7OTM10 (Oct 2025) - Completion of Age of Antiquity Spoiler Thread

Eyswein

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At the top of your post please post the following:
- Map Played (Turns or Score)
- Turns = Number of Turns (for Turn Game) or Score = Score (for Score Game)
- For score game, include screenshot of your End of Era Age Progress


A few questions to consider:
- How did the new patch impact your play?
- What was your plan for moving toward the victory condition? What are the major steps you planned to take? What events, if any, changed the plan in execution and to what new plan? Any interesting decision points?
- Did you settle in place or move?
- What were your initial 5-10 builds in the capital and/or other early cities?

- Early order for technology/civics? What did you later prioritize for technology/civics?
- How did the leader bonus and civ unique ability impact your plan/play, if at all?
- How many cities/towns did you settle and/or capture? Where did you settle your first few towns? What was your mix of towns vs cities?
- What were key production/purchase focuses?
- Pantheon chosen and why?
- What government did you select? Which bonus did you choose most and why?
- Other good info we didn't think to ask?
- How did you focus your use of influence for diplomacy?
- Any surprises/frustration/elations you ran into, how did you deal with it?

- Did you enjoy this Age?
 
Turn 113 finish.

Dove right in this GOTM with the new patch, learning about all the changes along the play. The resource bonus changes and IP changes are quite significant. All building become more expensive and no more stacked gold discount, so hammer becomes even more important.

Settled 5 cities, captured 2 Egyptian cities. Used diplomatic bonus to befriend all but 2 IPs, had 4 cities at the end. Capital settled in place for fresh water bonus, 2nd town grabbed the 3 gold spot, 3rd town grabbed silver and 2 fur spot to the East, then 4th town Sparta grabbed the natural wonder spot with Gysium and valcano bonuses. Had a long war with Egypt, she DOWed on me. Allied Charle. Was able to get decent culture going with all the policies and UQs, also economy was decent with all the gold resources. The IP bonuse were significantly nerfed so was not much impact, except for the exploration IP that gave +4 food to food buildings which was huge. Got full Econ legacy points, 2 science, 2 military, 1 cuture. AI beat me to most of the wonders, some by just 1 turn. Egypt only has 1 city left, can wipe her in the next age. I did not really plan much here, could have ended earlier if I put more resource into Military and get 3 LPs.

Spoiler Turn 113 :

GOTM10_Ant_turn_113.jpg

 
Turn 103

This was my first try with the new patch, and things didn't go that well. I'm not sure, if it's because of my strategy after the new patch or mainly just because my war with Hatshepsut went really bad. I started the formal war in T60 with 2 full army commanders, but I probably should have waited until I had upgraded the units after researching Bronze Working in T63. I couldn't conquer the first city at the start of the war and I had to retreat to upgrade the units. And when I went back again, Hatshepsut had built walls in all 3 settlements and I lacked siege units. So the frustrating war ended up taking 40 turns, and it took focus from wonders, culture, science and generally getting ready for Exploration. Harriet had a pretty strong age and she tried to denounce me 3 times during my war, and I felt I had to use to influence to Reject as I couldn't handle a war against 3 opponents.

I ended up with 3 cities and 5 towns and 4 city states. Don't know if that was optimal in the new patch. Also I didn't buy warehouse buildings in my towns because of the price without discount from gold. That was one of the biggest changes in my strategy after the new patch. Don't know if that was a mistake too.

I'm looking forward to reading about other players games and propably better post-patch strategies.

Legacy Paths:
Culture: 0/3 (only build Terracotta Army as several other wonders annoyingly was finished by others a few turns before me. Waset has build the Colossus and I thought it counted as "my" wonder when I conquered the city, but it didn't. Did that change, or have conquered wonders never counted?)
Military: 3/3 (4 settled, 4 conquered)
Science: 1/3 (lacked 1 codex for the second milestone)
Economy: 2/3 (lacked 5 ressources - that shuold have been possible, if I had conquered cities much sooner as planned)

Playthrough:
T2: Settle NE for tundra bonus (not sure that was smart wasting a turn and getting happiness penalty)
T12: Meet Hatshepsut
T26: Settle 2nd settlement - Argos (SE of Longcheng by 3 gold)
T31: Meet Harriet
T33: Settle 3rd settlement - Olympia (W of Gungnae by 2 wool)
T38: Denounced by Hatshepsut
T39: Meet Charlemagne
T50: Convert Argos to city
T52: Settle 4th settlement - Korinthos (E of Waset by Valley of Flowers)
T60: Declare formal war against Hatshepsut and her ally Charlamagne joined
T90: Conquer Waset
T92: Charlemagne peace deal - get 1 town (Ostia)
T95: Conquer Behdet
T100: Conquer Gebtu and eliminate Hatshepsut and finishing military LP. Age at 99%

Build order (turns in brackets):
Scout (3), Scout (8), Brickyard (14), Hoplite (17), Settler (20), Slinger (21), Settler (25), Granary (27), Slinger (29), Altar (34), Monument (38), Sawpit (40), Settler (40), Hoplite (41), Slinger (42), Library (47), Hoplite (48), Slinger (49), Hoplite (50), Army Commander (59)....

Tech:
Pottery (11), Animal Husbandry (19), Masonry (33), Writing (43), Irrigation (50), Bronze Working (63)....

Civics:
Chiefdom (14), Mysticism (23), Discipline (32), Ekklesia (43), Agoge (50), Symmachia (61), Agoge2 (63)....

Government: Classical Republic (culture)

Pantheon: Stone Circle (23)

City States: Gungnae: Achara (37), Teotihuacan: Codex (48), Nukuleka: Aratrum (74), Neapolis: Age of Heroes (92)

Spoiler End of antiquity :
1759649095342.png


Spoiler Legacy Paths :
1759649211169.png
 

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102 turns Antiquity

First screenshot is my initial four-settlement setup, on the turn I got my second city activated. My first expo was that goofy little town to the southwest, which I planted because I had no units and knew it was a spot that would always be safe from barbs. I took the food celebration, and that combined with the early specialized town and the two Fish resources meant that my cities were set for excellent growth. One thing I definitely had going for me in this era was strong production cities.

Spoiler :

T47.png



However, I was very slow to military tech, and I didn’t start warring until probably much later than I should have. I really wanted Hatshesput’s wonder-stuffed capital, but didn’t have the firepower to take it down. The war was looking like a slog, so I took a weak settlement from her in a peace deal when she offered. I then turned to Charlemagne (who had joined in as Hatshesput’s ally), and did the same thing with him.

The two AI settlements combined with an integrated city-state and some over-settling completed the militaristic legacy path. Peace-ing out Charlemagne also let me re-establish a trade route, picking up the Camels I needed to complete the economic path and end the age.

Spoiler :

T102.png



I had three wonders in progress that potentially all could have finished on turn 105, which would have completed the cultural legacy path. There’s potentially an alternative route where I avoid taking on the extra settlement cap and pick up a few nice wonders at the cost of a few extra turns in Antiquity. But there’s no guarantee that one of those wonders wouldn’t have been sniped by a distant lands AI, which would have left me sitting on my hands ‘til turn 110.

I also could have built some more units instead of wasting a bunch of hammers on unfinished wonders. But I wasn’t sure if I was actually going to be able to get a settlement off of Charlemagne, and I decided to hedge and give myself another route to closing the age.
 

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Turns Map
Turns: 92

LPs:
cultural: 0 (Oracle)
militaristic: 3 (9 Settlements, 2 cities + 7 towns, 3 captured + 1 converted IP + 5 founded)
scientific: 2
economic: 2

Technology:
Animal Husbandry - Pottery - Writing - Writing2 - Masonry - Masonry2

Civic:
Discipline - Ekklesia - Mysticism - Ekklesia2
I started with Discipline because there were hostile IPs nearby that I had to fight soon, so I wanted my Army Commander early. Then I focussed on Ekklesia for cheaper IP conversion. I knew that I would not get a good Pantheon after that.

Production:
Scout - Scout - Scout - Sawpit - Settler - Slinger - Settler - Brickyard - Slinger - Slinger - Library

Government:
Oligarchy for the food

Pantheon:
Goddess of Festivals
I did not build a single Altar.

I did some practice runs with the new patch to see how it feels. I found that everything is much more expensive, which rewards focussing on the important stuff. It makes having to buy a unit or accidentally buing an unimportant warehouse building very painful.

I moved my settler one tile to the sout-east to settle on Tundra.

I like building a lot of scouts, because I think it is important to find all the IPs as Greece. But I found 2 hostile IPs very nearby which let me wish I had built some Military Units instead. I found it very hard to decide where to settle the first 2 Settlements. I had my eye on a beautiful tile on Tundra with fresh water, many resources and production, but it was blocked by the Military IP. So I settled on the 2 available spots on Fresh water. One could become a nice City (Thebai), one a mediocre farming town.

Spoiler T 39 - 3 settlements :
Antiquity_3settlements.png


I was happy that Hatshepsut's Capital was so close that my 2 Settlements angered her and I immediately planned for war. She soon denounced me. After defeating the expansionistic IP that Harriet was befriending, I declared war on her on turn 46. I first had to defeat some units she moved to my territory and then attacked Waset with 6 Slingers and 2 Hoplites.

On turn 67 I took Waset, turn 79 her second settlement defeating her. In the meantime, my Capital built the unique quarter and then tried to build the Great Stele, which someone else finished before me.

Spoiler T 67 - Hatshepsut defeated :
Antiquity_HatshepsutDefeated_t79.png


At that point I made a plan how I would end the age:

I had 8 military LPs, which meant I needed 4 more to complete that path. So capturing one settlement and founding/converting 2 new ones would do it. I had war with Charlemagne because he was allied with Hatshepsut. He had Rome and only one other settlement, which he did not want to give me in a peace deal. So I decided to march toward Rome, which did not have any walls. I took a Ballista, 2 Hoplites and 3 Slingers. If everything went perfectly, I would capture it. Or maybe he would see my strength and gift me his other settlement, or found a new town that he would give me.
And even if none of that worked, my military would be in a good spot for next age.

I started converting the IP that was settled on the best spot and building a settler. I bought some units in Thebai to clear the newly spawned hostile IP to settle there. Sadly, that did not work out and I wasted a lot of money. I had built a backup settler and built on a bad spot to the north of Athenai.

Charlemagne had many Legions, but luckily played very badly. I could capture Rome while he had 5 units standing around, then offered a peace deal immediately.

Spoiler T 92 - End :
Antiquity_end.png
 

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106 turns

On abbreviated age and with the balance changes, I was hoping for a 3 mil / 3 econ / 2 cult / 2 sci finish around turn 100. In the end I only got 2/3 econ but eliminated Hatshepsut (3 settlements conquered, 6 settled).

Spoiler :

7otm10_ant.jpg



My early game was similar to GoblinMatron in that I did a 3-scout opening, only to find myself boxed in fairly early by Hatshepsut (who rejected open borders despite our joint scientific and cultural endeavors) and the hostile CS. I also focused my initial influence to take Assur ahead of Harriet.

I picked the culture government and did get further ahead than usual in the culture tree, but not sure that was optimal given how the age unfloded.

I settled my first two towns (Korinthos, Thebai) to block Egypt's northern expansion, then Phokaia in the northeast after taking out the militaristic IP there. For civics I started with Myst (stone circles), then Discipline, then Ekklesia before circling back to the Myst and Discipline masteries, and I think getting the other Greek civics (but not masteries) before Code of Laws.

Both Hatshepsut and Harriet declared on me, but there was almost no fighting with the latter. Taking Waset though was very tedious with the Dur wonder and 4 other walled districts. I just waited on my side of the river and shot down Egypt's units until Bronze Working and The Wheel.

For wonders, I built the Stele, Gate, Oracle and Emile Bell in capital. I finished an amphitheater almost at the end of the age to get a scientific attribute point from the leader quest. I also used the Oracle to get a scientific point, so my attributes are 1 culture, 3 diplo and 2 science at end of age.

In preparation for exploration I built 3 galleys and banked a good amount of influence, though there wasn't enough spare production to prep extra settlers. My 3 cities have the UQ.
 

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100 turns

The plan:
Try to wipe two AIs while getting as many legacy points as possible. Try to develop a big production capital to build a lot of wonders, use the Greek adavantages to befriend IPs and start endeavors, focus on culture to unlock the wonders, plant settlements as early as possible and expand with the idea of declaring war as soon as an army has been built.

The execution:
Finished Antiquity Sunday morning. Settled in place, thinking I was in tundra. I was not in tundra :-). I grabbed the mines on the resources to the north as quickly as possible to get some solid production going. I went Scout - Scout - Hoplite - Sawpit - Settler (bought) - Settler - Hoplite - Slinger - Slinger - Granary - . My first scouts discovered an IP just to the East of my capital, perfect for training my Army Commander. That was the reason my third build was a hoplite and not a scout. I went Discipline then Eklesia, then Agoge and Agoge Mastery, to get an early Army Commander and cheap befriending, and then the strength to hoplites scaling based on the number of IPs befriended.

I met first Hatsheput, wonderful as she usually builds a lot of wonders, and thus she became my first designated victim. Hatsh did not build any wonders :-). After that I met Harriet and Charlemagne. Pissed off Hatsh by forward settling on her, and while I was putting my units in place and developing my Army Commander, I continued to develop my capital, first Great Steele (money), followed by Gate of Nations (war support), then Emile Bell (for the diplo point) and to nail the second legacy point and get the wildcard, the Oracle.

The war with Hatsh went well but she only had two settlements, she fell on t64. I would have preferred three settlements as that would have guaranteed the military path. I then went after Charlemagne, but between healing the units and the difficult terrain, I only got to his cities by t84 according to my notes. I missplayed this, as that is 20 turns after I defeated Hatsh, and I should have started war on Charlemage by t77 or 78 latest. The problem was that I had not really paid attention to science, and my rate was pitiful, so I had to wait a bunch of turns before leaving my borders for the Bronze Working promotions. I should have done Library before Monument.

Anyway, by the time I got to Roma, Charlemagne had built up his defenses and it took me 14 turns (t84-t98) to be in position for the wipe, and by then it did not make sense. I was in a curious situation, wiping Charlemagne would have allowed me to finish the economic and military paths, giving me 2 extra points, and finish on t99 but not get any Scientific path points. But on the other hand, leaving his last city alive (an easy wipe for Exploration) would cost me 1 turn, allow me to have 1 legacy point scientific with the extra turn, but I would lose both Military and Economic completion. I felt that the easy wipe would give me 5 turns in Expl, and that was worth the one legacy point and the one turn sacrifice. I may have been wrong.

Regrets:
The abbreviated age bothered me a little bit, as I am used to the benchmarks of the full ages. The patch changes everything, so this game was far from optimal. I feel I left 7-8 turns on the table by being late for the second war, as in my final turn it was all complete overkill, starting the second war earlier would have made the war easier and would have allowed me to wipe Charles earlier and that would have ended the age. I befirended all the IPs and I think that was a waste as some of them were pretty useless. In general, more endeavors and less influence on IPs would have been good.

EDIT: @GoblinMatron just read your post, that was an amazing run! I realize reading it that I could have ended the age earlier by offering a peace deal to Charlemagne and planting a city, that would have ended teh age as I was gated by the military path. Was too focused on getting the 2 wipes, which I ended up not doing. Thank you!

This was fun, thank you so much GoTM staff!

Spoiler Screenshots :
GoTM10 Ant100.png
 

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Main Save
DNF

God I messed that up… :D

Hit a goody hut and got a horseman and thought I was THE man but I went for Longchen and Egypt. For Egypt I built a navy seeing only swordsmen and out of nowhere archers appeared so spent time grinding out ships.

Ships that should have gone to deal with Longchen went to take Waset so the plan to bring my horse south died on a beach to a naval assault.

Meanwhile Charlemagne allied with Egypt and Harriet took exception to me winning the race to suze a city state so I could see that I was not going to achieve my civ wipe, nor was I going to have any friends to take into exploration so would be engaging in pointless war on my own continent.

Quit in shame and have loaded the “Score” map…
 
What are your normal benchmarks?
@RaidandTrade with the new patch, benchmarks are still in flux and I am on the road so I cannot access my game, but from memory what I had in mind is that with 1 civ wipe, 3/2/2/1 legacy paths complete (which was what I thoughtI would get) it was going to be 130 turns. I thought maybe I could complete 2 paths and 2/2 and and get 110 turns if I played really well. Maybe. The absolute best scenario was I would get 3332 and 1 civ wipe for t105, which is what I got in my training game with Isabella. So imagine my surprise when I saw that I was going to finish at t99-100. Lack of attention on my part, given the age progression I was at, I should have realized by t80, and even before, that there was an abbreviated age going on and recalculated, I would have played the last 20 turns very differently.
 
I replayed this game now with better understanding of all the changes in the latest patch, and was able to complete it on turn 85 with 2 civ wipes, with some lucky help from Tubman :) as she took Rome's last city for me.

Just a few turns from 2 more settlement limit points from 2 IPs, and only 0 science LP from low science the whole game. Focused on building up the capital as a production power and built 3 wonders there.

To capture Wasset early, leveraged the navigatable river, lined up slingers across the river and shot at her units trying to cross the river, and used 2 Hoplites to occupy couple of river hex and took the city before the walls were up. Befriended LongCheng as the first IP to get "Age of Heros" bonus and an extra Hoplite.

Spoiler Turn 85 end :


GOTM10_Ant_turn_85_end_try2_pic2.jpg


GOTM10_Ant_turn_85_end_try2.jpg
GOTM10_Ant_turn_85_end_try2_LPs.jpg


 

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*Made more edits after a couple of more Deity games after the 9/30 batch.

A lot of these are common knowledge, I just listed ones that I think are important, just to be thorough. This write-up is gear toward a sub 100 Antiquity age finish with war emphasis (1-2 civs wipe) on Immortal+.

Build order:
1. 2-3 scouts first and prioritize on getting gold from huts​
2. warehouse building depending on whether you have farms or mines​
3. buy 1st settler with 200 gold when hitting pop 5​
4. 2nd settler (ideally after settling 3 settlements, with bonus resources and warehouse buildings, you will have the production in capital to build slinger/warrior every 2 turns)​
5. 1 warrior+3 slingers build and purchase if you have the gold. goal is to get them asap when you get your first Army commander. Use these 4 units to attack IP units, disperse IPs to get your commander the Initiative and Mobility promotions​
6. 3rd settler for 4th city. I usually only settle good city spots with these early settlers that prioritize production and food boost resources like Cotton, Hides, Clay, Gypsum, Wild Game, Wool, Kaolin and good empire resources like silver, gold, Ivory, Marble, and then resources like Camel, Wine, Ruby. Also consider resource clusters for library and barracks, mountain cluster/natural wonders for monument and Villa​
7. 1 more warrior, 2-3 more slingers. *the 2 warriors are you meat shields, they build temp fortifications and soak the damages, only use them to attack scouts, commanders, and occasionally city walls, and capture cities. Slingers are your main attackers. The more slingers you have, the faster you can advance and faster commander promotion gains.​
8. more warehouse building to boost production/food​
9. Library, monument (should have located best spots for these using your warehouse building chains)​
10. 2nd army commander to ensure military success, now that the AIs are building more units after the latest patch, this will help a lot​
11. 3 More slingers and 1 warrior to fill the 2nd commander, send him to fight along side of the first commander​
12. Great Stele and other wonders​
Tech:
I generally prioritize production boost tech early, e.g. I might get Masonry before writing if my capital has 3 mines at the time. whatever it takes to get the core army of 6-8 units out asap, even if it means delay of converting 2nd city.​
Get Bronze Working after your basic techs to upgrade slingers to archers​
IPs:
Befriend a military IP early if possible to get "Age of Heros", it helps the war effort a lot​
Another Military IP and Expansion IP for Settlement limit​
Science/Culture IPs​
General considerations:
1. The earlier you start the war with your neighbor AI the better chance you have to take them down with less effort. Make sure you plan your denounce to allow formal war as you have the army ready​
2. protect your slingers, use your 2 warriors in front of them, also use terrains like rough surface, woods to not allow AI melee units to attack them. Use your Army commander's Initiative and Mobility promotions to micro-manage this each turn.​
3. Put injured units in the commander, as long as the commander does not move, all units within the commander will heal 10 HP in neutral or 5HP in hostile land on that turn (or 15 and 10 with Field Medic promotion). In your own territory, they will heal 20 in districts, and 15 rural each turn.​
4. If AI has walls later, bring 1-2 siege units. Since the game uses Bombard damage against walls, archers have low bombard damage. But once the wall is down, use archers again against unit stationed in the district.​
5. If AI has multiple walls up in a city, look around to take down softer targets, or another AI, and come back later once your have stronger commander and siege units. It helps to add some ships to attack if possible.​
6. Upgrade to archers (get Bronze working and save some cash) as soon as you can to make fight even easier and faster.​
7. It helps a lot if you can settle a town close to your AI target, since you can quickly reinforce your army through unit buying in your forward town.​
8. Advance slowly around AI's main city, especially during the start of the war. AI units typically have huge 10+ strength (difficulty level + military aid) advantage over your own units, you might need to use terrain features carefully and concentrate your ranged firepower to kill AI's initial army. And when you don't see many units coming anymore, go attack the town center.​
Army commander promotions: (Edited based on Eyswein and MutilationWave's feedback on prioritizing the Order commendation)
1. Assault-Initiative: most useful for micro-manage attack and heal​
2. Maneuver-Mobility: get to the fight faster, also use this to ship your 3rd/4th settlers to a city spot faster especially if there are rough or woods in the way.​
3. Assault-Storm: improve slinger damage​
4. Assault-Enfilade: path to Order commendation​
5. Assault-Advancement + Order commendation: The best commendation greatly enhancing the quality of all your early units.​
6. Bastion-Steadfast: improve defense by 2. Your slinger has a low defense of 5, so +2 is huge. Even better never defend with slingers ;)
7. Bastion-Bulwark: Meat shield warriors become even better meat shields​
8. Bastion-Defilade: same as above​
9. Bastion-Resolute + Merit commendation: love this one, as your guys can heal 5HP after each attack. And Merit lets your super commander command a larger number troops in a larger radius.​
*Edit: After these promotions you have a super commander that makes your army fight and defend much more effectively. I moved logistics line out from the first commander since I have seen the return of "carpet of units" from AIs after the latest patch, especially in the exploration age. So focusing on building a pure combat commander becomes more important. I added recommendations for promotions to the 2nd commander below, and he can help to move more troops to the front and assist the first commander in a hot fight while gaining XPs along side.​
2nd army commander (for a supportive role initially until gaining the Order commendation) promotions:
1. Assault-Initiative: most useful for micro-manage attack and heal​
2. Maneuver-Mobility:​
3. Logistics-Quartermaster: path to Regiments, also early gold always helps​
4. Logistics-Regiments: carrying more troops to the fight and healing more troops​
5. Logistics-Field Medic: use him to heal troops in the front​
6. Logistics-Survival Training + Order commendation​
7. complete Assault line​
Wonders:
1. Great Stele (available early with 2 hammer boost, also early gold helps a lot all around)​
2. Gate of all nations​
3. Oracle for extra attribute pt. On higher difficulties, if I prioritize production in capital, I can generally built these 3 yielding 600 gold.​
4. The Colosseum can be very helpful with the science legacy in the Exploration age as it adds 2 happiness to each quarter, and the Civic gives 1 more settlement limit. Everything else situational.​
Let me know if any questions. These are just general ideas that I have learned for ending Ant age early. But I am sure others can add a lot of other ideas.
 
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Army commander promotions:
1. Assult-Initiative: most useful for micro-manage attack and heal​
2. Manuver-Mobility: get to the fight faster, also use this to ship your 3rd/4th settlers to a city spot faster especially if there are rough or woods in the way.​
3. Assult-Stome: improve slinger damage​
4. Logistics-Quartermaster: path to Regiments, also early gold always helps​
5. Logistics-Regiments: bring 6 units to the fight fast. again, more slingers, faster commander promotions​
6. Bastion-Steadfast: improve defense by 2. Your slinger has a low defense of 5, so +2 is huge. Even better never defend with slingers ;)
7. Bastion-Bulwark: Meat shield warriors become even better meat shields​
8. Bastion-Defilade: same as above​
9. Bastion-Resolute: love this one, as your guys can heal 5HP after each attack.​
On Deity, for promotions 4 & 5 I've typically continue down the Assault Tree two more times (Enfilade & Advancement) to get to the Order Commander Commendation. With Advancement & Order, I've found I can use melee for attacking some, not just defense as well as Order making my ranged units that much more powerful. I haven't tried the increased units first approach.
 
On Deity, for promotions 4 & 5 I've typically continue down the Assault Tree two more times (Enfilade & Advancement) to get to the Order Commander Commendation. With Advancement & Order, I've found I can use melee for attacking some, not just defense as well as Order making my ranged units that much more powerful. I haven't tried the increased units first approach.
Just chiming in to recommend going down assault to get order before logistics or anything else other than mobility, which is essential as second promotion.
Thanks for pointing that out guys, yes Order commendation should be prioritized. I completely overlooked that in my write-up, will make an edit now.
 
I think Maneuver promotion is actually pretty optional. Often it makes sense to just turbo through Assault tree to get to commendation ASAP.

It depends on terrain, map, and political situation. Lots of IPs to harvest and spare time to take them = more likely to go into Maneuver. Threat of very early war starting = more likely to rush commendation. Higher difficulty also generally encourages getting to commendation quickly.

I would guesstimate that on Deity, my first commander goes straight for commendation more than half the time, but not more than two-thirds.
 
I agree that the promotion order is just a general idea for a rush strategy. It is situational based on circumstances. The reason I put Manuver-Mobility as my second promotion is that it really offers the speed for the rush in most of the game that I played, knock out 2 IPs and then getting to the first AI a few turns faster could be a big advantage. Also it makes the actual fight so much easier since I can use it to micro-manage units across rough, woods, rivers and really leverage the terrain to my advantage. e.g. walk through a rough tile to drop a slinger behind another rough tile to shoot at an enemy without fearing retaliation. This allows more Un-interrupted attack hence faster commander XPs. In this current game, it would not have been possible to achieve 2 civ wipes and end age at turn 85 if I had not taken Mobility as my 2nd promotion.

But if your first AI target is close, or you forward settled him with roads, and the terrain is mostly flat without woods or rough, yes, you could delay it.
 
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