[NFP] A General Strategy for Simon Bolivar of Gran Colombia

megabearsfan

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I've been staying up late every night for the past week trying to get this strategy guide ready in time for the recording of this weekend's PolyCast episode. So here it is, a (hopefully) comprehensive strategy guide for the newest civilization to join the world stage: Gran Colombia, lead by Simon Bolivar:
http://www.megabearsfan.net/post/20...-strategy-Simon-Bolivar-of-Gran-Colombia.aspx

I expect Gran Colombia to jump to the top tier of domination-themed civs. Its national ability grants +1 movement to all units and allows units to move or take an action after taking a promotion. In addition, Simon Bolivar's leader ability grants Colombia a free Commandante General unique unit at the start of each new era. Any one of those abilities on its own would be a good power for a military-themed civ. But Gran Colombia gets all three!

The Commandante General does not replace the regular Great Generals earned by building Encampments, and the bonuses for the two types of generals stack. With the Ejêrcito Patriota national ability, a Commandante General, and a Great General, your units can have a +10 combat bonus and +3 movement (this can go up to +4 later in the game with a Supply Convoy). Having the guaranteed Commandante General each era also frees you up to retire generals earlier than you might otherwise. So generals like Sun Tzu can be retired for early access to his great work of writing, and Commandante Generals such as Antonio Narińo and Francisco de Paula Santander can be retired immediately for their free trader or governor title (respectively), because you know you have another one coming soon enough.

The Hacienda is also a decent improvement provided you have lots of clustered plantations. I suggest moving Magnus from city to city to chop all the rainforest and woods adjacent to any plantation resource to get lump yields of food and production while clear-cutting the terrain to make room for Haciendas. Build clusters of Haciendas around the plantations to have the plantations and haciendas boost each other's yields.

Don't forget that the movement and promotion bonuses also apply to non-military units. Civilian units can move faster as well, and apostles and spies can take promotions and then still use their action in the same turn. I'm not sure if the extra movement manifests in air units at all. Do they get 1 extra range when attacking or rebasing? If anybody knows, please be sure to speak up in the comments.

The full guide also has some advice for using the Llanero unique unit, for playing peacefully with Simon Bolivar, and also for trying to play against Simon Bolivar. Good luck with that last one...

I'm always looking for feedback, and I'm sure that since Gran Colombia just came out last week, and I rushed to get this guide out ASAP, I've probably missed some good strategies or tactics with this leader. So please let me know, and I will be happy to update the guide with your tips as well!

Thanks, and happy Civ-ing! :)
 
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The stacking of generals is worth significantly more than the ability to retire early.
+5 helps in combat but +10 more than doubles that and the bigger the + the more OP you are.
A promoted warrior is +7 on attack which is handy but watch them fly on +17... oh my. Oligarchy +21... in my first game I ended up attacking a city at +32 I think it was. . A +17 warrior is so much more superior than a +12 one.

The +1 MP is not to be underrated in any way (not that you have) but when naval units move slowly early game the +1 really helps as does the ability for a builder to go up a hill and place a mine in the same turn thereby speeding up your game. Even the ability for a settler to get to a new spot 50% faster gives your game the edge over an opponents. This single ability outstrips the rest ... even though the rest are so good.
 
Simon Bolivar starts with Logistics slotted for free and it works everywhere. And a Unique Unit. And a Unique Improvement. And a free Greatest General gifted each new Era.

And no drawbacks whatsoever. Seems fair.

Just don't get bumrushed out in the Ancient and win. Any victory condition, because your religious Units, Builders and Settlers move faster too. Just being able to move into forest and chop it the same turn would be gamebreaking.
 
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