Hannibal of Carthage

colonization

Chieftain
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Apr 6, 2012
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This article is intended to be a one-stop shop for anyone interested in playing Hannibal on Emperor and lower difficulty levels. Read this article if:

1) You think Hannibal is the GREATEST GENERAL EVER, and
2a) You want to improve your gameplay up to emperor, or
2b) You're a deity player that wants to impart their wealth of knowledge on this humble thread

About the author:

Spoiler :

I only recently began playing BtS over vanilla - I was an emperor vanilla player playing mainly Washington. I decided to give BtS another shot with Darius, but found the immortal rush to be rather frustrating on the larger maps I prefer. Hannibal, OTOH, is almost perfectly situated to take advantage of this particularly sized map, as well as most other maps. It's also refreshing to see how the BtS features augment vanilla. I play mainly single player, although I've played enough turn based games to get a good idea how Hannibal will play out in multi-player.


This article will assume you have a handle of several basic winning strategies, like lightbulbing key techs, the axe rush, and CE. It will delve into how Hannibal can augment many of these strategies to really create a force to behold.

This article is not intended to be a substitute for good basic gameplay. No leader is so overwhelmingly unbalanced that by simply concentrating on their unique gifts, you can thus ignore many of the basic aspects of the game. Not even Hannibal.


To begin, this is Hannibal:

Carthage

UU: Numidian Cavalry (NC)

UB: Cothon

Starting Techs: Fishing, Mining

Financial - +1 commerce on plots with at least 2 commerce.
Charismatic - +1 happiness per city, -25% XP needed for unit promotions, +1 happiness from Monument and Broadcast Tower.



Let's start with the leader traits.

Financial heavily favors a cottage economy. This is probably the most intuitive style of economic development, so Hannibal is certainly newbie friendly. The trait is so powerful that it holds its own on higher difficultly levels as well, and will allow you to compete in tech utilizing a wide variety of strategies.

Charismatic on the surface looks like a combination of different things, but this article will favor this trait as a primarily warmonger ability. It's kind of funny how being a nice guy essentially allows you to inflict terrible, unspeakable horror on your own populace, but that is what Charismatic allows you to do.

The happiness bonus means two things:

1) You can support larger cities with more cottages, which lessens the need to build tertiary cities due to happy cap (good for lower maintenance costs),
2) You can whip more often,
3) You can draft more often.

+2 happiness in early game is a huge bonus, essentially allowing all of your cities to grow 25-30% larger size than otherwise.

Although later on this bonus may seem to become less significant due to monarchy and calendar resources, the extra +2 happiness also equates to a free round of drafting in each of your cities. If you have 8 cities by the time you discover Nationalism, this equates to 8 free macemen or 8 free musketeers for the cost of just -1 pop in each city (-3 happiness, +2 charismatic and +1 smaller city size). This frees your cities to produce nothing but trebs to dominate mid game if you so choose, or to create a drafted army twice the size you would otherwise have if you were not charismatic. The experience level of these drafted forces is not nearly as important as having sufficient numbers of them for defense of newly conquered cities - the trebs make taking mid-game cities extremely efficient in BtS.


When looking at the UU, it will become even clearer why I favor this warmonger approach. The Numidian Cavalry...


Unique unit for Carthage; Replaces Horse Archer
Requires Horseback Riding and Archery
Strength 5 instead of 6
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (20% chance)
Flank attack against Catapults and Trebuchets
Starts with Flanking I
+50% attack vs. Catapults and Trebuchets
+50% vs. Melee Units


...has a lot of synergy with a charismatic leader. With just a barracks, you are guaranteed a NC that will have Flanking II, giving every new unit a 50% withdrawal chance whenever on the offense. Withdrawing gives a unit experience, which because Hannibal is charismatic, leads to surviving NCs to become highly experienced units rather quickly. NCs survive (much) more often because of the high withdraw chance.

NCs also are viable as a stand-alone unit all the way up to Feudalism. This frees you from having to drag along catapults, spears, or what not to wage war. This ensures you maintain a distinct mobility advantage against your foes, forcing them to either adopt horse archers of their own, or beeline for war elephants or Feudalism. This mobility advantage is huge, as it allows you to pillage with reckless abandon, or to quickly change targets to poorly defended cities - all the while the opponent dares not approach you unless under heavily favorable terrain and with a lot of spears, thus slowing them down even further. Feel free to attack even well-fortified hill capitols - the flanking promotions allow you to take these cities with minimal losses (given you bring enough NCs) - all surviving units will also become even deadlier. You will not have the 5-10 dead axemen from an equivalent axeman rush on your conscience.

With a stable, the NC also gets the opportunity to attain the Mobility promotion. This negates terrain penalties to your movement, further adding to the mobility advantage.

You may ask, what makes this any different than a horse archer with two promotions? This is where the 50% vs melee comes in. NCs can hold their own against any unmounted, pre-Feudalism unit. Horse archers are still quite vulnerable to spears, but NCs are not. Furthermore, if the opponent gets horse archers, your NCs still have the 50% withdraw chance against them, and if need be you can utilize spears effectively whereas your opponent cannot.

You may say, HBR is expensive tech, and I never research archery. Would you change your mind if you knew the only real counter to NCs is Feudalism, or for your opponents to research HBR as well, or be lucky enough to have ivory, in which case they still need to research masonry and construction? Keep in mind that Hannibal is also Financial, so research is generally less of a problem for you than for your opponents.

NCs are also very effective even against a praetorian stack. Praetorians typically have either CR or Shock promotions, neither of which will help against NCs. Formation promotions are rather difficult for praetorians to attain. Apply hit-and run techniques, and you will be able to quickly whittle down evenly matched praetorians in battle, with minimal losses sustained on your end. Your units will also gain much more experience, even if you did not kill many units in their stack due to the flanking promotions.

NCs also effectively counter any pre-Feudalism SoD sent against you. Stacks with catapults will melt away due to the horse archer's flanking ability (different from the flanking promotion). Anything outside of hill-forest spears (or praetorian) will either die or become severely injured from your hit-and run tactics.

There are very few pre-Feudalism counters to the NC, but they bear noting. First is the already mentioned horse archer counter, which you can easily counter with your own spears. The Mongol Keshik unfortunately exacerbates this aspect. It is probably a very bad idea to attempt to gain a mobility advantage with NCs against Keshiks.

War elephants essentially shut down this strategy. Worse still is the Khmer's Ballista elephant, which turn your NCs into punching bags. Do your absolute best to deny ivory from your intended target, or just get to macemen as soon as you can.

The good news is that these counters require your opponents to deviate from a more optimal tech strategy. Construction is generally less of a priority than civil service, and making your opponents have to research HBR plays into your hand, as it helps to solidify the tech lead you achieve through being Financial. If anyone thinks HBR is expensive, Feudalism is much more of a pain to research than HBR, and by itself also confers very little economic advantage.

Bottom line, NCs are a terror on the battlefield unless your opponent fields their own horse archers, elephants, or beelines towards Feudalism (and away from civil service). Because you are Charismatic, your high-survivability NCs will become quite deadly indeed. You can use NCs offensively to take cities without any accompanying forces, whereas your opponent with horse archers cannot. Without large mounted forces of their own, the only thing that may prevent you from taking a city are hill-fortified spears in a high-culture city. Anything short of this will make the cities vulnerable.


The Cothon...


Unique building for Carthage; Replaces Harbor
Requires Compass
Can only be built in a coastal city
+1 trade route
+1 from Fish, Crab, Clams
+50% commerce from trade routes
Requires 100 hammers instead of 80 on standard speed


...is nice in that it's not useless. +1 trade route can easily pay for a city's maintenance, especially if the city is not on the main continent. Getting compass is not that difficult after Liberalism, and building cothons can help to pay for whatever your drafted army conquers. Trade routes do not directly synergize with Financial, but they do with Charismatic, in that Hannibal's larger cities produce higher yielding trade routes.


STRATEGY BY ERA

(spoiler, this strat is not necessarily unique to Hannibal)
Spoiler :


(Note, I play on emperor/epic/large/fractal maps with no barbs. You may find that certain aspects of this strategy may not fit to whatever map types you are accustomed to playing)


Ancient Strategy, i.e. Pre-Alphabet:

Key Civics - SLAVERY

Nothing special, REX carefully, and be on the lookout for any opportunity to axe rush. If axe rush does not look likely in this era, I usually chop an Oracle up to tech CoL, especially if it comes with Confucianism.

Tech strat:

Worker techs -> writing -> meditation -> priesthood -> CoL (free with oracle) -> alphabet


Classical Strategy, i.e. Pre-Education

Key Civics - Bureaucracy, Hereditary Rule, Organized Religion (if diplomacy and religion allows)

Here you want to determine whether or not fielding NCs is doable. If so, you may skip alphabet and go straight for HBR and archery, then go back to this tech build. Be very selective in keeping cities - you are not organized, with no cheap courthouses to whip, and maintenance will eat you alive if you're not careful. Also remember that these cities can grow to become quite large because you're charismatic, so their BFC location becomes very important, much more so than for Organized leaders (another paradox, Organized leaders can afford to be very unorganized about keeping cities).

Diplomacy becomes very important now. Always align religiously with aggressive types like Isabella, Brennus, and Monty and provide whatever assistance you deem affordable (like if they ask for Meditation) - if you do this early enough, you will be able to very cheaply turn them into your attack dogs to hound and harass other civs, if they have not done so already. Be very alert about who is not in the "inner circle" (usually it's just a matter of who does or does not share the widely held religion). Never trade with these people, and be ready to break all contracts with them on (someone else's) whim, as more than likely Isabella is about to launch a holy war to cleanse their poor souls of their stupidity - don't be stupid! Being diligent about diplomacy will essentially allow you to field a massive army on someone else's dime - something you will definitely find useful until you adopt Nationhood.

Once you get alphabet, always be on the lookout for opportunities to trade tech. Personally two techs I never trade away unless I no longer have a monopoly on them are alphabet and CoL. Alphabet allows the AI to trade amongst themselves to your detriment, and CoL opens civil service. Mathematics you can trade for IW usually. Currency is great tradeable tech, as without Alphabet it doesn't do much at all for AI diplomacy. Not only that, it makes your trades more profitable, as you are able to use $$$ to make up for any rough differences in tech costs that you would be unable to account for otherwise. Very powerful. That, and it comes with a free trade route for all your cities.

Once you get civil service, switch to bureaucracy and hereditary rule (if you traded for monarchy). If your capitol is your commerce center, typically this one city will account for up to half of your civ's research, so definitely switch when you can.

Lightbulbing philosophy requires a GS, alphabet and mathematics - it is worth it as it typically takes more than 10-20 turns to research at this stage of the game and may come with Taoism. Philosophy is another great tradeable tech, as you can use it to trade for Feudalism or Machinery (preferably both), and it doesn't really do anything for other civs.

Tech strat:

alphabet -> mathematics -> currency -> civil service -> philosophy (lightbulb if possible) -> paper -> education


End-game strategy:

Key Civics: Nationhood/Free Speech (whichever is appropriate), Universal Suffrage/Emancipation, Free Markets

Here the strategy is simple. Use your tech lead to backfill key techs like machinery and feudalism. Trade for guilds and engineering if the AI is leading on this path, although be wary of trading away education, as it opens up a pandora's box of research opportunities for the AI.

Once you get liberalism, switch to Nationhood, and end the game. Just keep drafting whenever possible and building/whipping trebs, attack anyone you suspect is weak and who you can assimilate. Nationhood is also great in that it has no upkeep costs - not being Organized, Hannibal's large and robust cities tend to eat you alive in civics upkeep costs. Because you are charismatic, all those poor conscripted peasants you forced to fight at gunpoint will become quite experienced killers in their own right.

Tech strat:

education -> liberalism -> nationalism (free) -> gunpowder

Once you get gunpowder, enjoy the caramel nougat as you melt away the borders of other civs with your musketeers. If there's a lot of nougat, tech up to rifles, and if there is even more so, tech up to infantry. Keep drafting - if you can, completely wipe out the civ you are attacking - this will make all of their conquered cities draft-able. This is harder than it sounds because of the vassal state feature - you have to isolate your target diplomatically before it gets too late and they capitulate to someone less hostile than you. If other civs are keeping up with you on tech, you may want to make a detour to democracy to do a big civics switch, one of them being switching to Free Speech temporarily (use a great person for your first golden age here). This is especially useful if you are in that nomad's land of rifling and assembly line, where there's a bunch of pre-industrial tech you need and probably can't trade for before assembly line. Once you get assembly line, switch back and start drafting again.

Some key techs to aim for in no particular order:

Constitution - leads to Democracy, and Corporation -> Assembly line

Biology - really good tech that the AI never gets. Suggest you don't trade this one.

Banking - leads to Economics (which on higher difficulty levels the AI will probably get first) -> Free Markets, as well as Replaceable Parts -> Rifling, and Corporation -> Assembly line

Printing Press - after all, you are spamming cottages, right? Also needed for Replaceable Parts -> Rifling

Assembly line requires:
Steam power <- Chemistry <- Gunpowder, as well as Engineering and Replaceable Parts
Corporation <- Economics <- Banking, as well as Constitution
(complicated, isn't it?)

Of note, Astronomy obsoletes the Monument, stripping all existing monuments of their happiness bonus as well.

Hopefully the game doesn't go where you need tanks and bombers, but of course those are always good things to get. In my experience with BtS Emperor, Gandhi is always out there in some far flung corner ready to culture your ass by the time he gets radio (which you need for bombers), which he will do before you because he owns half of the world's religions (i.e., everything but Confucianism and Taoism).

Also keep in mind that Free Markets are the way to go, to make your Cothons produce more commerce via trade. Try to keep at least one civ happy, preferably someone far away on a different continent. :D



Bottom line, this strategy works for just about any leader at least on emperor and below. What makes it easier for Hannibal is that his Financial trait allows you to maintain a comfortable tech lead against most civs, and Charismatic allows you to (further) abuse Nationhood and whipping. Whatever drafted units survive will gain promotions very quickly.

NCs allow for a BC->AD lightning conquest with speed and superiority unmatched until you get tanks and gunships, or cuirassiers if you choose to go that path (just be aware you will actually have to build them instead of drafting them). Good if you have a lot of elite NCs lying around i guess, but keep in mind that with Flanking II their withdrawal chance is only 30% instead of 50%, so be mindful of the odds.

You can save GGs for either CR 3 macemen you want to promote to rifles and infantry (preferred), or for elite NCs to promote to ridiculously overpowered gunships. Park one in your future ironworks city so that it can at least crank out CR 2 siege units, which you will probably need plenty of with this strat. Because you're charismatic, it's actually not that difficult to get some CR 3, Woodsman 3, Combat 3, March GG infantry running around late game. The drafted musketmen provide the maces cover so that they can get some good early level advantages until you get rifling.

That's it! Lavish praise ;) :cool:, comments and constructive criticism are welcome!
 
I give my Numids Combat1, Shock. Then, one of the following (Sentry, Medic1, Mobility, Withdrawl2), Then, back to Combat2, Combat3 etc.
They do work well vs Spearmen. Rare for a mounted unit. I do give some Withdrawl2, but remember, withdrawl only works on attack. So, you could find yourself surrounded, if pillaging deep into enemy territory and receive no bonus if attacked. I suppose, then you could just attack and see what happens. Sentry reduces being surprised by 2 close spearmen, because you can see what is coming and avoid them. They are great for scouting. Leave one on explore on an AI's continent and it will keep that information up to date for you, without the extra micro.

It is worth noting, Mobility negates 1 terrain movement penalty, not all of them. If you move on top of a forested hill as your first move, you will stop. I tried this with impis and had to get a 2nd Mobility. Only impis & keshiks can do this, and keshiks don't need a promotion.

I like Hannibal. Not too much of a surprise there.
He is great when happiness resourses are rare or you need them before calander.
Charismatic's 4xp needed for the 2nd promotion works for ALL units. So, your Numids, catapults, Naval, Recon and other mounted units are all included on top of melee, archer and gunpowder units.
This is great when running Vass & Theo later. The 4xp produces Combat2 naval units before any fighting and getting City Raider3 seige & melee take only 8xp.

Many on here do not like Numids. Like Jaguars and Dogs, they are less effective at capturing cities, which is not what those civs should be using these units for anyway. It requires a different type of thinking when using these compared to normal HAs.
All 3 of these lower strength units work well to harass the opponent, steal workers, prevent expansion, pillaging resourses. Any of these 3 can prevent Rome from getting it's iron, which is the easiest way to beat the Romans. Of course, you can usually beat them anyway. :)

Will you be posting a save game file?
We could follow along a game that way.
 
Spoiler :
I give my Numids Combat1, Shock. Then, one of the following (Sentry, Medic1, Mobility, Withdrawl2), Then, back to Combat2, Combat3 etc.
They do work well vs Spearmen. Rare for a mounted unit. I do give some Withdrawl2, but remember, withdrawl only works on attack. So, you could find yourself surrounded, if pillaging deep into enemy territory and receive no bonus if attacked. I suppose, then you could just attack and see what happens. Sentry reduces being surprised by 2 close spearmen, because you can see what is coming and avoid them. They are great for scouting. Leave one on explore on an AI's continent and it will keep that information up to date for you, without the extra micro.

It is worth noting, Mobility negates 1 terrain movement penalty, not all of them. If you move on top of a forested hill as your first move, you will stop. I tried this with impis and had to get a 2nd Mobility. Only impis & keshiks can do this, and keshiks don't need a promotion.

I like Hannibal. Not too much of a surprise there.
He is great when happiness resourses are rare or you need them before calander.
Charismatic's 4xp needed for the 2nd promotion works for ALL units. So, your Numids, catapults, Naval, Recon and other mounted units are all included on top of melee, archer and gunpowder units.
This is great when running Vass & Theo later. The 4xp produces Combat2 naval units before any fighting and getting City Raider3 seige & melee take only 8xp.

Many on here do not like Numids. Like Jaguars and Dogs, they are less effective at capturing cities, which is not what those civs should be using these units for anyway. It requires a different type of thinking when using these compared to normal HAs.
All 3 of these lower strength units work well to harass the opponent, steal workers, prevent expansion, pillaging resourses. Any of these 3 can prevent Rome from getting it's iron, which is the easiest way to beat the Romans. Of course, you can usually beat them anyway. :)



Will you be posting a save game file?
We could follow along a game that way.

Hello plasmacannon,

Thanks for the feedback. After reading your comment, I think I could probably expand the promotions section a bit more...I also usually give one sentry, and (if need be) for defense purposes at least one shock. The NCs still receive the 50% melee on the defense, so shock NCs are actually a decent deterrent against even spears, although enemy HAs will still be a problem. The main idea is that NCs are all you need for an offensive, and unless you're up against HAs, then they're quite good at guarding cities as well.

Agree city taking is not optimal with NCs (especially compared to praets), but with a good number of them, it is still easily doable. The losses sustained will be less than with other units (almost 50% less in fact) because of the flanking II promotion. This will not only allow you to sustain an advance with fewer units built overall, but these units will also be more highly promoted, doubly so because of Charismatic.

It just amazed me how Hannibal's various unique qualities come together in what initially seems like unrelated ways. Top it off with the over-powered Financial trait and yeah I can see why a lot of people like Hannibal in these forums, even if they think the NC is not their cup of tea.

About the save file, I've read quite a few "university" threads here. I think they're very nice, but they tend to detract from encouraging an open discussion. I might do one later (and display all the flaws of my gameplay for all to see :lol:) but for now the main purpose is to generate discussion and to give people something to read first. Many of the "university threads" tend to be a long list of hidden spoilers, which may be very nice for people participating in the thread, but not necessarily for people just wanting to read a guide. That was what I was looking for initially before I tried Hannibal out, and decided to just post my own. I guess just think of this thread as a "game manual" for Hannibal, while the "university" is a comprehensive "tutorial" feature. Apples and oranges from my experience, but like you say nonetheless both are very useful.
 
Numidians are pretty nice when rushing on Deity level, where the AI usually defends it's cities with 2 or more metal units per archer. You also can worry less about spears countering your HAs in the field.

Hannibal isn't the perfect HA-rusher (that would be Kublai, then the other creative leaders), but the Numidians do help. His char trait allows extra whipping at the start of the rush, and financial cottages gets you to HBR quicker, and can make the difference in keeping up tech-wise.
 
You should consider doing a demo of your guide. That is the only way to substantiate your thoughts. Sort of like what Santty did with Deity demo.

Will definitely do, after this guide gets a bit of feedback. There has to be a guide to do a demo of the guide...:D

Actually I have some time now...I think I'll give it a go...:)
 
Nice guide. I'm definitely going to have to give Hannibal another chance (the first time, I was disappointed by the lackluster UB). One thing that I'd like to point out is that Flanking is usually pretty useless even for attacking versus combat and the more specialized promotions. They usually only up your chance of survival by a little bit more, without actually increasing the damage that you do. Never plan for a tie ;)
 
Flanking works well for Chariots, because ther have a lower chance of winning, so the Flanking %tage gained is worth more.
On Numidian Calvary, it permits Sentry on the first promotion. So, they can usually see their target before the target can see them. Which helps, when you want to make sure the opponent doesn't have enough units nearby to finish you off, after you attack him.
Numids make strong scouts, unlike scouts and explorers which usually die vs barbs. Especially on larger maps where there are still unexplored areas.
 
more pre-feud counters to NC:
1) egyptian warchariot, having the same strenght, the same movement and is relatively cheaper, so if playing against Ramesses it is worthy to take combat1 promo first instead of flanking2
2) persian immortals ("only" 4 strenght but deffensive bonuses)

I am not a fan of NC because with Hanni I like to go for water techs first (for financial Collosus and very powerful early cothons) instead of expensive HR (by the time I get it, everyone has their own horse archers). The only exception is when playing not water maps (greatplains, highlands), but even on pangea maps I prefer a seafarer techtree.
I go for HR only when I have Hammurabi nearby (die! bowmen die! - flanking2 NC = immune to archer first strikes) or Romans

@colonization
key tech civil service?
u will have more rich cities than your capital, so in this case I will prefer vassalage to beaurocracy, also because charismatic trait (barracks + stables + vasalage = gives another promotion for mounted units while playing charismatic leaders (7XP instead of 10))
 
I have a feeling, that some aspects are missing here.... Hanni is a perfect leader for trade economy or hybrid cottage/trade economy, depending on map

1) key wonders: Great lighthouse - you really need +2 traderoutes in coastal cities (each having +50% from cothon). On a top, u get great merchant points extremely needed for currency/machinery bulb
Other key wonder collosus - also for GM points - biuld it in the same city - few turns after u will get GM for machinery bulb
2) key techs: pottery and (manually) metal casting is a must (no need to spend time for researching religious techs for oracle and great prophet pollution). I prefer agri/AH, BW, sailing (start lighthouse), masonry (great lighthouse), pottery, metal casting (collosus), currency/machinery (one of this techs - or even two of them - through GM bulb), somewhere in the meantime Archery,
U can skip researching early Alphabet (get it by trade - metal casting is rarely prioritised by AI and has a decent trading value)
Why these techs are extremely important?
Currency - additional trade route, making a total of for trade routes in coastal cities,
Machinery - alows compass (and cothons - another trade route - so now we have 5, each with + 50%). Also it allows windmills, so important for Hanni. Xbows for defens is a nice bonus, propably you will get it before other civs research feudalism (emperor and below), so it is time for war if you want.
3) City specialisation (slightely different than usual)
Forget about cottages in your coastal cities. These cities have to grow, grow, grow. The bigger they are, the more valuable are trade routes, being charismatic allows you to whip key buildings.
Cottages are no needed also because yor water tiles will be better than cottage tiles, at least till astronomy. Coastal cities usually have rich seafood tiles, so they grow quickly. Forget also about mines. Remember early machinery? So windmill every riverside hill - such a tile is extremely powerful for financial leaders! (it gives you a commerce output of a post-electricity windmill available for nonfinancial leaders!) And of course + 1 food allows you tyo grow faster. Low on production? workshops on plains and whips - it is a solution.
One exception to the windmill rule - one of your coastal cities (with 4-5 hills and 2 fishes, ca. 10 water tiles) is your military city - Heroic epic + Moai statues = powerful combo allows you also to recruit ships twice faster

On the other side, all your inland cities should be heavily devoted to financial cottages / production, they dont need to grow big, because they wont have so many trade routes. If you keep them too big, they will take away international trade routes away from your coastal cities, what you do not want to happen.

EDIT:
One nice tip - if you lack of luxuries, Heredity rule is a must, also consider creating 1-2 vassals on crappy islands. I love "we influence other nation" bonuses" and it also gives you more international routes for your coastal cities)
 
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