Sovietof17
Prince
- Joined
- Oct 26, 2005
- Messages
- 303
I found this one very hard because I wasn't sure how to do it, or if I could even do it. I finally accomplished it today
You spawn at 300BC
1. AT 600 AD.... Have 2500 culture, and 5000 Gold
2. AT 1000 AD... Control or vassalize the Deccan, Bengal, Srivajayan
3. BY 1200 AD... Gain 7500 gold "by trade"
4. BY 1500 AD... Have a city of size 25
Your units...
Dharani - A powerful transport accessible at Artisanry
Rocketeer - A grenadier that excells at blasting large groups, accessible at Chemistry(!). I don't think you will see this in by the time you obtain a UHV.
Unique buildings
Gopuram - A civic square that gives +10% food, available at Statecraft... It's feasible you can see this towards the end, I suppose.
Unique power
The power of trade guilds: +10% foreign trade yield for each traded resource
It's clear that your will be hinging on your unique power. Merchants will generate between 700-900 gold each. I managed to get two of them before 600 AD. They also contribute to "Gold from trade".
So far...
I failed many times so far at the UHV#1 , and then figured out the strategy after a lot of note taking.
The intro
War?
You're given 2 swordsmen, 2 elephants. It seems to be an invitation to conquer something. Perhaps Ujain. Don't do it, you don't need it, and it's a liability and a war zone. Use your elephants and swordsmen for defense against barbs and indepdent incursions.
Civics selection... and religion: Monarchy, Manorialism, Clergy. Buddhism to be bros with everyone in SE Asia.
Grow like crazy in the beginning:
Build workers.
Settle: Rajamahendravaram on the eastern coast, Rairi on the western coast. For me, Rairi ended up being capable of supporting the 25 pop needed for UHV#3.
Helpful wonders: Kharuju, Jetavaranayman
This will set you up for uhv#3, and estabilish your resources for trading for #1, and also help to satisfy uhv#2.
UHV#1 [PART 1]
Trading -
Hope that China is alive. Trade with them profusely. Use your dharani to transport scouts. Tech to Navigation and Artisanry for your boats. You will be able to trade for the rest. Always trade your spare resources away for other resources or gold, to benefit from your unique power. When you have both, shut off science completely, and split it between culture and tax. When you are close to 2500 culture, go 100% tax, and your tax and your merchants will just about bring you to 5,000 gold for UHV#1.
Civics change
You want to change to Caste System when your improvments are mostly done - it's a must.
You should change to Syncretism when you can, because it aligns directly to UHV#1 AND UHV #3. You'll have to trade for the tech.
Citizenship would help if you could get it early, but I didn't. It unlocks your ability to spend saved money on an army from UHV#1. It also makes markets, theaters, and aquducts faster, all pretty vital things.
Merchant trade is also important as it generates gold for uhv#2. And factors heavily into your unique power.
Thassalocracy worked great for me, since all my cities were by the sea.
Your new neighbors, the Kushans (140bc)
Keep on good terms with them. They have a huge army, don't antagonize them by settling close. They can easily stomp you and jungles mean nothing to their UU and they will crush you without a thought.
Your new colony, the Malayans (500AD)
Malayans spawn at 500 AD, and become attackable sometime later. Your UHV1 part 1 is checked around 600 AD, at which point, you are now sitting on a massive nest egg you can do anything with.
UHV#2 [WAR fueled by $$$$$$$$$]
Part1: Malayan colony: Now you can by a big army of elephants and dharani, and send them off to conquer the Malayans. Dont forget to send workers to improve the resources and bring you even more fodder for trade and $$$. The Malayans will crumple under 6 war elephants like nothing.
Part2:Bengal: The bengal will be inhabited by someone [for me, India], and some of it foreign, so I waited until around 900 AD, as they were vassalized by the Kushans. I then DOW and took Bengal with a large elephant force. Kushans were very angry and attacked with a huge force towards Rairi. Having seen this before in a lost game, I purchased a huge army for counterattack with citizenship, and crushed it with bombards and elephants.
After the war, I switched to elective, and generated lots of gold and merchant, trading with far off places like Korea, Japan, and Mali. Never did make it to Europe.
Your unfriendly new neighbors, the Mughals (1200AD) spawn around when you are finishing up UHV#3. I recommend keeping your rented army warmed up for them. They didn't pose much of a problem for me, they couldnt get past my arqubusiers and elephants. 25 pop was reached at around 1270 and the game ended. Note extra merchants and your unique building can also contribute to uhv#3 if you didnt reach it yet.
You spawn at 300BC
1. AT 600 AD.... Have 2500 culture, and 5000 Gold
2. AT 1000 AD... Control or vassalize the Deccan, Bengal, Srivajayan
3. BY 1200 AD... Gain 7500 gold "by trade"
4. BY 1500 AD... Have a city of size 25
Your units...
Dharani - A powerful transport accessible at Artisanry
Rocketeer - A grenadier that excells at blasting large groups, accessible at Chemistry(!). I don't think you will see this in by the time you obtain a UHV.
Unique buildings
Gopuram - A civic square that gives +10% food, available at Statecraft... It's feasible you can see this towards the end, I suppose.
Unique power
The power of trade guilds: +10% foreign trade yield for each traded resource
It's clear that your will be hinging on your unique power. Merchants will generate between 700-900 gold each. I managed to get two of them before 600 AD. They also contribute to "Gold from trade".
So far...
I failed many times so far at the UHV#1 , and then figured out the strategy after a lot of note taking.
The intro
War?
You're given 2 swordsmen, 2 elephants. It seems to be an invitation to conquer something. Perhaps Ujain. Don't do it, you don't need it, and it's a liability and a war zone. Use your elephants and swordsmen for defense against barbs and indepdent incursions.
Civics selection... and religion: Monarchy, Manorialism, Clergy. Buddhism to be bros with everyone in SE Asia.
Grow like crazy in the beginning:
Build workers.
Settle: Rajamahendravaram on the eastern coast, Rairi on the western coast. For me, Rairi ended up being capable of supporting the 25 pop needed for UHV#3.
Helpful wonders: Kharuju, Jetavaranayman
This will set you up for uhv#3, and estabilish your resources for trading for #1, and also help to satisfy uhv#2.
UHV#1 [PART 1]
Trading -
Hope that China is alive. Trade with them profusely. Use your dharani to transport scouts. Tech to Navigation and Artisanry for your boats. You will be able to trade for the rest. Always trade your spare resources away for other resources or gold, to benefit from your unique power. When you have both, shut off science completely, and split it between culture and tax. When you are close to 2500 culture, go 100% tax, and your tax and your merchants will just about bring you to 5,000 gold for UHV#1.
Civics change
You want to change to Caste System when your improvments are mostly done - it's a must.
You should change to Syncretism when you can, because it aligns directly to UHV#1 AND UHV #3. You'll have to trade for the tech.
Citizenship would help if you could get it early, but I didn't. It unlocks your ability to spend saved money on an army from UHV#1. It also makes markets, theaters, and aquducts faster, all pretty vital things.
Merchant trade is also important as it generates gold for uhv#2. And factors heavily into your unique power.
Thassalocracy worked great for me, since all my cities were by the sea.
Your new neighbors, the Kushans (140bc)
Keep on good terms with them. They have a huge army, don't antagonize them by settling close. They can easily stomp you and jungles mean nothing to their UU and they will crush you without a thought.
Your new colony, the Malayans (500AD)
Malayans spawn at 500 AD, and become attackable sometime later. Your UHV1 part 1 is checked around 600 AD, at which point, you are now sitting on a massive nest egg you can do anything with.
UHV#2 [WAR fueled by $$$$$$$$$]
Part1: Malayan colony: Now you can by a big army of elephants and dharani, and send them off to conquer the Malayans. Dont forget to send workers to improve the resources and bring you even more fodder for trade and $$$. The Malayans will crumple under 6 war elephants like nothing.
Part2:Bengal: The bengal will be inhabited by someone [for me, India], and some of it foreign, so I waited until around 900 AD, as they were vassalized by the Kushans. I then DOW and took Bengal with a large elephant force. Kushans were very angry and attacked with a huge force towards Rairi. Having seen this before in a lost game, I purchased a huge army for counterattack with citizenship, and crushed it with bombards and elephants.
After the war, I switched to elective, and generated lots of gold and merchant, trading with far off places like Korea, Japan, and Mali. Never did make it to Europe.
Your unfriendly new neighbors, the Mughals (1200AD) spawn around when you are finishing up UHV#3. I recommend keeping your rented army warmed up for them. They didn't pose much of a problem for me, they couldnt get past my arqubusiers and elephants. 25 pop was reached at around 1270 and the game ended. Note extra merchants and your unique building can also contribute to uhv#3 if you didnt reach it yet.