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Comprehensive Leader Guide: Julius Caesar

Discussion in 'Civ4 - Strategy & Tips' started by dankok8, Jul 21, 2008.

  1. dankok8

    dankok8 Elected World Leader

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    Julius Caesar of the Romans



    Traits: Organized, Imperialistic
    UB: Forum (Replaces Market; +25% GP points)
    UU: Praetorian (Replaces Swordsman, but has strength of 8 and no city attack bonus)
    Techs: Fishing, Mining

    Julius, Julius… Basically, he's strong because of the praetorians, but his traits being Organized and Imperialistic have great synergy with his style of play. Organized reduces civic upkeep by 50% (great for large empires) and make courthouses, lighthouses, and factories cheaper (cheap courthouses are very important because they cut city maintenance).

    Early Research and Build Order

    Getting Praetorians up ASAP is important. Your tech order should almost always go Bronze Working, Iron Working, Wheel (needed to connect the Iron for praetorians). If you have a landlocked start, the building order should be worker-worker-warrior-settler -warrior-settler-worker-barracks-praetorians. Notice I said praetorianS - this means you keep building them until you conquer everything or you go on strike-more on that later. The first city should be founded to claim copper if possible, but it’s not necessary. Just try to find a good production city (lots of hills and forests) with enough food to work a few mines. The second city you found must get the Iron. Send your worker to connect the Iron - it must be connected by the time the barracks is finished. It's your top priority. In case of a coastal start, just replace that first worker with a workboat.

    With 3 cities, a source of Iron, and Slavery (you should switch just before the barracks are done - don't switch earlier to avoid slave revolts if they happen), build/chop/whip an army of Praetorians. This should not take long considering you have decent production (try to maximize production with good city placement even if just for the short-term benefit). Try to have the barracks in every city before starting on praetorians. Barracks will give them combat I and for a unit that's already ultra strong (8 vs. an archer with a base strength of 3), 8.8 can only be better. Once you have ~10 praetorians (should not be later than 1000BC), pick your enemy and let the praets do the work. Oh and don't stop building them... keep them coming... plenty workers will be stolen from the enemy so don't worry about those.

    Early Promotions

    Your praetorians may run into barbarians as the army as assembled or as they approach the enemy. Awesome!! Kill those suckers for some XP's and promote your praets in the following manner: 3/4 down the City Raider (CR) line and 1/4 with Shock/Combat promotions to battle any axemen you encounter. axemen have strength of 5, but with their 50% bonus against melee, they can cause unwanted casualties so that's why you need shock on some of the praets. As your praets kill your enemies and get more XP's, keep promoting this way. When you pop Great Generals (GG's), it’s probably best to either assign them as specialists to give your praets more starting XP or attach them to the most promoted units in your army. An academy is rarely worth it.

    Who to Attack…?!?

    3 things you should take into consideration when deciding who to attack first. The first one is obviously the distance. Leave the far opponent last often makes sense to reduce maintenance costs. The second factor is defensive strength - go after Protective enemies, Creative enemies, and those with cities on hills first. The third factor is UU's your enemies field. For example, be cautious when fighting guys like Sitting Bull and Alex (Dogs and Combat I Phalanges can cause you trouble). It's often best to either kill these guys first before they can build many of these units or leave them until much later when you have catapults. Basically, try to kill your strongest and potentially troublesome enemies first. One other thing - if someone has Pyramids (don't try building them yourself), capture them. They'll help your economy very much which I will explain later.

    Conquest Tactics

    On your conquests, basically stay focused on attacking cities although do not hesitate to kill weak exposed units that could give you free XP. Try to head for the capital first and then simply work in a way that will let you move to your next opponent ASAP. Capture only the capital and maybe another very good city (i.e. a good wonder and excellent production) - raze everything else. That is critical because otherwise, you'll ruin your economy too quickly to do enough damage. Take distance from the capital into account as well. If your target is very far away, raze everything!! During you conquest, don’t go out of your way pillaging resources if it slows you down. If you kill them quickly, they can’t build many axemen anyways.

    Post-Conquest Economy

    Ok, so by now you've likely conquered all of the known world and/or are at 0% science losing money because you did what I told you and you can't continue because your valuable praets are disbanding. While you were building all those praetorians, your research path should have been focused on techs that can get you out of an economic slump. The 3 main ones are Writing (essential for Libraries and assigning Scientist specialists), Currency (unlocks the UB and allows you to build commerce), Code of Laws (unlocks courthouses). Of course, you should have picked up some essential worker techs you could use right after Wheel (Agriculture, Animal Husbandry come to mind). You likely won't have all 3 of Writing/Currency/Code of Laws. Writing you must have by now so build/chop/whip Libraries everywhere and assign Scientist specialists. In cities with low beaker production (likely small size), just build commerce once you get Currency. Once you get Code of Laws, whip/chop/build courthouses everywhere and following this, switch from Slavery to Caste System so you can run more Scientists. The forum is better than a regular market and should be built in your largest cities (with most specialists) as it will help you make Great Scientists. If you are behind in tech, you can lightbulb some techs and trade them to the furthest away AI's (you should be killing the ones that are close). If you are not really behind in tech, make academies in your cities with highest science output. If any religions spread to you or you found one with Code of Laws, adopt Theocracy if you have researched Theology for more promoted units. If you have the Pyramids (you should really try to capture them), adopt Representation and you'll be researching pretty well. :) You may also choose to run merchants in 1 or 2 large cities where you’ve built forum to produce Great Merchants. You can then either settle these in you highest gold producing city or send them on a trade mission for lump sum of gold.

    On to the Medieval Age

    Once your enemies discover Feudalism and have longbowmen, your praets are not invincible anymore, but are still useful and simply need catapult support (this needs Construction so make sure you get that). You can use praets until your enemies have riflemen. Only then they are obsolete and should be upgraded to riflemen as well. Your praets are better than macemen - they cost 45 hammers to 70 hammers for macemen and are likely much better promoted. Your shock praets should be able to handle a few AI macemen without too many loses. Since praets do not obsolete once macemen are unlocked, build one or 2 macemen and upgrade them with shock to fight other macemen while mostly building praets otherwise. Praets are only inferior to macemen against other melee units, but are equivalent in other categories and much cheaper to produce. As you go deeper in the medieval era, you may want to also give a few praets Combat I and II followed by Formation to counter knights and later cuirassiers. If you are facing hordes of mounted units, consider getting Engineering and training a few pikemen. You may want to switch to promoting units in a 3:1:1 ratio of CR:Shock:Formation as you’re likely to be seeing more melee and mounted units as time goes on. Adjust this ratio accordingly if you’re seeing more or less mounted and melee enemies.

    Strategy in Isolation

    If you are isolated, consider that Julius is excellent at rapid early expansion (REX) since he’s got cheap courthouses as well as cheap settlers from Imperialistic. Iron working is still a priority although not nearly as much. Research worker techs (i.e. Agriculture, Animal Husbandry) if needed and then Wheel, Bronze Working, Iron Working. Of course, the building order here should be much more flexible and depends on the starting situation since you don’t need to rush praets. Praets do still come in useful as barb defense though. Since it is optimal to run a Specialist Economy (SE), you may want the Pyramids so include Masonry with the worker techs as an early research option and then simply chop/build the Pyramids. If you decide to run a Cottage Economy (CE), research Pottery and lay some cottages early. After those techs, your priorities are once again Writing for Libraries and Scientists and Currency/Code of Laws to fund expansion. Since you have no significant bonuses to research, beeline Optics and try to contact other civs ASAP.

    Other Pointers

    1) Promote 1 or 2 praets down the Medic line so they can heal your units and minimize time lost due to healing.
    2) Attack the siege weapons before they attack you to prevent collateral damage.
    3) Pillage Ivory!! Once your enemies have Construction, those pesky war elephants can give you a bit of trouble although you’re enemy is unlikely to mass produce them. Also give a few praets Formation.
    4) Do build forums - they are a good UB and have great synergy with a specialist economy (SE) you are running.
    5) Ancient and Classical Era UU’s That Can Cause Problems
    - Phalanx
    - Dog Soldier
    - Vulture
    - Numidian Cavalry
    - Ballista Elephant
    6) Most medieval era UU’s can cause problems because the AI will tend to build many of them. If facing such problematic civilizations in the medieval era (i.e. Spain, China), build counter units to avoid catastrophic casualties.
    7) Watch for crossbowmen and especially Chu-ko-nu’s. Wipe China out first if you can.

    Conclusion

    With Julius, you get praetorians with Iron Working which are practically maceman that cost 25 hammers less and come ~2000 years earlier. Praetorians are extremely powerful until Construction, very powerful until Feudalism, very dependable until Rifling, and obsolete afterwards. All you need is a city and preferably a barracks. To quote CivCorpse, "I thought the Roman UB was the barracks the praets come out of". Augustus pretty much needs the same guide except I would build the Pyramids and more medieval and late game wonders with Augustus since he's Industrious assuming the game is not already over. ;) Hope many players find this guide helpful. It's been my pleasure.
     
  2. Quotey

    Quotey Emperor

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    This looks like a really good guide- to the Roman civ however. You should also mention JC is suited for a high scale REX- 2 pop whip settlers after one turn of production, 2 pop whip courthouses in cities, and half civic maint.

    You've also not mentioned what to do with all those GGs you'll get (IMP and loads of winning :D). Some medics? Settled in your main Praet pump? CR3/CombatV Praets :O?
     
  3. Hellman109

    Hellman109 Chieftain

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    Ill argue on splitting stacks.

    If you do split your stacks then they have a much better chance of killing one stack.

    And if they kill one stack then you wont have the units to win with just one stack.

    If you have 2 stacks of 6 each, 1 treb attack will hurt everything in either stack, but if you had 1 stack of 12 it will take atleast 2 trebs to damage all your units (with a good chance of them losing both) and if you move right you should still defeat like units (EG by using hills/plains).

    splitting stacks is a way to lose IMO.
     
  4. TheMeInTeam

    TheMeInTeam Top Logic

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    It depends like everything else. If you have so much power that you can split 2 stacks and keep both without problems (and yes, this does happen, even higher up in difficulty sometimes), then using 1 slows down the war, builds more WW, and wastes time.
     
  5. Lord Chambers

    Lord Chambers King

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    This is true.

    But once you've buried the victim's stack, it's just a matter of marching up to cities, lowering their defences, sending in the siege weapons, and mopping up. In this situation I prefer to build a second stack and conquer cities twice as fast. If things don't go as planned you can recombine them, but if you conquer cities fast enough the victim will not have a chance to do much counter attacking.
     
  6. Lord Chambers

    Lord Chambers King

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    A smaller stack is more likely to take losses, which build 3x the weariness points as a victory.
     
  7. Gwynnja

    Gwynnja Deity

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    When I play as Rome, I research my worker techs first. Praets pwn everything anyhow, it isn't quite as necessary to beeline IW, (although it's where I go after I can build farms and pastures.)
     
  8. CivCorpse

    CivCorpse Supreme Overlord of All

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    Couple of points.
    A. this is a guide for a prat rush rather than a particular leader.
    B. if you promote a prat up the medic line then it will have combat1 vs the CR your other prats have. Making it the stack defender in almost every situation. Thus it might die.
    C. what if you don't have iron?
    D. what if you have an isolated start?
    E. Crossbows eat Prats.
    F. Macemen eat prats the that crossbows don't. Shock maces don't even bother chewing.
    G. Chokonu consider Prat stacks as an all-you-can-eat buffet.
    H. Numandian cavalry with shock can handle Prats.
    I. Landscheckts laugh at Prats. Then they eat them.
    J. What happens if the Pyramids are on another continent? Iron is heavy, Prats sink.
    K. Knights are pre-rifling...they can kill prats too.
    L. So are Cuissiars.
    M. Jannisaries can't even spell Pratorian...so they kill them.
    N. Neither can Oromos.
    N. And you definately don't want to even think about Conquistadors.
     
  9. oyzar

    oyzar Have quit civ/forums

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    Most of these don't post much threats from the AI... Sure if handled by a competent human it is something different but the AI just can't handle praets.. That said i still think virus monsters guide to large scale domination is probably more informative than this guide...
     
  10. CivCorpse

    CivCorpse Supreme Overlord of All

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    Just wanted to bring Prats down to earth a bit. A newer player might read this and think all you need to do to win with a roman leader is build prats. then find out there is no iron available. Prats are fun and easy to play. Requiring almost no strategy beyond "Build Praetorians and then attack something." Or, they stop focusing on research because they think all they need are Praetorians.
     
  11. dankok8

    dankok8 Elected World Leader

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    First of all, I wanna say great input. Thank you!!

    That's only if you're isolated although if you have 1 or 2 civs around you will be isolated very quickly. :lol: I guess the guide for Augustus would not be all that different except you could try to build the Pyramids while pumping out praets, especially if you have stone. In the medieval and later eras, you can certainly resort to more wonder building.

    I did.. I rarely think building academies is worth it since good production cities build military quickly anyways. I think instructors or attaching them to units is better.

    A. I agree, but isn't that what you want to do with Julius and Augustus 100% of the time if you are not isolated.
    B. Good point. However, all praets will have at least combat I because of the barracks and shock praets will get a few combat promotions as well.
    C. I onno.. :lol: seriously though, this is rare. I find that sometimes, I have no copper but I don't remember not having iron nearby.
    D. Just REX like mad I guess. This is relevant so I'll edit to add a section on this situation. Of the top of my head, I'm thinking SE, Pyramids, and a few praets for defense early on although I would appreciate any input here.
    E. Yep, but the AI rarely masses them.. should not be that huge of a deal.
    F. Nah .. highly promoted shock praets with a numerical advantage win every time.
    G. Yea. This is one of the civs you wanna take out ASAP considering they are protective as well. If they are far away, you raze all cities.
    H. See G.
    I. See G.
    J. You don't require the Pyramids to run an SE.. they simply help although your research will be slower. With a large empire including a few capital locations though, you'll catch the AI quickly.
    K. They could be a problem, but considering how cheap praets are and the number of cities you have producing them, I don't see a big problem. If you wish to minimize casualties, bring a few pikemen along after you have Engineering.
    L. See K.
    M. See G.
    N. See G.
    O. See G.

    Praets are certainly not invincible in the medieval era, but they are dependable. Escorted with siege and maybe a few Pikes, they are pretty effective. After researching CS and Machinery, you can't build them anymore though.. :cry: I thus might delay Machinery and thus Engineering for a while then and simply rely on the praets to repel knights/cuirassiers. I mean is it worth paying 25 hammers more (55% more) to just have +50% vs. melee as macemen do?!? I would say no in most situations.
     
  12. CivCorpse

    CivCorpse Supreme Overlord of All

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    I'm not sure how you figure prats to have an advantage of maces. Especially shock maces. Assuming a shock prat which nullifies both units shock promotion. a Combat1 mace is strength 12.8 vs a prat. A prat would need combat FIVE to have that strength. And since you used one promo for shock that means level 7 or THIRTY FIVE experience points. Personally I wouldn't use a level 7 unit to attack with even odds. You are better off using some of that war gold to upgrade your highly promoted prats.

    RE: delaying machinery and then engineering to be able to produce more prats. You are delaying trebs. cats vs castles take forever. Spies are not guarenteed. You're also delaying crossbows, the counter to maces. As well as losing +1 road movement. Prats rock, no argument there. But once maces are on the scene they are the better unit.
     
  13. DaveMcW

    DaveMcW Deity

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    Yes you can.
     
  14. Gwynnja

    Gwynnja Deity

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    no they won't. barracks will give you 3xp, not a particular promotion. my praets get CR 95% of the time and I'll let a chariot or woodsman III warrior do the healing.
     
  15. dankok8

    dankok8 Elected World Leader

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    A single praet vs. a single mace is in the mace's favor, but when either is fighting a longbow or a crossbow or any other unit, they are the same. Also, consider that praets cost 45h and maces 70h. Is +50% vs. melee worth 25 extra hammers. 2 maces cost as much (5h more) as 3 praets. Is it worth it?!? imo, it is not in most cases, but I understand others may think otherwise.

    @Dave

    interesting .. i'm gonna look into that.
     
  16. EweezE

    EweezE Dog Soldier

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    Do you mean if you have a bunch of them queued? Or, you joking? :confused:
     
  17. TheMeInTeam

    TheMeInTeam Top Logic

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    I qualified the statement, I think. At some point if you're big enough that you can split your stack and have each perform equally well as 1, but hit 2 different areas, then you're just going to waste time and sag with more turns of WW if you don't split them vs splitting them.

    I don't usually split them. Maybe in 1/4 of my games or really late when I hit with like 50 marines each in 2 places or something. Generally it's a bad idea, but certainly not ALWAYS. I was describing the consequences of not doing it when it actually is a GOOD idea.
     
  18. TheMeInTeam

    TheMeInTeam Top Logic

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    Shock axes in cities are dangerous to prats (walls or 40% culture make it worse) and much cheaper. Matters very little against the AI, but a human can flank off your siege and that's trouble then (or just siege your prats down a bit and axe them to death). Combat/shock HA's or more likely flanking II guys won't have too much trouble doing getting rid of catapults if you don't have spears!

    Not mentioned - but shock elephants screw prats and all classical age troops pretty hard.

    As mentioned, the AI is pretty terrible at war and really won't do too much against prats - certainly not anyt of the stuff above normally (other than spam elephants if it has them). Just make sure once they get machinery to mix things into your stack that keep the occasional xbows off of you. Later on you'll definitely need pikes or elephants for knights as well, as knights are very, very powerful units against anything else pre-renaissance and the AI LOVES them.

    This UU is broken against the AI, but headway against a human will be much harder.
     
  19. Matthew5117

    Matthew5117 Emperor

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    I am assuming you mean "try to pillage Ivory'... otherwise I am missing something here.
     
  20. madscientist

    madscientist RPC Supergenius

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    Prats are a means to an end, domination. Use them to secure one or two nations early, then regroup the economy and use JC's 2 traits to complete the conquest/domination.

    saying maces/crossbows etc are counters to prats are silly as they are higher techs and thus JC should have his own maces/crossbows by then.

    What stops prats cold in their own era.

    War Elephants
    Shock Numidians
    Dog Warriors
     

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