Comprehensive Leader Guide: Elizabeth

dankok8

Elected World Leader
Joined
May 30, 2007
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Location
Canada
Elizabeth of the English

Elizabeth.jpg


Traits: Financial, Philosophical
UB: Stock Exchange (Replaces Bank; +65% Gold)
UU: Redcoat (Replaces Rifleman, has +25% vs. Gunpowder units)
Techs: Fishing, Mining

Liz has the 2 strongest economic traits in the game. The key with her is to use a combination of cottages (boosted by Financial) and bulbing (helped by Philosophical) to move through the tech tree very rapidly. Liz in the hands of the AI is a formidable techer as well and always a threat for Space Race.

In Civ 4, however, no leader is perfect. While Liz has obvious economic
advantages, but lack in the military department somewhat until the late game. In addition, she has no production advantages early on so there should be a concerted effort when playing with her to grab some solid production locations.

Science and Gold:
You early research priorities should be Pottery for Cottages, Writing for Libraries, and Code of Laws primarily for Caste System. Adopting Caste System will allow you to run unlimited Scientists in your GP farm (preferably a city with a few food resources and/or 5 or so flood plains). Slavery is not much of a loss with Liz very much because most of your cities other than the GP farm should be cottaged and so may not grow rapidly at all. If you have Stone nearby (and even if you don't), consider grabbing the Pyramids; Representation will make your GP farm a great research center as well.

In the mid game, a Liberalism beeline is certainly the way to go. Given that you a few cottaged cities as well as frequent GS, you should be able to bulb your way there very early (significantly before 1000AD). Philosophy /Education are particularly good to bulb! I often grab Nationalism as a free tech off of Liberalism, build the Taj and during a Golden Age research Printing Press (great for cottage economy - also adopt Free Speech) followed by Banking and Economics (free Great Merchant you can use to found Sid's Sushi or Cereal Mills later). If there are potential targets, go Replacable Parts and Rifling and start building hordes of Redcoats. While those are being built, research or trade for Steel and bring a few Cannon as well.

Once you research Democracy, switch to Universal Suffrage and Emancipation. Universal Suffrage is ridiculously powerful with Liz who often has no trouble making tons of Gold. I find US particularly strong for building a navy quickly since coastal cities often suffer from lack of production. Build Stock Exchanges in your cities to bolster your Gold production. Emancipation allows you quickly transform your new cities into Town heaven and gives your poor rivals an unhappiness boost. In the late game, you can switch your GS farm into a Great Merchant farm as bulbing becomes much less valuable as tech values climb way up. Great Merchants can do trade missions and make you tons of gold for US and upgrades.

By this point in the game, you will either be so ridiculously ahead in tech that you can conquer the world with ease or build a Spaceship while your enemies are still running around with muskets and sailing ships.

If playing a coastal start, the strategy is similar to above except the Great Lighthouse and the Colossus become much more important and you want to get those even if you have to miss out on the Pyramids. Try to work coastal tiles - those are ridiculously powerful with Financial + GL + Colossus.

Play with slider through the game; most of the time, keep it as high as possible to research quickly and then drop to 0 for a few turns when you need some gold. Try to get Medicine early (I think prerequisite is Railroad) and found Sid's Sushi in your best Gold city. Trade with other civs for all their sea food (Fish, Crabs, Clams). Now feel free to spread Sid to them since they will get no benefit and watch as you make money at 100% research. At that point, spread Sushi to your cities as well to boost growth.

Production:

In coastal starts in particular, you may find that you are researching like mad, but that it takes you 10 turns to build a Redcoat on Normal Speed in your best production city. When playing with Liz, make sure you settle at least 2-3 good production cities through the game - don't cottage these too much :). Cities with hills and strategic resources are good, but make sure there is food to grow so you can work the mines. A plains city surrounded by 10 hills is a poor production city!! Later in the game when you approach levees, riverside cities become better for this. These production cities should build a few wonders you need (Mids, GL, Colossus); other than that, keep pumping troops out. Just because you have money does not mean you should neglect military. In the late game, you need productions cities for building Space Ship parts.

War:

Liz starts with Mining so she can axerush a nearby opponent early in the game . After an early rush, it may be suboptimal to go to war; instead develop your economy to a point where a huge tech lead will let you obliterate your enemies. Once you have Rifling, it's a good time to start. If you enemies don't have Riflemen, your Redcoats are still good; they are less vulnerable to Grenadiers when defending and eat Musketman for breakfast. Against enemy Riflemen, a +25% edge certainly helps especially if you are on defensive terrain approaching an enemy city. Give your Redcoats CI/Pinch.

Civics:

Representation before Democracy; Universal Suffrage after.
Bureaucracy (especially if you capital is a decent production site); Free Speech after Liberalism
Caste System; Emancipation in the later game when GS lose value and/or Emancipation unhappiness kicks in.
Free Market ASAP; allow Corporations and gives an extra trade route.
Free Religion if diplomacy allows; +10% research and extra happiness helps.

Conclusion:

Elizabeth is about Science. You'll have no trouble leading in tech. Just build enough military to prevent being destroyed early and get a few nice production sites. Be nice in the early game; give your aggressive enemies what they demand, adopt their religion, bribe them to attack someone. Each Town will give you 8 commerce after Free Speech. Combine this with bulbing with GS and you'll leave the AI's in the dust. Tell me what you think.
 
It's funny that I see this now. I always play with a random leader, random map so that I am forced to develop different styles of play. Unless I go for a classical or medieval era rush, I usually try the liberalism beeline followed by rifling and mass upgrading of CR macemen. Most games end in domination unless I'm isolated in which case I'll go cultural or diplomatic. With Liz's traits and unique unit, I've been secretly hoping for her as she seemed perfect for my strategy, which involves lots of GP, quick teching early, and rifles.

Well, I got sick of waiting and chose her in my current game. Emperor, Normal Speed, Big and Small. My idea was to try a space race this time. I started on an archipelago (at the bottom) and only had room for three cities, plus an island to claim the iron. No copper, horses, stone or marble, and later no coal, oil, uranium, aluminum, or mine-related happiness resources. Needless to say I wouldn't be founding Mining Inc! I had lots of seafood though, and was able to chop out the Pyramids for the engineer which I used for the Great Library. I met Wang Kon, Catherine, Gandhi, Washington, Capac, and Hatty, so it looked like a dangerous game for a space race. With all of my great scientists, I was able to delay liberalism until 1100AD, claiming astronomy which I usually don't do. I figured I'd need a strong navy on this map, so I eschewed rifling in favour of grens and privateers. Washington built the lighthouse, so I took his top four mainland cities with trebs and grens, but couldn't force capitulation since he'd settled so many other islands. Oil popped up just inside India's borders, and since he had the Jewish holy shrine, and I didn't want to face him in a space race either, he was next. I'd been privateering his cities for years anyway, killing 117 caravels on Normal speed! I think I pulled in about 30 gold each turn from piracy! Gandhi never builds an army, so it didn't take long and I had 5 cottaged-spammed cities and about 8 new wonders. Couldn't vassalize him either, but in the meantime Catherine vassalized both Washington and Wang Kon, and "had enough on her hands". This should turn out interesting!

The military science route is a path I almost never take, and certainly didn't see myself doing with Liz, but in the end it paid off. I had 6 blitz privateers to promote to destroyers, which will absolutely eat any wooden navy. And the AI, who usually techs this path, seems to avoid it when you're there. I held a monopoly on chemistry for what seemed like forever!
 
What's ridiculous about Liz is that her quick teching can put you ahead whichever way you want to win. If you have Stone and/or Marble, Cultural is a breeze too. You can get to all techs that enable wonders/corps way before anyone else. When you are starting on a new difficulty level, Liz is a good place to start; Ceasars are also good, but you can use Praets to win on Deity (at least small maps) without being a very good player.
 
Traits: Financial, Philosophical
Liz has the 2 strongest economic traits in the game.

Many will argue, spiritual is a more powerful trait here.
 
Many will argue that there are better combos then Fin/Phi, since there are two good economies, CE - Cottage based and SE - Specialist based. If you go all cottage, you don't have space for specialist, and vice versa, if you want more specialist you want to build farms then, not cottages.
Its a bit contradictory combo, but those two can work together ofcourse.

Probably best way to play with Elizabeth is hybrid economy, abusing specialist early on and bulbing techs, and switching gradually to cottages later on. That way you can use best of both traits.

Just as you said, she's all about economy, either way its easy to get tech lead with Elizabeth.
 
Many will argue that there are better combos then Fin/Phi, since there are two good economies, CE - Cottage based and SE - Specialist based. If you go all cottage, you don't have space for specialist, and vice versa, if you want more specialist you want to build farms then, not cottages.
Its a bit contradictory combo, but those two can work together ofcourse.

Probably best way to play with Elizabeth is hybrid economy, abusing specialist early on and bulbing techs, and switching gradually to cottages later on. That way you can use best of both traits.

Just as you said, she's all about economy, either way its easy to get tech lead with Elizabeth.

I think phi&fin makes a strong combo. You need 50% less specialists to create GP-points and can assign more citizens to cottages. Financial river side cottages are immediately as powerful as scientists or merchants but don't eat food, so the GP's are really the only reason to run specialists for Fi-leaders. With a Caste System or The Great Library you can create all early GP's you need in one city. IMO the best economy for Elizabeth is a pure cottage economy with a GP-farm.
 
The philo trait is overrated.

A wonderspam capital, does much more for specialist production than the +100% from philosophical does. And ofcourse wonderspam does much more than just that.

Unless you get really unlucky with a lousy start location, FIN + IND is much better than FIN + PHI.
Industrious also kicks in much earlier if you do the Great wall.

Best economic combo is prolly FIN + ORG.

Finally as others pointed out, FIN screams cottage economy, while PHI is all about specialists, so the combo isn't all that great.
 
Depending on our needs, PHI can go towards...

- opportunistic wonderspamming (if we have wonder resources available with our 1st city, it's every bit as good as IND for that approach)
- equalising effortlessly on unfavourable maps through bulbing and trading
- ambitious Liberalism gambits
- emulating other economic benefits trait with a few additional academies / settled GPs

While it's often weaker than FIN or ORG when leveraged for permanent gains and it also suffers from not being able to support rapid early expansion well (haven't found a reliable way to leverage an early Great Merchant, and the chances for/effects of fast shrines also vary), the strategic flexibility in the midgame has to count for something.

PHI also doesn't require much investment. Going for a few early GP is is a good idea anyway because the first few have amazing returns for the investment. If PHI is truly bad, we're doing something wrong (yes, even if we base our game on cottages). While not a particularly obvious combo, I don't see the huge antisynergy that's occasionally mentioned. Since GPP have rapidly diminishing returns, we don't need to go overboard on them... unlike the equivalent for FIN, leveraging PHI to me means knowing what to do with the edge rather than running the maximum number of specialists.

Since cottage cities tend to be fewer and individually more powrful than specialist research cities, one could even argue for some synergy from additional academies if we don't like throwing away Great People for temporary gains.

Last not least, since PHI reduces the relative importance of the National Epic city, it might free up a high-food site to do something else. This seems counter-intuitive at first but is another strength of PHI especially on lacklustre land - resources and junk means we will have many supporting specialist cities anyway and we often have other pressing things to do with what few good cities we have.
 
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