bovinespy
Prince
- Joined
- Jan 7, 2004
- Messages
- 310
Hello all. I've been trying (and failing and trying and failing again) to get a solid game going with Justinian. My only reason to even bother is because I want to try out those powerful Cataphracts. With that in mind:
1. Early religion?
Justinian starts with Mysticism and is Spiritual, so it seems like a no-brainer. The thing is, though, that his other starting tech is the Wheel
( ), so if you go for Meditation/Polytheism, and then Mining->Bronze Working, it's going to be a long time before you're able to work any bonus food plots in your capital's BFC. Basically, I don't want to really go for an early religion (much rather have Agriculture/Fishing/Hunting), but I feel that if I don't, I've done something "wrong". What do you think?
2. Merchant-heavy SE?
My other major dilemma is how best to beeline to Guilds. I'm not sure of the whole tech path, but I believe that Great Merchants can light-bulb some of the techs on the way to (and including) Guilds. Of course, before you can run Merchant specialists, you need Code of Laws (for Caste System). So far in my attempts, it seems to take me way to long to get CoL unless I chop the Oracle. But in that case, I could also light-bulb Metal Casting, which (IIRC) is also on the way to Guilds, and would get me forges early, which would let me run Engineer specialists, which would also (IIRC) let me light-bulb some stuff on the way to Guilds. I have very little experience with light-bulb/beeline strategies, so this is where I get confused.
How would you guys do the beeline?
3. Mass upgrades?
Finally, related to #2, is the likelihood of having an "extra" Great Merchant hanging around after running Merchant specialists for a while. Do you think that it would be worthwhile to build loads of Horse Archers, just waiting with a pile of gold in the bank for the moment Guilds is discovered? If it's not worth running Merchant specialists for the beeline itself, might it still be a good idea to make sure and generate at least one Great Merchant to try the mass upgrade strategy?
Thanks in advance for helpful tips/suggestions/etc.
1. Early religion?
Justinian starts with Mysticism and is Spiritual, so it seems like a no-brainer. The thing is, though, that his other starting tech is the Wheel

2. Merchant-heavy SE?
My other major dilemma is how best to beeline to Guilds. I'm not sure of the whole tech path, but I believe that Great Merchants can light-bulb some of the techs on the way to (and including) Guilds. Of course, before you can run Merchant specialists, you need Code of Laws (for Caste System). So far in my attempts, it seems to take me way to long to get CoL unless I chop the Oracle. But in that case, I could also light-bulb Metal Casting, which (IIRC) is also on the way to Guilds, and would get me forges early, which would let me run Engineer specialists, which would also (IIRC) let me light-bulb some stuff on the way to Guilds. I have very little experience with light-bulb/beeline strategies, so this is where I get confused.


3. Mass upgrades?
Finally, related to #2, is the likelihood of having an "extra" Great Merchant hanging around after running Merchant specialists for a while. Do you think that it would be worthwhile to build loads of Horse Archers, just waiting with a pile of gold in the bank for the moment Guilds is discovered? If it's not worth running Merchant specialists for the beeline itself, might it still be a good idea to make sure and generate at least one Great Merchant to try the mass upgrade strategy?
Thanks in advance for helpful tips/suggestions/etc.