Woohoo, break out the Chianti!
- Traits: Financial and Charismatic
- Starting Techs: Fishing and Mining
- Unique Unit: Numidian Cavalry (Replaces Horse Archer; Strength: 5, Movement: 2, Cost: 50; Unique characteristics: +50% versus melee units, starts with Flanking I)
- Unique Building: Cothon (Replaces Harbor; Cost: 100; Unique abilities: +1 trade route)
Yuck. What a mess....
A UU that calls for two completely dead end techs. Furthermore, you need Animal Loving to expose the resource, and that tech has less than its usual leverage as (1) you aren't starting with either of the pre-requisites, and (2) being Financial, your natural route to writing is through Pottery.
Fishing takes a serious hit if your opening settler starts inland. If you have a two food water tile handy you can use if for a faster initial tech pace, but probably not enough faster to snag a religion, since you have to get through Mysticism first.
Mining is one of my least favorite opening techs - its a lovely stepping stone to Bronze Working, and worth some quick happy (but you are Charismatic, so that has less than the usual leverage) and commerce if you get a luxury metal in the fat cross, but it hasn't been my habit to mine hills during the opening (again, especially if you are intending to pop rush your workers and settlers). And the pairing of Fishing and Mining isn't a particularly good one - your workboats can't leverage mining at all, and you lose some of fishing's upside if you have to wait on the boat to get a worker out first. If you do go workboat first, then then you aren't going to be swinging the axe for a while, which depreciates the early research of Bronze Working....
Your unique building is a Harbor replacement, which suggests Iron Working, but swords and horse archers are somewhat overlapping. Part of the point of the unique units is that you can delay researching some of the other units of that era - wasted if you have to go that direction anyway.
Pottery is a big deal for a financial civ, and you've at last got a pre-req, but you don't need roads for your fish, so that The Wheel isn't as valuble early.
Charismatic calls for Mysticism to harvest extra happy, but Financial doesn't have any particularly strong synergy with the early parts of the religious tree, unless you can somehow manage to snag Buddhism - so what are you going to do with the Great Prophet, now that the slingshot to Civil Service has been nerfed.
And as Sisiutil already pointed out, there are no discounted buildings to fold into the strategy.
Olivia Newton John said:
Let's get Hannibal, Hannibal,
I wanna get Hannibal...
Let's get into Hannibal
OK, instead of concentrating on what isn't there, lets look at what is available. Horse based unique units suggest defending with Chariots instead of Axes, and we wanted the wheel early for pottery anyway, so there's something of a match there.
The traderoute boost for the Cothon improves the leverage of coastal cities, which leans toward the Great Lighthouse, which yields Great Merchant points, and Civil Service is fairly high on the GM lightbulb list, which would give an extra kick to the trade routes to the capital (the extra size available in the capital, courtesy of the happy and health boni, should boost the value of the trade routes as well). There's some care that needs to be taken for the lightbulb....
Currency
Metal Casting
Code of Laws
Monarchy
Civil Service
Currency unlocks Code of Laws, so the usual route through the religious tree can be bypassed. Metal Casting is in the way, but Colossus fits reasonably with coastal cities and a GM harvest, so that's not too awful. Code of Laws can be used for a quick does of Caste Merchants to speed the sling - you'll want to revolt to Bureaucracy anyway, so the switch back
out of Caste System is free.
(Temple of Artemis might also be an interesting choice. The building gives merchant points and the free priest gives prophet points, for a total of 5 GPP/turn, with a 50-50 split on delivering a prophet or merchant. The Prophet would be unfortunate, but maybe it can be used to set up an early gold city).
Another alternative: Great Wall (which allows some luxury on the choice of farming coins or hammers, since barbs are less of an issue), then use the 100 point GE to pop the lighthouse outside the capital, intending to stack some merchants with it via Caste System to hurry the merchant @200. Does that timing work, or will the AI score the lighthouse too early?
Basically, look at the local rocks and resources, and figure out which of the early wonders to pull in.
Depending on the commerce slider and the timing of the technologies, it may make sense to go for an early Academy @100, to pop CS with the Merchant @200.
Financial and Charismatic don't look to me to have a clear tech intersection, but if you've been using the Numidian Cavalry, then the upgrade at Guilds has a decent match with the commercial potential of grocers.
If this is going to turn into a commercial builder marathon, OrgRel will help get all those multipliers in place. Using a neighbor's religion will help reduce the demands on your military.
Eddie Izzard said:
If you've never seen an elephant ski then you've never been on acid.
Final thought (oh thank goodness): Fishing + Mining + Financial is Elizabeth, so review the ideas from the opening of that game.