DrCron
Prince
- Joined
- Dec 25, 2012
- Messages
- 449
[NOTE: I looked for a sub-forum about scenarios, but found none, so I'm posting this here.]
After winning all 4 scenarios on Deity, I found "Conquests of Alexander" to be the hardest one, by far. I imagine other players might be struggling with it too, so I'm leaving a guide here.
GENERAL STRATEGY POINTS:
- Pella should build hetairoi for as long as they can get to the front on time (usually around turn 23). Later, it should build 1 or 2 settlers to settle the spots to the NE (there won't be enough time to go farther).
- The first settler should immediately settle the spot 5E from Pella (north of the lake, 1W of the wine). It should build an encampment and then settlers. The settlers that come from here should NOT settle those 2 close spots to the north (they are close, so leave them for the final settlers that will come from Pella). They should go east instead, because they have time.
- Conquered cities should focus on production and, unless they will lose population, turn off food (they won't grow anyway). Most times they won't have time to build a hetairoi fast enough to be relevant. The starting ones can build 1-2 archers, but mostly they will just produce great general points (encampments should always be your first build).
- Founded cities should get an encampment (for production) and then settlers. Remember you only get +5 points per city so you need to found a lot of them (12 iirc) if you want to get the 200 points by turn 36 (cities found on turn 37 won't count, the last city you conquer won't count). Ideally you only want to purchase the last 2-3 settlers, because they are expensive and increase the price as you get them.
- Use the gold to purchase hetairoi in the city farthest east (closest to the front line). This is your only use of gold (apart from maybe 2 siege towers) until around turn 28-30. In the last few turns you will need to purchase maybe 2-3 settlers if you want to get to the 200 points achievement. Remember you need to have 200 points on turn 36.
- Forget about hypaspist. They're too slow, you don't have time.
- Using your great generals correctly is key. The ones that give +2 movement will stay behind so units don't take too long to join the main group. One that gives +10 strenght will stay with the northern army. Alexander will stay with the southern army. Keep a great general 1 tile away from the hetairois that will attack (this bonus makes a big difference). When you get a 2nd great general that gives +2 movement, keep him close to Pella, move him so that the new hetairois get the bonus every turn, so they reach the front faster.
- You only need 1 great general and 2 hetairois (plus 1 archer for support) to take all of Egypt.
- Walled cities demand a siege tower. Purchase it to make sure it gets there on the same turn as your troops. The first one (to take Halicarnasus, and later Tyrus) can usually be built with production. Unfortunately it won't have time to get to the east.
- Time the healing. Keep this in mind when deciding when to conquer cities with wonders. Use promotions wisely, and use the extra movement from your great generals to pillage farms (remember you don't need them, since conquered cities won't grow in population anyway).
MILESTONES:
- Conquer Athens on turn 2. Make sure Alex is next to it to get the 2 free hoplites. These 2 guys will stay with Alex and the southern army, because you'll need them to take the Indian city at the end (those varus will kick your ass otherwise).
- The city south of the lake (Sparda) should be taken on turn 4 ideally. Take Gordian and Tarsus BEFORE Halicarnasus, so this last one heals your units.
- You'll send a few units to take Tyre (with the siege tower), but only leave 2-3 units (plus a great general) for Egypt. Everyone else should conquer Babylon.
- After Babylon you'll divide the army. Southern army with Alex will go to take Parsa. Northern army (with a +10 strenght GG) will go for Ray and all of those cities around it. Northern army will need more units, because southern army will be very strong thanks to Alex. That being said, make sure you have a strong army when you approach the Indian city (they will have A LOT of varus).
- Parsa should be yours on turn 23. If you are on turn 25 and didn't take Parsa yet you probably need to re-start. Try to move Alex next to Parsa when you take it, those 2 free immortals will be useful to help dealing with the varus at the end.
- Conquer Thebes early, but leave Memphis for later. It has a wonder so it'll heal your units when you are taking the last city states.
And that's it. If you have any more questions, feel free to ask. If you want to see this done, I uploaded a 200 points deity victory here:
After winning all 4 scenarios on Deity, I found "Conquests of Alexander" to be the hardest one, by far. I imagine other players might be struggling with it too, so I'm leaving a guide here.
GENERAL STRATEGY POINTS:
- Pella should build hetairoi for as long as they can get to the front on time (usually around turn 23). Later, it should build 1 or 2 settlers to settle the spots to the NE (there won't be enough time to go farther).
- The first settler should immediately settle the spot 5E from Pella (north of the lake, 1W of the wine). It should build an encampment and then settlers. The settlers that come from here should NOT settle those 2 close spots to the north (they are close, so leave them for the final settlers that will come from Pella). They should go east instead, because they have time.
- Conquered cities should focus on production and, unless they will lose population, turn off food (they won't grow anyway). Most times they won't have time to build a hetairoi fast enough to be relevant. The starting ones can build 1-2 archers, but mostly they will just produce great general points (encampments should always be your first build).
- Founded cities should get an encampment (for production) and then settlers. Remember you only get +5 points per city so you need to found a lot of them (12 iirc) if you want to get the 200 points by turn 36 (cities found on turn 37 won't count, the last city you conquer won't count). Ideally you only want to purchase the last 2-3 settlers, because they are expensive and increase the price as you get them.
- Use the gold to purchase hetairoi in the city farthest east (closest to the front line). This is your only use of gold (apart from maybe 2 siege towers) until around turn 28-30. In the last few turns you will need to purchase maybe 2-3 settlers if you want to get to the 200 points achievement. Remember you need to have 200 points on turn 36.
- Forget about hypaspist. They're too slow, you don't have time.
- Using your great generals correctly is key. The ones that give +2 movement will stay behind so units don't take too long to join the main group. One that gives +10 strenght will stay with the northern army. Alexander will stay with the southern army. Keep a great general 1 tile away from the hetairois that will attack (this bonus makes a big difference). When you get a 2nd great general that gives +2 movement, keep him close to Pella, move him so that the new hetairois get the bonus every turn, so they reach the front faster.
- You only need 1 great general and 2 hetairois (plus 1 archer for support) to take all of Egypt.
- Walled cities demand a siege tower. Purchase it to make sure it gets there on the same turn as your troops. The first one (to take Halicarnasus, and later Tyrus) can usually be built with production. Unfortunately it won't have time to get to the east.
- Time the healing. Keep this in mind when deciding when to conquer cities with wonders. Use promotions wisely, and use the extra movement from your great generals to pillage farms (remember you don't need them, since conquered cities won't grow in population anyway).
MILESTONES:
- Conquer Athens on turn 2. Make sure Alex is next to it to get the 2 free hoplites. These 2 guys will stay with Alex and the southern army, because you'll need them to take the Indian city at the end (those varus will kick your ass otherwise).
- The city south of the lake (Sparda) should be taken on turn 4 ideally. Take Gordian and Tarsus BEFORE Halicarnasus, so this last one heals your units.
- You'll send a few units to take Tyre (with the siege tower), but only leave 2-3 units (plus a great general) for Egypt. Everyone else should conquer Babylon.
- After Babylon you'll divide the army. Southern army with Alex will go to take Parsa. Northern army (with a +10 strenght GG) will go for Ray and all of those cities around it. Northern army will need more units, because southern army will be very strong thanks to Alex. That being said, make sure you have a strong army when you approach the Indian city (they will have A LOT of varus).
- Parsa should be yours on turn 23. If you are on turn 25 and didn't take Parsa yet you probably need to re-start. Try to move Alex next to Parsa when you take it, those 2 free immortals will be useful to help dealing with the varus at the end.
- Conquer Thebes early, but leave Memphis for later. It has a wonder so it'll heal your units when you are taking the last city states.
And that's it. If you have any more questions, feel free to ask. If you want to see this done, I uploaded a 200 points deity victory here: