hammers don't match your research and you don't have enough of them to pop wonders. Resolve early on to focus on trying for Great Engineers. Keep them. Use them to pop Industrial wonders that create free buildings in every city - Westminster, Brooklyn Bridge, the one with free sewers. Makes a biiiig difference.
17. It's 1800s, you are dominating. UHVs are met. If you have the extra stability (did you forget to found more cities in your core? Southampton should be approaching size 30) and happiness (not too hard with control of India/Egypt/South Africa/Carribean) - go and conquer Burma and South China. You can even pop the Forbidden Palace for the upkeep.
18. Research - time to switch gears and beeline for civic-related techs. Your aim to switch to egalitarianism, republic, central planning (all those engineers..), constitution and isolation. more and more and more specialists with bonuses on each one. Into 1900s, you are hitting 5-6-8k research, going into space and making modern armor vs (at best) riflemen in Europe and Russia. The world is your oyster, you can subdue America/Canada, you can subdue Russia, colonize Africa to maximal extent, colonize SEAsia/Indonesia, Oceania, China. You can win a domination victory. Don't forget to build the internet for (you guessed it) - more specialist bonus.
Afterword. England's unique (overbuffed) core + unique power make it a ridiculous civ. Greece could do this early on, but around 1500 they fall off due to stability issues, tech modifier, lack of land to expand into. Russia and America tend to be more land-based (farms, etc) and cannot tolerate republic due to cost to production on towns/farms.
thanks for reading