Sisiutil
All Leader Challenger
All Leaders Challenge Pre-Game Show:
Game #8 - Greece/Alexander
Game #8 - Greece/Alexander

In the next ALC game, I'll be playing as Alexander the Great, leader of Greece. This thread is to discuss, before the game, how to best exploit that particular leader's characteristics, which is the main feature and purpose of the ALC series.
(A couple of minor notes: I have not purchased Warlords, so the ALCs are still based upon vanilla Civ IV. Also, I need a bit of a break between games, so I won't be starting the game thread on this one until this weekend at the earliest. On the plus side, that gives us plenty of time to talk here.)
The fact sheet:
- Traits: Aggressive and Philosophical
- Starting Techs: Fishing and Hunting
- Unique Unit: Phalanx (Replaces Spearman; Strength: 5, Movement: 1, Cost: 35, Unique Abilities: +25% hill defense, doesn't receive defensive bonuses, requires copper or iron)
And yet, though I'm a classical history fan, I have yet to play a game as Alexander. Maybe it's the odd trait combination, which seem to pull in two different directions. Maybe it's the unique unit, which replaces and barely improves upon a secondary (and sometimes unnecessary) unit, the Spearman. Maybe it's just that every time I encounter the AI Alexander, he's a jerk, declaring war even earlier than Montezuma, the second he sniffs the slightest advantage. I dunno. But this is why I started the ALC games, to find out how to make the most out of a leader I've dismissed and avoided in the past.
So let's talk traits first.
We really highlighted the Philosophical trait in the previous ALC, which featured Frederick of Germany, who shares that trait with Alex, and my first time around with a specialist economy. Thanks to the boost to Great Person generation, the Philosophical trait has terrific synergy with a specialist economy as opposed to a cottage-based one. So we could try a SE again and refine it further.
However, the SE--correct me if I'm wrong here--really relies upon building the Pyramids for early Representation and its +3 research points per specialist. In the Frederick game, we successfully tried a Metal Casting/Pyramids gambit that had the Pyramids built by a Great Engineer rather than stone and hammers by 1000 BC. Eggman pointed out in the post-mortem for the Frederick ALC that Alexander is probably the weakest of all the Philosophical leaders for attempting this gambit, because his starting techs are not on the tech path for it.
So this begs several questions:
- Do we attempt to go the SE route anyway?
- If so, do we try for the MC/P gambit, knowing we have an uphill battle?
- Or do we try to build the Pyramids "honestly"--meaning we're looking to hook up stone ASAP, the presence of which is not guaranteed?
- Do you HAVE to have the Pyramids for a SE? It seems to me that the economy would be severely weakened without having the Representation research bonus as early as possible.
At worst, we could make an attempt to build the Pyramids via the MC/P gambit. If we get the Oracle and Metal Casting but miss out on the Pyramids, we will still wind up with a Great Engineer (actually, two of them) that we can use for another wonder such as the Great Library. And if the specialist economy is not going to take shape, it's early enough to punt and go the cottage route.
It would be really terrific to pull off the SE, because it lends itself to warmongering; this would have very good synergy with Alexander's other trait, Aggressive. Cheap barracks and automatic Combat I: ya gotta love it for game-long conquest. I don't think I warred enough in the Frederick game; part of the idea of the SE, I gather, is to be at war pretty much constantly, unlike the war-build cycle of a cottage economy. We could certainly try to correct that in this game. I haven't notched a Conquest win in the ALCs yet, so we could give that a go with Alex, especially with an always-warring SE to back him up.
The one issue I have with that idea is Alex's UU, the Phalanx. In some ways this is a very good, if not great, early unit. You have its required tech to start with, so all you need is one of its required resources, copper or iron, which are high priorities anyway. The Phalanx has a strength of 5, equal to Axemen, though those units get an anti-melee bonus, so it's still not a level playing field. But against an opponent with mounted units, the Phalanx is deadly, and can probably do a decent job versus Archers as well. The Phalanx, as a Melee unit, can get City Raider promotions, correct?
However, the Phalanx has some strange characteristics. Unlike Spearmen, the Phalanx receives no defensive terrain bonuses--except on hills??? Weird. Also, the Phalanx is really just a Spearman with one enhancement (+1 strength) and one diminshment (no defensive terrain bonus, as noted). I don't exactly base a campaign around Spearmen, and I'm not sure how you can, though I am more than willing to be enlightened. In fact, if I'm not facing any mounted units, I sometimes don't build any Spearmen at all, and I could see the Phalanx getting minimal use if my early opponents lack horses.
Now for Alexander's starting techs. As I noted above, they don't lend themselves to the Metal Casting/Pyramids gambit. That doesn't mean they suck. Hunting gives us Alex's UU as soon as we have one of the early game metals hooked up. If we have a campable resource nearby early on, so much the better. We also get a Scout and can build these right out of the starting gate, allowing us to thoroughly explore the surrounding terrain and maybe get to a couple more goody huts before our neighbours. Scouts also make decent early fog-busters once their exploring days are done.
Fishing could benefit us if we have a lake within our start, as the extra commerce can be put towards research. We should also be looking for coastline and coastal cities. I have yet to build the Great Lighthouse in a game, and this might be worth a try if the map allows for several decent coastal cities. Then again, if we wind up running a specialist economy with Mercantilism, its effects would be mostly lost.
So a lot of what I may do in an Alexander game seems to depend very much on the start, perhaps more so than any other leader. The one thing I can guarantee is that with the Aggressive trait--which we haven't seen in an ALC since the first (Montezuma) game, we'll be seeing a lot of warmongering (which, granted, every ALC seems to feature). I like trying something new in each game, so whether we go with cottages or specialists, why not shoot for a conquest win for the first time?