My Immortal game has started. These are the rounds played: Round 1: 4000 BC to 2900 BC (44 Turns)-Exploration Round 2: 2875 BC to 1075 BC (73 Turns)-War with Wang Kon Round 3: 1050 BC to 425 BC (28 Turns)-Post-Early Rush Round 4: 410 BC to 115 AD (36 Turns)-A Conflict Revived Round 5: 130 AD to 580 AD (31 Turns)-Alone with Elizabeth Round 6: 595 AD to 835 AD (17 Turns)-Setbacks BONUS ROUND: To 1887 AD [End Game]-The Prestige Well, the first time I attempted to post a game up on these forums, it kind of failed since I lost the save for that last game (which if I recall correctly I posted months ago). But now I decided to again try and post a game up on the forums here, this time remembering the save (hopefully). However, the difficulty level will be slightly different. I used to be a warlords and noble player until I came to this website and now I am comfortable on the higher difficulties, which is why I am going to play this game on -- you guessed it -- Immortal difficulty. I hope that this game will be a challenge to me and that I can solicit much advice from you viewers. Since I am quite new to Immortal level I decided to go with a fairly easy leader to start with. The leader is (I'm sure by now that you've figured it out) Darius I of Persia. Our illustrious leader is considered one of the best in the game because of his two economic traits and a kick-ass awesome unique unit. In case you desire to know some more detailed information about Darius' traits and unique attributes, here they are: Traits: 1. Financial: +1 on plots with 2 or more . 2. Organized: -50% civic upkeep cost. Double speed of Courthouse, Factory, and Lighthouse. Unique Unit: Immortal: Replaces the chariot unit. Has 2 movement points, 4 , costs 45 , has a 10% chance of withdrawing from attack, and has +100% attack versus axemen. These are all the attributes of a normal chariot, but what makes the Immortal unique is its +50% attack AND defense verses archers as well. Unique Building: Apothecary: Replaces the grocer building. It retains the normal qualities of 225 , +25% , +1 for banana, spices, sugar, wines, and can turn two citizens into merchants. The apothecary simply adds +2 . Starting technologies: Hunting and Agriculture Now that we have Darius' stuff out of the way, let's turn to the map settings. -Continents map in order to reduce vassal/snowballing exploits by the human player. -Epic game speed to reduce human movement exploits on marathon speed and to also make the game last longer so I can get more advice and have more fun as well. -Standard size since that's what everyone else uses. We are also using the standard 6 AI's. -Medium Sea Level to prevent the AI from expanding too much in low sea level and also to prevent the human from gaining much advantage from a higher sea level (means less expansion for AI's). The rest of the map settings are pretty much normal. Everything in the column which has "no barbarian" settings, "choose religions", etc are unselected and of course, all victory conditions are enabled. And finally, the moment everyone's been waiting for: The starting location: A mediocre starting location. Good is the irrigated corn that can be farmed right off the bat, meaning a worker first is probably the way to go here. We also have a nice silk resource which unfortuantely is enhanced by a market, not an apothecary, but is nice nontheless. Unfortunately, the start is all forest so I need to research Mining and Bronze Working as well. There is also the issue of floodplains. If I settle in place, I will only gain 1, out of a potential 4 that I see in this screenshot. If I settled one south (on top of the silk) I gain two more and still keep the corn and am on a river, but lose the upper grassland mine which doesn't have a forest (strategic resource??). A question I have here is -- if I settle one south, on top of the silk, will my starting capital have three ? Due to the financial trait? If so, then maybe settling one south is best, but it would waste a turn and the map is generally supposed to settle you in the best average spot. But this is epic speed as well. Another thing I dislike about this starting location is that lake which is two tiles west of the selected settler. I don't like lakes since they can never be improved. So what do you guys think? My overall game plan is to use immortals for an early army against another AI and also to cottage the capital, which makes sense because it only has three visible hills (all of which are grassland). I will definitely be running a cottage economy here. I'm assuming the capital build should be worker first, followed by several warriors, then a worker/settler to gain a horse resource? The technology path should be AH - Mining - Bronze Working - Wheel - Pottery, but perhaps AH should be put off until after Bronze Working? Please help me out here, and hopefully I can compelte this game with a victory. I have lots of time this week so this game may be done within a week. And I can't forget the scout! The scout...hm...should he move 1 southeast onto that floodplain, then 1 southwest so he ends up two south of his original location? Feel free to shadow, but please do not post any spoilers in this thread.