The only one counter is to mass building units and invade the guy who's trying to accumulate 2 ggs.
Just to be clear are we speaking about generals that affect classical units or the generals that affect the medieval era units? Because if we look at the ones that ggs that affect medieval units, there are 6 generals that can do so. My argument was for the medieval+ units having two +5 bonuses from great generals. With competent players, you'll never get 2 classical ggs. But it is very likely that you will get 2 ggs that affect medieval era units if you've gotten one of the classicals.
As I previously stated, there are only 3 classical great generals, and it can be quite RNG-based on getting the first 3 classical generals. A bad start will deny you from even having the chance to get one of those early great generals. The way I see it, as a neighbor civ who did not receive one of the classical great generals, you have one of 3 options.
1. If you went for a rush towards an encampment and the great general projects. You'd be maybe 1-2 turns off from getting one of those great generals. You'll hit 40-45 great general points after about 3 projects. And if you'd like to rush for one of the medieval great generals, that's another 30-35 great general points. Early on you'll only receive about 12-13 great general points per project, probably a couple more projects and you'd get the great general. And depending on your production, you would be investing anywhere from 2-4 turns of production for each project. This could mean you'd have invested 4-8 additional turns just to have a great general for medieval units that you won't have access to until turn 45-55 depending on gold reserve (ability to upgrade to knights for 90 gold each, or crossbows for 100 gold, assuming you haven't completed mercenary civic), or you'd have to hard build them which would take around 6+ turns depending on production in cities, policy cards, etc.
2. Knowing that you won't get the classical great general, you could just mass build your units and try for an early push before he is able to successfully use his classical units/great general. Sheer numbers can overpower, but if the player with the classical gg is playing correctly, he'll have a similar number of units and with the +5 bonus, he should be able to successfully defend.
3. Mass settle and hope that you don't get attacked early on. Build up a massive army while settling as best you can to deter them from attacking you with the two ggs. This does make things harder as well. Mass setting does require a longer buildup, cities need time to grow, increase in settler costs, and the time to require to move settlers does take much more effort than rushing another civ who has higher pop cities, worked tiles, and sometimes districts.
For the amount of production and time it takes to obtain 2 GG's that affect medieval units, it's quite difficult for me to find a viable strategy that would take an equal amount of effort to counter.
@empresskiova I do like your proposed ideas, but without someone who would be willing to create a mod, we don't really have an option to balance numbers. Changes like that would require much thought and theorycrafting. It would most likely just pave a way for another more optimal strategy. Finding that right balance is something is near impossible. I'd be like balancing a plate on a needle.
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