Leader Uses

With Cathy or Sury,

no stone present peaceful Rex and cottages:

- initial tech path:
- a combination of Agr, BW, AH, WhL, Pottery, Writing, Mathematics (after which go to zero slider), and Currency **this is dependent on user difficulty. Math is necessary to maximize chopping and gold overflow therefore if you play at a high level and think you can trade for Math after Asthetics or Alphabet then ok ^^.

Lower levels like Emperor and below has no guarantee for this to work though so stick with the original suggestion above. If Alpha isn't available for trade after you have Math and Currency just suck it up and research it yourself ^^.

Food for thought, if you play Epic or especially Marathon, when properly utilizing the timing of tech in conjunction with gold overflow and deficit research you can easily find that you have expanded your way into a 15 city + empire by 1 AD.

- initial build order:
- worker, warriors (fog bust - no archery) to happy cap, worker, settler, settler, settler, library + 2 scientist (Academy then cease scientist in Capital), settler, settler, settler, settler, settler, settler
- 2nd city is built very close to Capital, ideally sharing one excess food resource, grows to happy cap and then spams out non stop workers. Cathy will have to make some workers from Capital in between some settlers due to enhanced settler production.
- 3rd city uses whip/2chop gold overflow then spams out non stop Units.
- 4th city + uses whip/2chop gold overflow on granaries (Khmer) and libraries (overflow into granaries - Cathy) followed by either running scientist or building research/wealth.

Stone present peaceful REX and specialist

- initial tech path:
- a combination of Agr, BW, AH, WhL, Masonry, Pottery, Writing, Mathematics, Currency

- initial build order:
- worker, warriors to happy cap, worker, settler, settler, settler, Pyramids, Library, grow to 6 or 7 pop + run 2 scientist, settler, settler, settler, settler, settler, settler.
- 2nd city (identical) is built very close to Capital, ideally sharing one excess food resource, grows to happy cap and then spams out non stop workers but should also build 1-2 settlers First, to make up for the Pyramids being built in the Capital.
- 3rd city is founded near Stone and uses whip/2chop gold overflow then spams out non stop Units.
- 4th city + uses whip/2chop gold overflow on granaries (Khmer) and libraries (overflow into granaries - Cathy) followed by running Representation scientist. Please note that Sury should also whip/chop libraries in both scenarios. You just have to time it a bit so you emphasize some regrowth for a few turns for the libraries.

With both of the above strategies the key tech is always Currency, at which point you can then turn the slider to Zero if it's not already there and emphasize max growth then continue on with the normal progression of the game from there.

Both strategies allow you to possess a total of 10 cities before 1 AD at which point you can conquer or Rex yourself into more land. Around 1000 AD you should have more than enough land/cities to win by any Victory condition you choose.

Cramped space due to neighbors or a personal choice to warmonger instead - 6 city catapult war:

- initial tech path:
- a combination of Agr, BW, AH, WhL, Pottery, Writing, Mathematics, Masonry, Construction, Currency

- initial build order:
- worker, warriors (fog bust - no archery) to happy cap, worker, settler, settler, settler, library + 2 scientist (Academy then cease scientist in Capital), settler, settler
- 2nd city is built very close to Capital, ideally sharing one excess food resource, grows to happy cap and then spams out non stop workers. Cathy will have to make some workers from Capital in between some settlers due to enhanced settler production.
- 3rd city uses whip/2chop gold overflow then spams out non stop Units.
- 4, 5, and 6th city uses whip/2chop gold overflow on granaries (Khmer) and libraries (overflow into granaries/barracks). I like to have 2 cities emphasizing commerce/cottages/scientist while every other city is chopping out Axe/Sword/Catapults.

The timing usually works that I launch the war around 250 - 400 BC with 6 catapults and about 12-15 supporting units. Simply conquer yourself into a chunk of land then continue on as with the other outlined strategies. The transition with a 6 city war is nice, because although it does take a few more years to start, you have more long term production for units and an effortless transition in tech from an originally strong starting position.
 
Cramped space due to neighbors or a personal choice to warmonger instead - 6 city catapult war:

6 cities cramped? Wish I had your map generator. I often have to settle for the "3 city catapult war". ;)
 
6 cities cramped? Wish I had your map generator. I often have to settle for the "3 city catapult war".

I settle cities closer together and can typically get 15 where others get 9. However, if that cramped, simply use a 2 city war w/out siege lol.
 
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