Askia isn't half bad

wurstburst

Prince
Joined
Dec 9, 2009
Messages
301
Just playing my first game as Askia (emperor, pangea). I held off playing him because I wasn't impressed on first looking at him, and I haven't seen a lot here touting his power. But, I really have been pretty impressed with his usability, certainly for certain play styles.

By way of background, my typical play style is to horse rush, build 2 cities and puppet anything I capture. I hold off on using any SP until I get to rationalism. Use up 4 SP there to get a science boost and with a couple of GS, pop almost immediately to industrial era. Once in industrial, I aim to be in a position to grab the 4 order policies down to communism. Which means I need to have enough culture for 8 SP by the time I get to industrial (turn 180 or so if I do it right).

Askia is one of the better civs for this style. His UA gives plenty of early gold to buy units, CS and/or libraries (to get to those GS - with only two cities, need the libraries built asap so they're not clogging up the unit queue). The puppets love to build the UB (mud pyramid mosque) and with +5 culture and no maintainance, you can be churning out as much culture as France (assuming same cities and buildings), with less gold maintenance cost. Sure, you don't get as much early culture, but this is a nice tradeoff for mid-game efficiency. Finally, his UU is a great followup to early horse rush. Change all those early horses to Mandekalu Cavalry and you have a city crashing powerhouse. Instead of having to divert to the lower half of the tech tree to keep conquering, you can stick with the horse units until you beeline industrial in the quicker upper half.

In my recent game, I got to industrial around turn 185 (a few turns later than I do at my best), and had enough culture for 9 policies. So, I was able to take the 4 rationalism policies I needed to get the two free techs, take the 4 in order to get the mega production boost from communism and I still had enough left for one more SP (took Freedom). Still churning out lots of culture, so I expect to continue to get lots more SP as the game progresses.

I actually think Askia may be better than France for culture wins, especially since their culture boost doesn't disappear at Steam. +2 culture/city for the last 100 turns when you have 20+ cities is better than +2 culture/city for the first 100 turns when you only have a handful of cities.

Just my impression.
 
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I actually think Askia may be better than France for culture wins, especially since their culture boost doesn't disappear at Steam. +2 culture/city for the last 100 turns when you have 20+ cities is better than +2 culture/city for the first 100 turns when you only have a handful of cities.

Just my impression.

Your points are good, and I agree with most except this one is wrong. this game snowballs. +2 culture/city in first 100 is super duper better than +2 culture city in the next 100.
 
Your points are good, and I agree with most except this one is wrong. this game snowballs. +2 culture/city in first 100 is super duper better than +2 culture city in the next 100.

I have to disagree. If you are going to use the culture to buy early SP, then yes, the early culture is better. But if you are going for 5 complete SP sets, then what matters is the cumulative culture over the life of the game.

In the play style I laid out, I don't use early social policies so the fact that I have an extra few hundred culture points at turn 100 doesn't matter. In fact, that doesn't get you anywhere close to the difference between say 7 or 8 SP buys or between 8 or 9 SP buys when you hit industrial. It's 2 or 3 turns worth of mid-game culture. That's it.

On the other hand, when you hit steam with French, you lose maybe 40 or 50 points of culture per turn. Which can add up to 4000 or 5000 points of culture over the next 100 turns.

Those thousands of culture points can buy you your last couple of SP to get the culture win. Whereas 300 or 400 extra points of culture you generate with France in the first 100 turns is a rounding error at the end of game.

JMO
 
I've heard Askia's embarked units can defend themselves if attacked at sea. Have you seen this and how is that ability powerful? That seems quite interesting considering it might just spare the need for a defensive fleet when crossing the seas to conquer the world.
 
I've seen it. It seems to give embarked units the same sort of defense that fishing boats and workers/settlers have vs. bombardment: they seem to take 4 damage, regardless of the strength of the attacker.

I'm not positive that's how it works, but it's been my impression.
 
atteSmythe's description of the ability is roughly correct, but you can take more than 4 damage in one hit. It's biggest advantage is that it prevents your level 9 Rifleman from getting overrun by a Trireme from out of nowhere while crossing a 1 tile channel (screw you Elizabeth). A fighter is still able to one-shot a full health embarked unit in one strafing run though as the embarked units only have a ranged attack and not a defense value (a screw you to Hiawatha too), so don't take it to mean the units are able to automatically survive a water crossing under fire.
 
Askia is really good for lots of early gold, and early gold lets you buy your buildings early. As far as Askia is concerned, the little checkbox next to "Raging Barbs" on Advanced Setup just means "lots of cash please". :) The quick buildings mean you're soon mounting up the culture points (if that's what you're going for) just as fast as the French and yet you have the flexibility to swap to another bias if you want.

As regards, the embarked defense trait - meh - it rarely makes a difference I've found.
 
Askia is really good for lots of early gold, and early gold lets you buy your buildings early. As far as Askia is concerned, the little checkbox next to "Raging Barbs" on Advanced Setup just means "lots of cash please". :) The quick buildings mean you're soon mounting up the culture points (if that's what you're going for) just as fast as the French and yet you have the flexibility to swap to another bias if you want.

As regards, the embarked defense trait - meh - it rarely makes a difference I've found.

I believe raging barbarians only increases the rate at which they spawn from the camps, but not the amount of camps that spawn. So you wouldn't get extra gold out of that setting, just more XP.

Askias gold bonus is also really strong when pillaging civ cities, this bonus lasts all game, I was getting over 400 gold for taking cities as Askia.

Edit: I also think a lot of the "lesser" civs are a lot better than some make them out to be.
 
songhai are ok for a human but very good imho for an ai, especially at higher levels when he gets to UU earlier. think about it, the ai doesn't build enough mounted units, and it sucks at naval invasions b/c you can just mow down his units 1 at a time, right? well, songhai builds a LOT of mandekalu cav and you can't just 1-shot his embarked units. if they ever fix the "ai won't invade your island/continent" bug then songhai will be even better.

I've actually seen him spam ~ 30 mandekalu cav on deity. fortunately I got rifles before him...
 
I like Songhai, and noted their strength in another thread. The extra gold goes really well with Patronage, as you have enough gold left over to do other things than just feeding the CS monster, and the UU tags very nicely on the end of your Horseman rush.

Let's put a little more meat on that...

Early on the extra gold from Barbarians means you can purchase some extra units, which means you can expand quickly. Then you can go traditional horsemen, and just when they begin to run out of steam you can upgrade to Mandekalu Cavalry (with the gold you got from your early conquests), which mean that you don't need Catapults. Quite a long time that you keep a military edge.
 
Mandekalu Cavalry are quite powerful. They get a +30% bonus vs cities. So if you beeline into them with GS you can take out cities with 1 unit in about 2-3 turns
 
How much great scientists do you use to get UU earlier as possible? I think 2 of them are needed from 2 cities.

Is it good to beeline them before longswordmen? I'm thinking about a Mandekalu rush in b.c. turns for multiplayer strategy. I tried something offline once but i dont know if it really worth it. I've got 6 of them on turn 70 approx. on quick speed, with the help of the very useful golden age from the happiness bucket. but even single spearmen can block them nicely if the human plays well.

In many games they are plenty of horses to upgrade enough of them. And if barbarians are enabled this can be a nice strategy if the situation gives you the opportunity.
 
Your points are good, and I agree with most except this one is wrong. this game snowballs. +2 culture/city in first 100 is super duper better than +2 culture city in the next 100.

Early effects only snowball if you actually make use of them. With him banking all his culture points for late social policies, early culture has very marginal returns, and the Songhai UA is definitely better at that point. It just depends how you use these things...although generally an early advantage is better.
 
The UB is 5 :c5culture: and no maintenance cost and replaces the Temple which is only 3 :c5culture: for with a maintenance cost of 2 :c5gold:. This is unlocked with Philosophy, which can easily be completed around turn 60 even if you beeline Construction first. Even sooner if you beeline it first. So compared to Napoleon's +2 culture per city, you really only lose about 30-60 turns of the bonus in 1-4 cities depending on how you beeline the early techs and how fast you can get your settlers out. So that's about 60-480 culture. The 480 would only be possible if you started the game with 4 settlers, so it's probably closer to a max of 240 culture in 60 turns.

Depending on how long the game takes for the culture win and how fast you get steam power, yes Askia's UB can be much better than Napoleon's UA.

With the bonus cash from taking barb camps and cities you can probably buy these buildings instead of waiting on them to be built in your core cities.
 
Early effects only snowball if you actually make use of them. With him banking all his culture points for late social policies, early culture has very marginal returns, and the Songhai UA is definitely better at that point. It just depends how you use these things...although generally an early advantage is better.

Definitely. For ICS, for example, the early culture for France is huge. You have to get as many of those SP early before the city count explodes. The early SP enable enough happiness to make ICS happen. For ICS, France is definitely better.

For a culture win game, or a puppet/communism game like I play, Songhai is superior and generates more culture.
 
Yeah, I got Askia randomly a couple of games ago and found his UA to be really handy in the early game. He sounds rubbish and I've of never picked him myself, but actually he's pretty damn good.

His cavalry are pretty powerful too, especially if you have a group of nicely promoted horsemen to upgrade.

I used the early gold to buy influence with cultural CCs and then build his mud mosque for extra, free culture. As you say, puppets love to build those mosques. Gets you through the the SP trees quite quickly, even with a big empire.
 
I don't understand why people continue to underrate Songhai.... the more I play them the more I feel that they are the most all rounded civ in this game and one of the contenders for best civ in this game if you are not abusing horsemen. The extra gold from barbarians is huge and gives them a very powerful early game; but once you start attacking cities you get an extra 100-300 gold for each city you conquer. That's an absurd amount of gold if you are not ICSing, and even if you are ICSing that's still a significant amount of gold. And I don't understand the "+2 culture/city in first 100 is super duper better than +2 culture city in the next 100", what are the build order of you guys? After the obvious Worker, Library, Colossum, Monument, Circus (if possible), and settler (if necessary) I though you guys will have to start building Temple for the +3 culture per turn.
 
One problem with the Songhai- I think this is a bug, but their embarked units are actually much MORE vulnerable to ranged attacks than any other civ. For a normal civ, an embarked unit counts as a civilian, which takes 4 damage from any ranged attack. But for the songhai, they're still military units which can take more damage. Despite being labeled as 500 strength, I've noticed that cannons can usually kill them in one hit.
 
One problem with the Songhai- I think this is a bug, but their embarked units are actually much MORE vulnerable to ranged attacks than any other civ. For a normal civ, an embarked unit counts as a civilian, which takes 4 damage from any ranged attack. But for the songhai, they're still military units which can take more damage. Despite being labeled as 500 strength, I've noticed that cannons can usually kill them in one hit.

Hmm, hadn't noticed this, but they are certainly much more difficult to kill as you can't simply drive a ship over them. Will watch closer next time
 
Having the embarked units vulnerable to ranged units isn't a big deal for me (assuming that's true - haven't seen it myself). My biggest problem with embarked units is worrying that a barb vessel will pick off some of my units. You can't really protect your units, you can only escort them and hope. Especially when you get to the coast for the invasion. Barbs tend to hang out on the coasts. If you don't have destroyers yes for fog busting, a barb ship can easily move in and take out a key unit or two. When you invade with only 7 or 8 units, that makes a big difference.

Other civ ships don't bother me, because usually I have just one invasion wave. Anything else I need gets bought on the new continent. And I try to always land all my units on the turn I DoW, so they aren't sitting in the water waiting to die.

It's a nice little ability. Not game breaking, but does give a bit more peace of mind.
 
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