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Epic Monarchs - going through the UHVs

Discussion in 'Gameplay Guides' started by Strijder21, Jan 13, 2021.

  1. Strijder21

    Strijder21 Chieftain

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    I am going through the UHVs by order; this thread serves as an AAR compilation.

    Egypt - 13082 - 170 AD
     
    Last edited: Jan 13, 2021
  2. Strijder21

    Strijder21 Chieftain

    Joined:
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    Civilization: Egypt
    Finish date: 170 AD
    Score: 13082
    Attempts: 2
    Settings: Monarch - Epic
    Difficulty: 2/10 - luck based, but the same tried and true strategy works for every game

    Goals:
    • Valley of Kings: Have more than 750 Culture in 850 BC
    • Monuments on the Nile: Build the Pyramids (1950 BC), the Great Library (610 BC), and the Great Lighthouse (410 BC) by 100 BC
    • The Ptolemaic Dynasty: Have more than 7500 Culture (13130) in 170 AD
    Internal affairs:
    I went Masonry first, and put hammers into Militia until reaching size 2, after which I switched to a worker. This gives you you first worker exactly at the point you get Masonry. Beelining is crucial - go Masonry (Pyramids) - Mythology (Sphinx) - Divination (Oracle), and then Literature (tech trading) - Philosophy (TGL) and Navigation (other TGL).

    In terms of cities, I settled in place, founded Alexandria SE of the Dye in 1425 BC, and Kumma west of the Ivory in 1095 BC.

    The culture goals are both trivially easy. You should get both The Pyramids and The Sphinx, in that order (if Babylon steals one, restart); by focusing on these wonders right at the start you meet the first goal handily. Don't forget that wonder culture doubles after 1000 years, so be sure to optimise your initial construction order if you have trouble with this. For the wonders, your main competitor is Greece; this is why it is essential to snag the Oracle from them (they start with Divination); this slows their tech speed significantly.

    You'll get either a great engineer or a great prophet from your first two wonders; the great Engineer can be used to speed up one of your wonders (probably the Great Lighthouse, as Alexandria will have less production), whilst a Great Prophet can bulb Calendar. Later Great People can be settled or used for bulbing; you do not need great artist in order to achieve the UHV.

    Using Commerce for Culture is on the required tech tree for the wonders, and it is possible to get double the culture (i.e. 15000) for the last goal with some optimisation. In my game, I started teching again and built some additional wonders once it became apparent I'd meet the goal, but none of these are essential to the UHV.

    Foreign affairs
    Getting Literature ASAP can help you to get unessential techs which can still be very useful (for example Smelting for the Sinai Copper, or Construction for Walls). Both Greece and Rome get conqueror events against you; the Greeks get two stacks consisting of a Companion Cavalry, two Hoplites and a Catapult whilst the Romans get two Legions and a Ballista. As it happens, your UU is an excellent counter against all of these units, so connect the horse and use excess production to get War chariots. A barracks is worth the investment for the amount you will need. They're also capable of cleaning up the nubian Archer spawns in the south, despite their bonus against Light Cavalry.



    Spoiler :

    Civ4ScreenShot0000.JPG
    [\SPOILER]

    Spoiler :
    Civ4ScreenShot0001.JPG [\SPOILER]
     
  3. Strijder21

    Strijder21 Chieftain

    Joined:
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    Civilization: Babylon
    Finish date: 170 BC
    Score: 12690
    Attempts: 10? 11? I don't even know
    Settings: Monarch - Epic
    Difficulty: 8/10 - The tech path is an intricate puzzle which allows little choice, and the AI inevitably outtechs you on harder difficulties unless you get lucky or harass them.



    Goals:
    • Hammurabi's Code: Be the first to discover Construction (1170 BC), Arithmetics (1545 BC), Writing (1950 BC), Calendar (1545 BC) and Contract (1335 BC)
    • The Fertile Crescent: Make Babylon the most populous city in the world in 850 BC
    • The Tower of Babel: Make Babylon the most culturally advanced city in the world by 700 BC
    Unique Unit: Asharittu Bowman - Completely irrelevant as you should not come into conflict before the finish date
    Unique Building: Edubbe - The extra research and reduced cost are crucial to finish technologies on time. Rush writing.
    Unique Power: The Cradle of Civilization - Receive a free technology for the first five technologies you research - Absolute crucial in achieving the UHV.

    Internal affairs:
    There is very, very little leeway for errors here. Civilizations spawn with technologies you need for the first goal, and the only one which is more or less uncontested is Contract - the rest should be acquired as quickly as possible in a set order. The tech order which worked for me was

    Mining - (Masonry) - Mythology - (Property) - Ceremony - (Writing) - Sailing - (Divination) - Tanning - (Smelting) - [Arithmetics] - [Calendar] - Leverage - Construction - Contract,

    with (bracketed) technologies being free through your UP, and [square bracketed] technologies being Oracled. Start with a worker, who can improve the Stone, the Sheep and Marble as soon as trained. After finishing the technologies, the other two UHVs are an afterthough - just run Redistribution, finish the Hanging Gardens at your leisure and build Militia with Monarchy for happiness.

    Running two Scientists as soon as you get your library up in conjunction with the Pyramids might net you an earlier GE (if you get lucky!) and a Construction bulb, which could provide a non-cheese way to get Construction early (although you will rely on RNG).

    India is your competitor for Calendar, Greece for Arithmetics and China for Construction. The Harappans might occasionally also get one of these technologies early on, in which case you'll have to restart.

    In order to reach the Culture Goal, you'll have to snag the Pyramids from Egypt, otherwise Memphis might outperform you. Getting the Oracle as your second wonder is also a must to finish your teching on time.

    Foreign affairs
    Send your starting militia to China straight away, and ideally collect goodie huts and get Woodie II along the way. Harass China as much as possible in order to win the Construction race - ideally snag their starting worker, but razing a city might also suffice (they leave them undefended surprisingly often). Just declaring, squatting a forest hill and forcing their worker to sit idle may also suffice.



    Spoiler :

    Civ4ScreenShot0005.JPG


    Spoiler :

    Civ4ScreenShot0006.JPG
     
    Regulas021, RustyBrick and black213 like this.
  4. rmontaruli

    rmontaruli Prince

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    Italy
    Very interesting!
    You should move this thread in GamePlay Strategy section, and specify verson number of the mod you played, because there are some changes between different versions.
     
    DanLT3 likes this.
  5. Strijder21

    Strijder21 Chieftain

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    No idea on how to move the thread, but I'll make sure to include the version number in subsequent posts!
     
  6. HighFunctioningAlcoholic

    HighFunctioningAlcoholic Warlord

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    @Strijder21 @Leoreth Asking about moving the thread, since you don't already do enough free labor.
     
  7. Strijder21

    Strijder21 Chieftain

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    Civilization: Harappa
    Finish date: Turn 113
    Score: 41375
    Attempts: 2
    Settings: Monarch - Epic
    Version: 16.3 SVN
    Difficulty: 3/10 - Early build and settle order leaves no room for frivolities, but is straightforward. Very little randomness involved.



    Goals:
    • Trade Networks: Establish a trade route with another Civilization by 1600 BC.
    • Architecture: Build three Reservoirs, two Granaries and two Smokehouses by 1500 BC
    • Urban Planning: Have a total population of 30 by 800 BC
    Unique Unit: City Builder - cheap settler which gives extra population for a new city. Absolutely crucial for the UHV.
    Unique Building: Reservoir - Cheap bath which does not require Aquaduct. Needed for the UHV.
    Unique Power: The Power of Sanitation: Positive health contributes to city growth during the Ancient era. Helps with the third goal.

    Internal affairs:
    There is only one trade route you can reasonably establish: a sea route to Babylon. You need Seafaring for this, as soon as possible, although there is time to research Pastoralism for pastures before beelining it.

    City Builders are extraordinarly cheap, and new cities can contribute their hammers and food to building workers (and more city builders). Therefore, I recommend building two city builders in the capital (SIP) before switching to another build. Do not be concerned with settling cities right next to each other - this will be a short game.

    Crucial for the second and third goal is actually getting enough cities out - building three cities and getting the buildings in all of them is not viable. You do not need any commerce beyond breaking even afer researching Seafaring and Masonry. Despotism and Monarchy can help you with respectively the second and the third goal, although whipping for the second goal obviously hinders the third. Settling cities right before the deadline in foreign territory can give you two additional population per city builder.

    Foreign affairs
    Make sure to explore up the Persian coast up to the delta of the Tigris and Euphrates with your initial Militia, and leave them there to maintain contact with Babylon.

    Spoiler :

    Civ4ScreenShot0008.JPG


    Spoiler :

    Civ4ScreenShot0024.JPG
     
  8. Strijder21

    Strijder21 Chieftain

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    Civilization: China
    Finish date: 1744 AD
    Score: 7332
    Attempts: 2
    Settings: Monarch - Epic
    Version: 16.3 SVN
    Difficulty: 6/10 - All three goals are sufficiently challenging; their long timespan offers some breathing room for economic development initially.



    Goals:
    • Mandate of Heaven: Build 2 Confucian Cathedrals and 2 Taoist Cathedrals by 1000 AD
    • The Four Great Inventions: Be first to discover Compass, Paper, Gunpowder and Printing
    • Ten Thousand Years: Experience four golden ages by 1800 AD.
    Unique Unit: Firelancer: Weaker Arquebushier which inflicts collateral damage. Useful against the Mongols.
    Unique Building: Taixue: Library with additional Scientist and Statesmen slot. Statesmen sync will with Meritocracy.
    Unique Power: The Power of Myriads: Extra 25% :food: saved after city growth. Useful passive economic buff; helps with recovering from plagues (cough).

    Internal affairs:
    Calendar
    is absolutely crucial early game. Your land is littered with Plantation resources, which provide not only happiness but also much needed :commerce: . Most of them are forested over, so be sure to quickly follow up with Smelting.

    After getting those two techs and Property for cottages, beeline Construction in order to get the Great Wall up. Horse Archers start to spawn right before the Korean spawn (50 BC), so you'll definitely feel sorry if you haven't got it up by then. Make sure to extend your border as far north as possible before finishing the wonder (read as: conquer Simyan Hoton before doing so).

    Next up are Dujiangyan and The Great Canal. A city in the centre of China will take ideal advantage of both (no reason to not build them in the same city). Neither obsoletes within the span of your UHV. Continue with beelining Paper, Compass, Gunpowder and Printing in that order. Later on, the Forbidden Palace can save you tens of :gold: per turn, while the Porcelain Tower's effects are tailor-made for your civilization.

    Said city will make a great capital with Centralism and Regulated Trade. That said, Meritocracy is also tailor-made for China and comes much earlier within the legitimacy civic category. Slavery syncs well with your tile improvements, with Caste System being an alternative more friendly to generate more :gp:. Monarchy is crucial for getting happiness early game and really has no competitor throughout the UHV (except Despotism if you are running late with the temple goals).

    Note that for the first goal, you'll need at least 8 cities (and ideally 9 or 10) with some production to speak of. Staying within China proper, this will mean some overlap between your workable tiles. By settling three cities in your core, you do however have the option to expand further - conquering Korea, settling Manchuria, settling Hanoi on the grassland hill (does not flip to the Khmer or Thai!) or even grabbing an Indian exclave are all viable options. Manila is also only a stonethrow away and has copper for production, although you will have to defend it against the Spanish later.

    The third UHV goal requires nine Great People, as you get one free Golden Age through achieving the first two goals. This is tough - and you are partially luck-dependent on generating the right GP so you can fire golden ages with them. In my game, I realised I would not meet the goal, but switching to Islam for five turns and GE building the Taj Mahal did the trick. Keeping a lucky GE on hand can help with this strategy.

    Foreign affairs

    Simyan Hoton (Shenyang)
    spawns some turns before the Korean spawn. It is not a very impressive city foodwise, but has enough production to get two temples going by 1000 AD. Be aware that it flips to the Mongols, but reconquering it with

    Korea, Japan, Khmer
    and Tibet spawn on the fringes of your empire; only the former is decent at teching (and might actually compete with you for the second goal).

    Agressively trade your technologies away for gold to fund your teching, especially after achieving your second UHV. Remember that many civilizations are not really competing you for the position of tech leader. Getting Cartography early can help you establishing contacts to further this goal.

    The Mongolian invasion army is rather impressive, and consists mainly of :strength: 10 Keshiks. Ideally you counter these with Firelancers and Knights; Cho-Ko-Nu's also do the job, although slightly worse. Siege units are not needed thanks to your two UUs. Having an army of about 30 up-to-date units should suffice to eliminate the Mongol threat.

    Mainland China:
    Spoiler :

    Civ4ScreenShot0025.JPG


    Chinese Manchuria:
    Spoiler :
    Civ4ScreenShot0026.JPG


    The Chinese Indies:
    Spoiler :
    Civ4ScreenShot0027.JPG
     
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  9. Strijder21

    Strijder21 Chieftain

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    Civilization: Greece
    Finish date: 330 BC
    Score: 62180
    Attempts: 1
    Settings: Monarch - Epic
    Version: 16.3 SVN
    Difficulty: 4/10 - Needs some luck with military victories in the beginning and generated GP, but eliminating your competition makes the last two goals a breeze.


    Goals:
    • The School of Hellas: Be the first to discover Mathematics, Literature, Aesthetics, Philosophy and Medicine
    • Alexander's Empire: Control Egypt, Phoenicia, Babylon and Persia in 330 BC.
    • Wonders of the Aegean: Build the Parthenon, Colossus, the Statue of Zeus and the Temple of Artemis by 250 BC.
    Unique Unit: Hoplite: Strong Spearman. Do the job at all your military needs in conjunction with Catapults.
    Companion: Strong Horseman, but Riding is not in your teching path.
    Unique Building: Odeon: Theatre with extra happiness. Useful as :) is hard to come by early game.
    Unique Power: The Power of Great People: GP are generated quicker in the Classical era.

    Internal affairs:
    In terms of teching, you have your work cut out: get Literature first, and get Mathematics by the time the Romans spawn; follow up with Philosophy and end with Medicine and Aesthetics.

    Settle Korinth on the Marble, and settle a core city near the copper. Your core is really extensive and allows four decent cities, so be sure to follow up with a city in Anatolia and near Byzantion once you get some Hoplites up for safety.

    Your GPs are crucial to achieving all the goals in time, but they are somewhat unpredictable, through the plethora of wonders you have. Some trial and error may be required. Bulb with all great persons, except possibly for Engineers (which can be used to rush a wonder if needed) and Great Merchants (which, if gotten early, may yield more value from a trade mission than their technologies).

    Republic is not a great civic this early on in the game; both Despotism and Monarchy outperform it. Consider switching.

    Foreign affairs

    Rush Egypt with your starting Hoplites and galleys. They should have built the Pyramids already; if not, restart. The developed lands there will kickstart your economy, and eliminate a competitor for wonders.

    It's also possible to follow up with taking Babylon out of the game, although your Hoplites will have quite some work in defeating the Anatolian chariots on both sides of the map.

    Persia can be defeated with solely Hoplites (no need to get Companions) and Catapults. Despotism is not needed, but helps.

    Spoiler :
    Civ4ScreenShot0003.JPG


    Spoiler :
    Civ4ScreenShot0002.JPG
     
  10. black213

    black213 Emperor

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    Did you use your prophets to build shrines, or saved them for GAs in your China game?
     
  11. Strijder21

    Strijder21 Chieftain

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    I built shrines, but if you want to pop three golden ages with GP (and not the Taj), you should save them. You probably also shouldn't fire your first GA after getting two great people - saving them up for later makes it easier to determine which of your GP are 'rare' and which are not.
     
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  12. black213

    black213 Emperor

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    Getting the Ishtar Gate is possible as China, provided that Construction is beelined. The early specialist slots are delicious, helps a lot with the early economy struggles. Would this be a less optimal move than beelining Calendar (and Alloys)? I can't say.
     

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