From King to Emperor - ouch

I moved from Prince to King to Emperor and it really comes down to land and neighbours. Sometimes you roll isolation and can spread out like mad and sometimes Alex is right there and oh look 6 warriors are approaching over the hill and you are 8 turns deep into a settler with only your starting Warrior and single Slinger. So really you want to expand if you can - 12 cities are what I aim for - but 8 can be enough (for Culture I am talking about as that is 99% of what I play). I'm a peaceful Civ player so I give the 25 Hello Payment, I give Open Borders, I sell Luxuries, Give 150 Gold Gift if they are teetering on the edge of denouncing me, trade routes, friendship, alliances. Sometimes it goes to **** and you have to fight. That is less enjoyable for me and slows my games down. Just had an Egypt turn 203 Culture Win on Emperor which had Montezuma and Alex and Shaka in there but I got lucky with the land. Had Mountains and Pachacuti shielding me from their murderous ways. Oh, Germany too. I don't know but war comes rarely to me - I try very hard to be friendly with them and it works out. The snowball comes hard and fast when there is no war slowing you down. Knowing what Victory you are going for helps too. I build Comm Hubs and Markets and Traders first unless there is a delicious +6 Science Adjanceny or something. Get the money and other bonuses rolling in, get the roads built, pick out one or two Wonders I can get Theatre Square Adjacencies for (If you can get the Pyramids then do in every game you can), and let the great people come. Also, you can buy Great Works from the AI for Diplo Favour. Just straight up buy them. Anyway, I am rambling now. One last ramble, I play Pangea, New World, Wet World, Standard size minus 1 Civ. Gives everyone some room, hopefully, and lots of mines and chops and lumber mills for production. Pop 10 is all you need - have your must-have districts only (Comm Hub, Campus, Theatre Sq) unless you can get a really good Holy Site or whathaveyou. Run the associated Projects thereafter.
 
A lot of people get fixated with the ancient era and give up or reroll if they have a bad start but you have 9 eras to play with. Your first goal should be to catch up with the AI on number of cities by the end of medieval and then get ahead by the end of Industrial.

The ancient and classical eras are the most important. The game is likely won or lost by turn 100. Either you've got a strong foundation and your efficiency can beat the AI's bonuses or you don't. At the very least it is going to be a hard slog. The point is if you want to improve, focus on the early game.

I moved from Prince to King to Emperor and it really comes down to land and neighbours. Sometimes you roll isolation and can spread out like mad and sometimes Alex is right there and oh look 6 warriors are approaching over the hill and you are 8 turns deep into a settler with only your starting Warrior and single Slinger.

I would disagree with this - sort of. You can win almost any map on Emperor. The issue I do see is that people get stuck on certain openings and never do anything else. Different maps and different situations require different strategies. If Alex shows up on your doorstep early - well, then switch to warriors and slingers. You'll be fine. Alex gets no bonuses until the classical period anyway. 10 cities is 10 cities whether you founded them or Alex did. If you are only going to play peaceful (or warlike) then you will have a harder time on certain maps - but only because you are constraining yourself.

Although even when going peaceful, if Alex shows up on my doorstep, I'd still build the extra units so I won't die. Then I just gobble up as much land as I can with Settlers.
 
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You can get away with it on deity as well. Once you realise
1. The AI tends not to win before T300
2. You work out that the more you concentrate your efforts just on your victory (a lot of wonders are just distracting toys for example) the higher you can go.
But policy card slots... meow
3. 10 cities is typically the minimum of what you need apart from RV and very fast CV.
I usually stop at 20.... and then decide to stop stopping.
 
Still not clicking for me. Tried a military-first approach as Arabia

Hey bro - grats on the win. I read this thread and I think there are some basics that my friends who play king don't know.


Most of the game isn't viable at higher difficulties. The things I'm saying below aren't set in stone but are just a list of things that will work that you can focus on while becoming nerdy enough to understand what is/is not viable.
This is also the gamey version. You'll get good enough that you can roll emperor from any start with any civ on any map setting.

General Ideas
  • ignore religion - you'll know when you're good enough to spread the word of "Peanut Butter Sandwiches On Fridays" (naming religions being the best part of religious games)
  • for conquest, slow the game speed down and possibly choose an older, dryer world so there are less hills and forests to obstruct armies
  • if the civ you want to play gets bonuses from resources, set resources to abundant and maybe starting position to legendary
  • in general, tailor the map to your civ
  • if you don't want to fight, send a delegation on the turn you contact a civ and get open borders (both sides) and/or any trade available. Civ relationships accumulate but they start at 0 so you'll always be able to open with these 2 on the first turn you encounter someone. Likewise, be nice in the opening exchange, it does have a modifier attached to it.
  • the "island plates" map type will often give you an island to yourself
Chopping & Improvements

Say you have a forest on flat terrain and you chop it in the early turns for 60 production.
It gives 1 production per turn so that's 60 turns worth of production you've front-loaded.

For example - if you chopped to build the pyramids, additional value you're getting:
  • you get a 4 build builder out of it which is worth 133% the build cost of a normal builder with 3 charges so you should deduct this cost from the cost of pyramids
  • you can run the chop through Magnus, the 10% bonus from Autocracy and a 15% ancient wonder policy for 75% bonus or 105 production total
  • if you get a government plaza and ancestral hall early, your new cities will get a free builder with 4 charges so you can deduct the value of the extra build (33% of a worker) from the cost of pyramids
If the forest is on a grassland hills then it gives 2 food and 2 production (the fabled early game 4 yield tile). You don't chop these because, in reality, your city is probably only going to use 4 tiles for most of the part of the game that matters.

This is because the food required for population growth increases at each level so food has diminishing returns and is most important in the first 2 tiles.
If you aim to build just enough workers to give each of your cities 2 good tiles and chop the rest, you'll do well.

Sidenote: only build farms in triangles or on special resources - and a whole farm triangle is usually overkill for an individual city so build them where 2 cities can split the tiles.

You want to build most of your improvements after feudalism which gives your workers 2 extra builds. If your cities don't have decent 3 and 4 yield unimproved tiles, *some* early workers to shore things up and get resources is usually a thing. Spread them out and take note of whether a city actually has enough population to work the tile.

Juggling

Civ 6's core tension is that spatial progress in terms of cities, improvements & conquest comes at the expense of temporal (time) progress in terms of technologies and culture.

When people are telling you to not build districts, they're telling you to exclusively invest in spatial progress early. For a very simple reason - a tile you start working in turn 20 is worth much more over the course of a game than a tile you start working in turn 100.

However, there's a giant bloody caveat they're not explaining! This is only possible because they hit the early game eurekas and inspirations! And nobody mentioned that!

For example, Scout > Slinger > Worker > Settler > buy Worker can get you every eureka and inspiration in the first 2 levels of tech and civics, RNG permitting (2/3rds is unlucky).

Anyway, juggling is my name for leaving things partially complete (mostly techs and civics) so that we can trigger a bonus - not sure what the proper name is.
If you partially research techs and civics to the point where just their boost is left, they'll pop when the boost comes through. It's a way of giving yourself the most opportunity to advance temporally while focusing on expansion or conquest.

And the reason juggling is so important is because it is the only mechanic in the game where spatial progress benefits temporal progress. Everything else is one at the expense of the other.

The technique also applies to build orders, settlers, workers etc etc. It's basically just like a timing attack in any other game except that you can pause and switch to something else while waiting for things to line up.

Early Game Econ

Plains hills - it's the only tile in the game that gives your city tile (the city itself) 2 production. When you found your city and have a 1 or 2 production first tile to work, this amounts to a 50% (3 total) or 33% (4 total) production buff for the first 10 turns (i.e. massive). This applies to all cities btw - you'll see people aiming for plains/hills for the same reasons as the early food tiles I mentioned above.

There are early eurekas for building a quarry, farm, mine and pasture on resources (not on a normal tile).

Because of the above, when pushing a new difficulty, I highly recommend re-rolling your start until you have a plains hills tile on a river with 2 tiles that can grant a eureka.

God King (+1 gold/+1 faith per turn) is your first economic policy until you found your pantheon (just Google pantheons - there are heaps of guides).
Then +1 production in all cities until it goes obsolete much later in the game.

Time your first trader to fulfill a CS quest at the same time as you have the green policy which gives a free 2nd envoy.

Your first techs should be the ones that allow you to get the worker eurekas mentioned above.

From there, prioritising a campus if you have a good spot is fairly normal. If you're going for a science victory on emperor, you can sometimes get 2 early campuses with libraries and get Hypatia (killed by Christians), who will insta-build a library in a third campus and buff libraries in general. If you pull this off with Korea, ggwp.

Considering you can now get a free settler from your pantheon at about the same time as your first built settler for a 3 city opener, this is probably an extremely easy way to win with Korea.

An alternative is water wheels (for me personally at least). My rationale is that they give you half a good tile (+1 food/+1 prod) without using a population (and a eureka). This will mainly make your city grow faster and I've recently learnt population doesn't matter so I'm not sure if they're actually good. You've got a lot of room to play with on emperor so if you like them, build them.

Slingers and Surviving the Barbs

1st slinger kill = eureka => 3 archers = eureka (for crossbowmen even) => 2 crossbowmen = eureka => 2 field cannons = inspiration
And all of these are for techs & civics you'll want to get every game. No other promotion class comes close AFAIK.
The upgrade cost from slingers to archers is way lower than normal because otherwise no-one would ever build slingers (Civ 5).

So you should build 3 slingers (I usually buy 1 because they're also cheap to buy), kill a barbarian, upgrade them to archers for practically no money and that's the whole barb early game.

There are also 2 eurekas for the spearman class so I often build 1 spearman as well. If it makes sense, you can use the 100% production bonus to naval units policy to build 2 galleys to go and find city states (as well as for the eureka). If you can afford to upgrade them later on, there's a valuable eureka for them as well.

I've had *many* games where this is my whole army, including when the game first released and the AI was guaranteed to swarm you with it's free units every game (actually the reason I started doing this).

You generally wait until you've researched the mercenaries civic to upgrade to crossbowmen as this is expensive. It gives a policy that reduces upgrade costs by 50% and is on the way to Exploration which gives the best tier 2 government.

On emperor you should be able to prevent any barb camp from popping.
You do this by intially circling your city with your warrior & scout, blocking any barb scouts you encounter rather than attacking them.
If you obstruct them they will generally go and explore in a different direction for 10 turns or so (they will come back though, so be ready for that).

Beating Deity with Rush
(I'm just mentioning this because so many people suggested rush.)
Early wars with a decent civ are so OP that you should honestly try Immortal or Deity.
The people recommending warrior rush strats are either playing multiplayer (from what I've read) or missing the fact that you can just levy a city state for early game warriors. The problem with building warriors yourself is that you can't afford to upgrade them till much later so your war will stall out hard.

So, pick Alexander, do the opening I described but only spend money on upgrading archers. Save for levying otherwise.
Rush encampment, barracks and horseback riding for Hetairoi. If you don't get horses and iron, reroll.

If you save your envoys and use the green policy that makes your first envoy count as 2, you will be able to suzerain a city state super early. If it's a military city state, even better.

Then you just go to war with whoever is next to the city state, levy and choose oligarchy for the +4 to warriors. Just sit behind the expendable warriors with your archers and grind the AI's army and economy down to the point where they can't buy units anymore (whenever I've done it, I've taken a couple of cities before they get their first swordsmen out as well).

Having a ram/seige tower with any force taking a city is important. When taking cities with walls, archers are really just there to soak fire and cycle out to heal. If you get a shot off with them, you're doing well. If you want catapults to work, it's a good idea to have archers along so that the city shoots the archers and the catapults stay at full health. Not at all necessary with Alexander though since hypaspists are so fantastic against cities.

You want more hypaspists (which take cities) than hetairoi (which mop up and generate great generals). These will come online about when you're feeling like warriors are actually a bit s**t and thanking your lucky stars you didn't build all those corpses yourself :)

You should get declared on by a 2nd civ shortly after generating the grievances from conquering the first etc etc.
You get free tech from building units in your barracks and various free things from conquering cities.
And no war weariness. Expect some of your conquests to rebel but it's easy to take them back and you usually have units healing to the rear that can do this.

It's so much easier than any other deity victory type I've tried. The downside is that, once you've conquered 2 civs, you're so far ahead that it ruins the rest of the game which is why this is a boring way to play. Great at the start but I've only actually finished the game like this once and it was super boring.

My general pattern of play is to have an idea, play it on emperor to see if it works then try to win immortal with it. Deity is fun with OP strats but I usually don't win.



Well, I didn't realise I was this engaged with Civ. Bear in mind that I've only just passed 400 hours on steam but I do play very quickly based on what I've read here.

For youtubers, Quill18 is just a nice guy and Marbozir is the best strategy gamer I've seen so far (his accent is pretty authentic too :) ). I find the super popular youtubers are generally the worst when it comes to many games.

I've learnt a lot from the users Victoria and Sostratus since starting here a couple of days ago. They seem very legit.
 
This is only possible because they hit the early game eurekas and inspirations! And nobody mentioned that!
It is mentioned but also should be fairly self answering. You should be going for both eurekas(science) and inspirations (culture) because it is a 40% discount on your science and civics while you are not ahead of the current era. Some are easy to get, near impossible not to get. Some just are not worth it, especially if beelining. Normally you can get around 70-80% of them. The last 20-30 is where practice and skill come in as well as seriously fiddling around. Even getting 70% you have to swap a fair amount. often I cannot be bothered or forget to swap. You do not have to get to anywhere near this level but the better you get, the easier higher levels are.
and Marbozir is the best strategy gamer I've seen so far
civtrader6 is a huge cut above the rest but has stopped. He is a forum member here. And the Chinese forum has some awesome players. Potato McWhiskey is certainly getting a lot better and his voice is nice. He posted a deity science victory using Only one city (OCC one city challenge)
The problem with building warriors yourself is that you can't afford to upgrade them till much later so your war will stall out hard.
This months GOTM is a deity I can domination game. Maybe try it in the Game Of The Month forum. I just mess around with them as I am not competitive but that is where you can get some great hints.

Every game is different. There is not one path to always take like in civ 5. And there is a lot of subtleties in play. You play a Dom game and finish in 220 turns and find someone did it in 140 and you think How.
 
If you want a pure slog, crank it up to immortal. Good luck surviving the barbarian death squads. If you managed to keep a captured city, let me know.
 
If you want a pure slog, crank it up to immortal. Good luck surviving the barbarian death squads. If you managed to keep a captured city, let me know.
Deity horse barbs are probably scarier than any AI during classic age.
Heathen conversion is your friend. (people say Kongo's leader UA is one of the worst in the game but you actually get apostles earlier than anyone else in the world for free... This has saved me and my districts/routes/tiles more times than people realize)
 
I rolled Alexander on an archipelago last night. Surrounded by ice and tundra. Civ6 map generator has the same malicious sense of humour Civ5's had (wonder if they just reused the code).

Needless to say I struggled mightily but was impressed when Ghenghis launched a naval invasion with frigates and cavalry corps circa 1600 and put me out of my misery.

I still think a lot of Deity level players would struggle if they were forced to play completely random maps on Emperor.
 
I still think a lot of Deity level players would struggle if they were forced to play completely random maps on Emperor.
The game takes longer is all, a bad map on deity can be a pain but certainly winnable, emperor allows you to muck around a lot. The only real issue is a runaway civ but even then it takes it’s time to get its act together.
The AI does not chop, does not use either pre placing districts or district discount well, city placement is still questionable but better but land working is poor and combat is often suicidal. CS use has got significantly worse. Once you get a grip on theses areas you relax and just play.
 
The game takes longer is all, a bad map on deity can be a pain but certainly winnable, emperor allows you to muck around a lot. The only real issue is a runaway civ but even then it takes it’s time to get its act together.
The AI does not chop, does not use either pre placing districts or district discount well, city placement is still questionable but better but land working is poor and combat is often suicidal. CS use has got significantly worse. Once you get a grip on theses areas you relax and just play.


I was so certain my isolated tundra-and-ice-with-no-production start as Alexander was unwinnable I forgot to save it ... darn.

Seriously though, I would have been impressed if anyone could beat it on Emperor and amazed on Deity.

Deity horse barbs are probably scarier than any AI during classic age.
Heathen conversion is your friend. (people say Kongo's leader UA is one of the worst in the game but you actually get apostles earlier than anyone else in the world for free... This has saved me and my districts/routes/tiles more times than people realize)


Seems like the patch has made barbs even more aggressive. Turn 26 as Pachahouti and I'm swamped with them (Emperor).

Sigh.

I'm sorry but that isn't a good substitute for a decent AI (i.e. getting spammed by barbs 25 turns into the game because a camp spawned near your first city and you didn't get the scout because it was in jungle).

I give up ...

I see 'Red Death' thingie ... yep, they've given up on the single player experience. Multiplayer is the only way to get a balanced, half-decent challenge out of this dead horse. Sad :(
 
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I still think a lot of Deity level players would struggle if they were forced to play completely random maps on Emperor.

Probably true but that is because the game allows you to be carried by certain mechanics and thus one doesn't need to learn them if they choose to avoid the challenge.

But this is also something lacking on part of the players. They insist on following on scripts they find online, just because someone else said it and looks sensible and give up when the map demands something else. It's important to learn the concepts and not just memorize things. We have patches after all
 
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I still think a lot of Deity level players would struggle if they were forced to play completely random maps on Emperor.

You would be surprised. With all default settings (std speed, no map changes, etc) and no mods I mostly play Emperor maps because I never lose and I like to build wonders and get a religion. Now even if I don't win via a domination victory I conquer near every city in the game (averages about 40) and I almost always respond to the first war declaration by wiping out everyone on my continent and then taking that army and sending it to the next. I try to end the game by t300 with both science and culture over 1k per turn and my real life time per game in 4 hours. Am I an amazing player? Nope. This is the power of war. My worst/slowest games are the ones where the AI doesn't attack me till the middle ages or at all. The quickest and least risky way to win in Civ 6 is war. Why build an empire on the backs of your own settlers when you can conquer the cities of multiple other civs. You simply cannot out expand 3 other civs especially at Emperor+ where they have insane early bonuses. War is how you convert those bonuses to your victory.



*I have seen some impressive science victories where only a handful of military units are built and the player manages to get 10 cities with early theaters and campuses but those games require a bit more skill in diplomacy and some measure of luck.
 
I cant even win on king lol

I finally learned how to beat King, and I have started a whole bunch of Deity games where I can finally get to turn 100 and be alive. Unfortunately, my Science is about 20 and the top AI civ has Science of about 80, and I have not even started the process of learning how to close this gap. But having started and survived the Deity start, well now getting off to a good start in King and even Emperor is not so tough. It's what I do after that where things change.

King: I just steamroll whoever is next to any of my cities. As Kongo I can take a long time to win a Cultural win, risking a surprise Religious victory by an AI civ, or I can just conquer them quickly in order of who is the biggest religious threat.

Emperor: I get off to a good start, but I look at how powerful everyone else is. In Emperor the gap is much smaller than on Deity.

I reliably win King games. I have not yet won on Emperor. Then again, I have not played that many Emperor games. I jumped to Deity to get an idea of what is there.
 
I have a question: In one of my King games, I took out the civilization that was winning the religious race. So basically this religion seemed to just go away as a possible competitor, but I still had to juggle things around to make sure no other religion won first If I manage to spread the religion of the conquered civ to other civs, and it becomes the majority religion in all of the remaining civs, something that becomes more likely as civs disappear, what happens?

Preventing China from winning a cultural war is straightforward - create a lot of culture, which helps me anyways. Or just conquer China.
Preventing Arabia from winning a religious war is not so straightforward. Conquering Arabia does not seem to help since then Philip is there right after that. Ok conquer Russia. Oops only a few civs left, and two have the same religion. So on and so forth. So it seems that monitoring religious victories is something that has to be done throughout the game. The fewer the number of surviving civs, the harder it is. True or false?

So: if you did not start a religion, and if there are three civs left with one civ having the same majority religion as your - if you take out the third civ you lose period. Someone else wins a religions victory (although that civ may be a previously conquered civ). Correct?
 
So: if you did not start a religion, and if there are three civs left with one civ having the same majority religion as your - if you take out the third civ you lose period. Someone else wins a religions victory (although that civ may be a previously conquered civ). Correct?

Yep.

For this reason I don't wipe civs out so they can keep their religion going and foil religious victories somewhat. I can also borrow their religion as well.
 
Yep.

For this reason I don't wipe civs out so they can keep their religion going and foil religious victories somewhat. I can also borrow their religion as well.

Thank you for verifying this. I was pretty sure this was what would happen. But it's nice to know for sure.
 
Beating Deity with Rush
(I'm just mentioning this because so many people suggested rush.)
Early wars with a decent civ are so OP that you should honestly try Immortal or Deity.
The people recommending warrior rush strats are either playing multiplayer (from what I've read) or missing the fact that you can just levy a city state for early game warriors. The problem with building warriors yourself is that you can't afford to upgrade them till much later so your war will stall out hard.

So, pick Alexander, do the opening I described but only spend money on upgrading archers. Save for levying otherwise.
Rush encampment, barracks and horseback riding for Hetairoi. If you don't get horses and iron, reroll.

If you save your envoys and use the green policy that makes your first envoy count as 2, you will be able to suzerain a city state super early. If it's a military city state, even better.

Then you just go to war with whoever is next to the city state, levy and choose oligarchy for the +4 to warriors. Just sit behind the expendable warriors with your archers and grind the AI's army and economy down to the point where they can't buy units anymore (whenever I've done it, I've taken a couple of cities before they get their first swordsmen out as well).

Having a ram/seige tower with any force taking a city is important. When taking cities with walls, archers are really just there to soak fire and cycle out to heal. If you get a shot off with them, you're doing well. If you want catapults to work, it's a good idea to have archers along so that the city shoots the archers and the catapults stay at full health. Not at all necessary with Alexander though since hypaspists are so fantastic against cities.

You want more hypaspists (which take cities) than hetairoi (which mop up and generate great generals). These will come online about when you're feeling like warriors are actually a bit s**t and thanking your lucky stars you didn't build all those corpses yourself :)

You should get declared on by a 2nd civ shortly after generating the grievances from conquering the first etc etc.
You get free tech from building units in your barracks and various free things from conquering cities.
And no war weariness. Expect some of your conquests to rebel but it's easy to take them back and you usually have units healing to the rear that can do this.

It's so much easier than any other deity victory type I've tried. The downside is that, once you've conquered 2 civs, you're so far ahead that it ruins the rest of the game which is why this is a boring way to play. Great at the start but I've only actually finished the game like this once and it was super boring.

My general pattern of play is to have an idea, play it on emperor to see if it works then try to win immortal with it. Deity is fun with OP strats but I usually don't win.



Well, I didn't realise I was this engaged with Civ. Bear in mind that I've only just passed 400 hours on steam but I do play very quickly based on what I've read here.

For youtubers, Quill18 is just a nice guy and Marbozir is the best strategy gamer I've seen so far (his accent is pretty authentic too :) ). I find the super popular youtubers are generally the worst when it comes to many games.

I've learnt a lot from the users Victoria and Sostratus since starting here a couple of days ago. They seem very legit.

Interesting write-up with loads of great tips for emperor players like myself, however I've been struggling with war. I tried to do your strategy with Alexander on Pangaea, and I have Hungary next to me who always seems to rush and captures one of my cities. I'm not sure what i've done wrong, I built 3 archers ASAP before expanding and he was able to two shot them straight away as I was teching HBR. Ill attach two saves the 4000BC one and the Turn where he captured my city.
 

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I built 3 archers ASAP before expanding and he was able to two shot them straight away as I was teching HBR.
2 shooting seems excessive. Trade route +difficulty for archers is +5, if you were standing in a swamp I’m not sure it gets to 2 shots but sometimes you miss that extra archer.
Having him take a city is fine if you are ready for it and as soon as you find him next to you perhaps changing build order is a good idea. I’ll load in a bit and have a look at terrain but sometimes choice = death and you can reload and play differently but sometimes you’ll get caught out if not careful. At least it was not Nubia.
 
2 shooting seems excessive. Trade route +difficulty for archers is +5, if you were standing in a swamp I’m not sure it gets to 2 shots but sometimes you miss that extra archer.
Having him take a city is fine if you are ready for it and as soon as you find him next to you perhaps changing build order is a good idea. I’ll load in a bit and have a look at terrain but sometimes choice = death and you can reload and play differently but sometimes you’ll get caught out if not careful. At least it was not Nubia.

Apologies, he had two/three archers, hence the double shot. I have been dealing with driver crashes today so I was distracted when I wrote that.

He also has alot of science and is able to get to crossbows by the time I can get the horses out.
 
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