Tobiyogi
King
Hello Civfanatics,
there is a little wave of “Always War” games going on, from the revival of “Suleiman – Alone in the dark” to a current playthrough with Ramsees on Youtube.
As a big fan of this format I have been trying out several leader/civ/map combinations for the last few weeks. Eventually, I have rolled a map with a random leader that really satisfied me and I want to share it with you.
You are playing Augustus on a fractal tropical map with 6 opponents. We play on emperor, no trades, choose religions, no huts, no events.
That particular game was outstanding to me, it went so much better than all the other ones. I think the traits (ind, imp) in combination with the land have made the difference. You will see, the land is decent, not overwhelmed with floodplains and jewelry, but still very productive.
I had already founded the city and moved the warrior before saving my game, but it is still turn 0. Deleting the city and placing a new settler via the WB will lead to a defeat.
Here is the start:
If you want to know more about how to approach an AW game, I am sure there was a thread somewhere with general hints. But you can also find out on your own.
What I love about IMP leaders are the faster Great Generals. Sometimes you get the first one already after killing some scouts. My little trick is to settle at least one of them very early. That will work like a part-time AGG trait, because with a settled GG in a productive city, you can pump out melee units with 2 instant promotions (for protection or city raiding). Later you can train mounted units from the same spot (with Barracks/ Stables/ + 3 GG you are already at 11 Exp points).
Making a super-medic is a good idea for later, when the pressure is really high and units have to heal fast, what is probably not the case in the very early game.
In general, AW warfaring works differently, you cannot stretch out your empire too widely by conquering town after town, so the time for your first medic is when several civs have taken notice of your insolent declaration of war and prepare their revenge. If you are unlucky, 3 of them send stacks at the same time.
Anyway - you will see what happens in your game!
So make war, because you have no choice!
there is a little wave of “Always War” games going on, from the revival of “Suleiman – Alone in the dark” to a current playthrough with Ramsees on Youtube.
As a big fan of this format I have been trying out several leader/civ/map combinations for the last few weeks. Eventually, I have rolled a map with a random leader that really satisfied me and I want to share it with you.
You are playing Augustus on a fractal tropical map with 6 opponents. We play on emperor, no trades, choose religions, no huts, no events.
That particular game was outstanding to me, it went so much better than all the other ones. I think the traits (ind, imp) in combination with the land have made the difference. You will see, the land is decent, not overwhelmed with floodplains and jewelry, but still very productive.
I had already founded the city and moved the warrior before saving my game, but it is still turn 0. Deleting the city and placing a new settler via the WB will lead to a defeat.
Here is the start:
If you want to know more about how to approach an AW game, I am sure there was a thread somewhere with general hints. But you can also find out on your own.
What I love about IMP leaders are the faster Great Generals. Sometimes you get the first one already after killing some scouts. My little trick is to settle at least one of them very early. That will work like a part-time AGG trait, because with a settled GG in a productive city, you can pump out melee units with 2 instant promotions (for protection or city raiding). Later you can train mounted units from the same spot (with Barracks/ Stables/ + 3 GG you are already at 11 Exp points).
Making a super-medic is a good idea for later, when the pressure is really high and units have to heal fast, what is probably not the case in the very early game.
In general, AW warfaring works differently, you cannot stretch out your empire too widely by conquering town after town, so the time for your first medic is when several civs have taken notice of your insolent declaration of war and prepare their revenge. If you are unlucky, 3 of them send stacks at the same time.
Anyway - you will see what happens in your game!
So make war, because you have no choice!
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