Elizabeth and Frederick- strategies?

lucifux

Chieftain
Joined
Jun 18, 2007
Messages
3
ive been trying multiple leaders and found an interest in the following leaders:
german leader Frederick (phi/cre) and his pantzer tanks along with english leader Elizabeth (phi/fin) with her red coats.

german start with hunting and mining
england start with fishing and mining

is there any strategies that will make me able to fully exploit their advantages and overcome their weaknesses? (what are they anyways?)

all that would be greatly appreciated:blush:
 
lucifux,

Welcome to CivFanatics.

Firstly, this is a game where you (a.) can't often rely on 'cookie cutter' strategies to deal with every start you're handed, and (b.) there's 'more than one way to skin a cat' in that for every problem there are multiple solutions and these may be leveraged in different ways to varying degrees of success.

Secondly, I note that you are presumably playing with 'vanilla' Civ, as Frederick's traits have now become Philosophical and Organised under Warlords, and you have not mentioned the unique buildings that are another Warlords addition.

Tribes that start with Mining should generally look seriously at Bronze Working as a first technology. England with Fishing can start right away on a Work Boat and grow London if settled on the coast near seafood.

Both leaders start with the Philosophical trait, which means that you can get a turbo boost along the technology tree if you're happy to work towards running specialists and picking up early Wonders that each contribute :gp: points. Getting to Writing building Libraries and running Specialist Scientists opens terrific lightbulbing (burning your Great Person on technology advancement) opportunities. Many players use Great Scientists to research several technologies towards Liberalism (Philosophy, Paper, and Education). Lightbulbing becomes increasingly effective from Prince level and above.

... because you're playing 'vanilla' you can also look at runing Specialist Priests (req. Temples) to produce a Great Prophet that can be used to research the bulk of the highly desirable Civil Service technology (ref. Sulla on views on Civil Service).

Lightbulbing is also an effective way to pick up many of the later religions (Philosophy > Taoism, Theology > Christianity, Code of Laws > Confucianism).

Frederick's Creative trait generally will protect many of your early cities from flipping, and will allow you to quickly work all 21 tiles in a fairly newly settled city because of the +2:culture: per turn, meaning borders will pop within five turns under normal playing conditions. Cheap Theatres are a nice extra if you're concerned that a captured city is under big cultural pressure and has happiness issues (to counter 'We yearn for our Motherland' / 'War, what is it good for?' unhappiness).

Elizabeth's Financial trait is powerful, and combined with Fishing means that coastal tiles and Lakes start out 'more than useless'. Once Cottages grow, or even Cottages settled on rivers from the outset, their extra commerce will help keep your economy in respectable shape. Elizabeth is well suited to both a Farm Economy (building Farms to feed Specialists) and a Cottage Economy (relying on Cottages to provide the backbone of your empire's commerce) and can run a transitional (beginning out with a Specialist Economy and veering towards a Cottage Economy over time) or a hybrid economy (a few cities run specialists, some focus on Cottages) successfully. The Redcoat is a terrific unit - like 'baby Infantry'.

Their weaknesses are the lack of strengths that the other leaders have! In both cases their unique units are 'generally' late game units, where you might have 'missed the boat' in terms of leveraging your UU to own a huge chunk of land. The Romans are a striking example where you can amass Praetorians and little can stop a ferocious onslaught of these guys when they attack en masse. That's not to say that you can't do some pretty severe damage with a bunch of Axes ... or Maces/Catapults/War Elephants ... so you don't have to wait for your unique unit to arrive in order to take a stranglehold on the game.

Keep reading! There are loads of guides in the War Academy - such as Traits, Warlords, and Synergy (which deals with 'vanilla' traits also), or check out some of the community walkthrough games such as the All Leaders Challenges. aelf's also done a thread; A comprehensive UU guide (the updated thread) that addresses the Redcoat and the Panzer.
 
thank you,
as you can see im quite new to this game. actually i dont have warlords yet but i will soon get it.

thanks for the tips:goodjob:
 
I tend to gorget vanilla since I play warlords most of the time. Elizabeth is the same (traits) so I will discuss Fred for Warlords (so you have it when you get the upgrade which is well worth it. Fred is organized (fast light and court houses plus fast assembly palnts (Unique Building) and Philosophical (same as previous post). I have started many games with him in an attempt to win a prince/marathon/huge game which I finally did via space. Suggestions
1) Start research on bronze working/animal husbandry/wheel/mysticism (add fishing if on coast). Forget archery for now unless no hrose or copper are near.
2) Hook up what weapon resource you can. Go smash the nearest neighbor CIV (my case was the dangerous Ramses II).
3) Research iron working/masonry/writing to get swordsmen/wall/libraries.
4) Use slavery to build a fast stronge army. Go smash another neighbor. You should have some breathing room.
5) head towards education use lightbulbs from scientists. Build your fast universities ASAP, this will get you a strong edge in technology.
6) Go after liberalism and stop a few turns before you discover it. Now check what techs your future victums er neighbors have. When someone has both philosophy AND education finish liberalism fast. The longer you wait the more advanced the free tech is.
7) Make a beeline for corporation/steam working which will open up the assemblyline and you can build you unique building very fast (providing you have coal).
8) You should be somewhat set for a space or domination victory depending on your taste or distaste of the remaining civs. Use lots of panzers to destroy your foes or terrify your friends.

I have found Fred need sto be fairly agressive early even if you plan the peaceful space victory. Otherwise with his late UU and UB he tends to get dogpiled (at least in my games).
 
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