Not.Bad
Chieftain
Disclaimer: This is not a "whose the best leader" thread, plenty of those already. Instead this is a thread for people to share ideas, strategies, and over looked synergies of all leaders. I don't want to exclude the party favourites such as Catherine and Julius Caesar etc. but the emphasis is on over looked more then already obvious. Many of you older (and newer) Civ 3 players may remember Ision's Civ reviews and the buzz they created whenever a new civ was reviewed and people wanting to give them a try. I hope this thread serves (if even a little) a similar purpose.
In order to make this thread useful to everybody, I ask that you post the game play perspective you play on. Difficulty, size, and speed all offer vastly different game play, but the purpose of the thread is open to everyone. Remember as well, strategies are not set in stone, think more of guideline and direction.
So Ill start it off!
My name is Not.Bad; I am a seasoned monarch player working my way into emperor. I play on standard maps, at normal speed, with the other setting changing according to my mood. All my strategies are geared for single player. The civ I would like to discuss are the glorious Persians ruled by Cyrus.
The Persians are my highest scoring domination win on Monarch so far. Their traits are Creative and Expansive, with the starting techs of Hunting and Agriculture. The Persians I enjoy vastly for their versatility and options. Neither of his traits "locks" you into a strategy, while at the same time the Civ itself has the potential for a very strong opening. Expansive and Creative offer great expansion options. Cities I wouldn't consider founding with other Civs, I gladly sweep up with Cyrus, often giving me a very dominating position. This is especially important for Cyrus, because you WANT horses, settling in a less favourable position to acquire them is a lot less punishing with the Persians. Push comes to shove; Persia is no push over for an early war either, in fact I recommend it. Its the Civ I am debating cracking emperor with, though I may choose Egypt (whom I may do a write up on, if this thread goes well)
The Persians are one civ I actually always recommend a specific opening for. Hunting starts you off with scouts and a head up toward archery if God forbid you start with neither copper nor horses. Archer masses for the win! I always build a second scout initially, followed by a worker (for chopping). When playing any civ that has the option to build scouts, I consider it prudent to do so. Anything and everything you get from goody huts is a bonus (even maps may help you track down horses or copper in the near future faster, or other goody huts). My research choice is almost always mining, followed of course by bronze working (I know, I know, typical strategy, but its just too powerful to ignore) initially if I have a sizeable forest area, otherwise its animal husbandry. Ive never started a game where my initial worker didnt have something to do. Between hunting, agriculture, mining/bronze working and/or animal husbandry/wheel a worker followed by a scout will have something to do. Versatility, man do I love Cyrus.
My scouts goals are simple; find as many goody huts as possible, while not straying too far from home. This is important for many reasons. If I find horses (or copper very close, though I prefer horses), my next research choice will be the wheel, and I will move my scouts to areas best suited for fog busting and set them to sentry (that way they can run if its a barbarian). Its a bit of a gamble. Scouts wont stop barbarians, but the fog busting should reduce the amount incoming or give you enough advance warning to get a few extra warriors out if needed. If all is going well though, proper defence is just around the corner. (Note: I may discard this gamble on emperor, prioritizing archery instead. The window for Immortals is a bit shorter I am finding, and barbs come earlier, Archery is a step towards Horse Archers, which can follow up your Immortals so you can keep your momentum and you get added earlier security). The scouts also have a secondary goal, and that is to achieve level 2 and select the combat 1 promotion and the medic promotion. If this is achieved, and you find early horses, you just acquired your mobile medics for your Immortal horde. A strategy I sometimes pursue to guarantee this in ideal standards is using my worker as an animal magnet. That is I send him immediately outside my border to chop, to attract animals, using a scout to defend.
As for back at home, what I build obviously varies a lot. If I have many near by Civs, Ill worry less about chopping fog busters, and work on expansion and an initial army instead. If isolated, Ill mix in a few early warrior/archers in to fog bust and escort, while expanding in a more natural fashion.
Now lets discuss our Immortal horde. You have them, now what do you do with them? Give them all the flanking promotions. In your ideal world, your Immortals will easily have Flanking 2. This is a whopping 60% chance to withdrawal, immunity to first strikes and strength of 6 vs. enemy archers! Those other juicy promotions are just around the corner. I easily achieved 4 sometimes 5 promotions with my Immortals. An early war with these monsters is incredible. If you managed to upgrade your initial scouts with medic the pressure you can put on enemy cities is huge. Spearman can give you trouble, but with the withdrawal chance and sufficient numbers, you can wear them down. You will lose a few, but many will withdrawal and can be then be healed up, and once that spearman goes down, the rest should be cake. Sending 4 Immortals to raze their copper source would be a good idea as well. Ideally though, pick a target without bronze and just go at it. Oh and avoid Alexander like the plague.
Thats it for the Persians. I find any victory from this point forward is pretty achievable. His traits arent ideal for a cultural win but not terrible either (cultural wins never struggle with happiness, but health, and creative isnt terrible), the potential early dominant position can make up the difference as well. Diplomatic is open to anyone, and you can go the vote myself U.N. leader way easily (mini domination victory I call it) or the more natural way. Of course, Persia makes an excellent domination leader, creative is great for securing borders and getting the needed land mass, expansive insures healthy growing cities, which means more production and more population. Of course, conquest isnt out either especially an early one if you get enough momentum. Remember just because you arent aggressive, doesnt mean you cant warmonger! It just means you should build more horses! Something Cyrus has a great line up for. Space race is fine too, achieved again, by your hopefully dominant position.
Oh and one last thing, Cyrus is a great, and I mean great bad habit breaker. I find I really learn the pace of the game with Cyrus. Stonehenge is not needed, which means more hammers for early military, which is something that helped me make my jump to monarch and now emperor. Same with the Oracle, its not that I couldnt get it, just that I completely ignore that line of techs (often just trade for them) until I am ready to head towards Guilds and I need Monarchy. It taught me then to capture holy cities instead of founding my own. The fun thing is, despite those two, wonders arent out. If I find stone near my start position, the Pyramids is VERY achievable, but I dont count on getting it. If its there, its there. The amount of times I popped masonry from goody huts is quite frequent. Same goes for the lighthouse (continent games etc.) Lastly, it got over my fear of not having financial as a trait and that you can do more then well without it. The only Civ I find I could enjoy more then the glorious Persians is the venerable Egyptians. Her versatility is almost as good and one thing I miss with Persia is the no anarchy, which opens up many diplomatic options and similar yet different play style. Persia has my vote for emperor though, because expansive really shines.
Hope you enjoy and please share!
In order to make this thread useful to everybody, I ask that you post the game play perspective you play on. Difficulty, size, and speed all offer vastly different game play, but the purpose of the thread is open to everyone. Remember as well, strategies are not set in stone, think more of guideline and direction.
So Ill start it off!
My name is Not.Bad; I am a seasoned monarch player working my way into emperor. I play on standard maps, at normal speed, with the other setting changing according to my mood. All my strategies are geared for single player. The civ I would like to discuss are the glorious Persians ruled by Cyrus.
The Persians are my highest scoring domination win on Monarch so far. Their traits are Creative and Expansive, with the starting techs of Hunting and Agriculture. The Persians I enjoy vastly for their versatility and options. Neither of his traits "locks" you into a strategy, while at the same time the Civ itself has the potential for a very strong opening. Expansive and Creative offer great expansion options. Cities I wouldn't consider founding with other Civs, I gladly sweep up with Cyrus, often giving me a very dominating position. This is especially important for Cyrus, because you WANT horses, settling in a less favourable position to acquire them is a lot less punishing with the Persians. Push comes to shove; Persia is no push over for an early war either, in fact I recommend it. Its the Civ I am debating cracking emperor with, though I may choose Egypt (whom I may do a write up on, if this thread goes well)
The Persians are one civ I actually always recommend a specific opening for. Hunting starts you off with scouts and a head up toward archery if God forbid you start with neither copper nor horses. Archer masses for the win! I always build a second scout initially, followed by a worker (for chopping). When playing any civ that has the option to build scouts, I consider it prudent to do so. Anything and everything you get from goody huts is a bonus (even maps may help you track down horses or copper in the near future faster, or other goody huts). My research choice is almost always mining, followed of course by bronze working (I know, I know, typical strategy, but its just too powerful to ignore) initially if I have a sizeable forest area, otherwise its animal husbandry. Ive never started a game where my initial worker didnt have something to do. Between hunting, agriculture, mining/bronze working and/or animal husbandry/wheel a worker followed by a scout will have something to do. Versatility, man do I love Cyrus.
My scouts goals are simple; find as many goody huts as possible, while not straying too far from home. This is important for many reasons. If I find horses (or copper very close, though I prefer horses), my next research choice will be the wheel, and I will move my scouts to areas best suited for fog busting and set them to sentry (that way they can run if its a barbarian). Its a bit of a gamble. Scouts wont stop barbarians, but the fog busting should reduce the amount incoming or give you enough advance warning to get a few extra warriors out if needed. If all is going well though, proper defence is just around the corner. (Note: I may discard this gamble on emperor, prioritizing archery instead. The window for Immortals is a bit shorter I am finding, and barbs come earlier, Archery is a step towards Horse Archers, which can follow up your Immortals so you can keep your momentum and you get added earlier security). The scouts also have a secondary goal, and that is to achieve level 2 and select the combat 1 promotion and the medic promotion. If this is achieved, and you find early horses, you just acquired your mobile medics for your Immortal horde. A strategy I sometimes pursue to guarantee this in ideal standards is using my worker as an animal magnet. That is I send him immediately outside my border to chop, to attract animals, using a scout to defend.
As for back at home, what I build obviously varies a lot. If I have many near by Civs, Ill worry less about chopping fog busters, and work on expansion and an initial army instead. If isolated, Ill mix in a few early warrior/archers in to fog bust and escort, while expanding in a more natural fashion.
Now lets discuss our Immortal horde. You have them, now what do you do with them? Give them all the flanking promotions. In your ideal world, your Immortals will easily have Flanking 2. This is a whopping 60% chance to withdrawal, immunity to first strikes and strength of 6 vs. enemy archers! Those other juicy promotions are just around the corner. I easily achieved 4 sometimes 5 promotions with my Immortals. An early war with these monsters is incredible. If you managed to upgrade your initial scouts with medic the pressure you can put on enemy cities is huge. Spearman can give you trouble, but with the withdrawal chance and sufficient numbers, you can wear them down. You will lose a few, but many will withdrawal and can be then be healed up, and once that spearman goes down, the rest should be cake. Sending 4 Immortals to raze their copper source would be a good idea as well. Ideally though, pick a target without bronze and just go at it. Oh and avoid Alexander like the plague.
Thats it for the Persians. I find any victory from this point forward is pretty achievable. His traits arent ideal for a cultural win but not terrible either (cultural wins never struggle with happiness, but health, and creative isnt terrible), the potential early dominant position can make up the difference as well. Diplomatic is open to anyone, and you can go the vote myself U.N. leader way easily (mini domination victory I call it) or the more natural way. Of course, Persia makes an excellent domination leader, creative is great for securing borders and getting the needed land mass, expansive insures healthy growing cities, which means more production and more population. Of course, conquest isnt out either especially an early one if you get enough momentum. Remember just because you arent aggressive, doesnt mean you cant warmonger! It just means you should build more horses! Something Cyrus has a great line up for. Space race is fine too, achieved again, by your hopefully dominant position.
Oh and one last thing, Cyrus is a great, and I mean great bad habit breaker. I find I really learn the pace of the game with Cyrus. Stonehenge is not needed, which means more hammers for early military, which is something that helped me make my jump to monarch and now emperor. Same with the Oracle, its not that I couldnt get it, just that I completely ignore that line of techs (often just trade for them) until I am ready to head towards Guilds and I need Monarchy. It taught me then to capture holy cities instead of founding my own. The fun thing is, despite those two, wonders arent out. If I find stone near my start position, the Pyramids is VERY achievable, but I dont count on getting it. If its there, its there. The amount of times I popped masonry from goody huts is quite frequent. Same goes for the lighthouse (continent games etc.) Lastly, it got over my fear of not having financial as a trait and that you can do more then well without it. The only Civ I find I could enjoy more then the glorious Persians is the venerable Egyptians. Her versatility is almost as good and one thing I miss with Persia is the no anarchy, which opens up many diplomatic options and similar yet different play style. Persia has my vote for emperor though, because expansive really shines.
Hope you enjoy and please share!