Monarch espionage economy walkthrough - part 1.

muxec

Prince
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Jun 25, 2002
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Probably at home :)
Recently I played with pure espionage economy and I like it. While not always optimal it is fun and challenging. While I still lose some games I'm feeling comfortable enough with it to win most monarch game without researching anything past classical era by myself. I'll try to win this one too justify the thread title. :)

The game rules and guidelines:

Random leader. We can get lucky with Gilgamesh, Suleiman or Freddy, but we can also get Capac who is while great not the best leader for EE.
We can only research worker techs (Monarchy and IW are worker techs, Alphabet and, if start or race suck, Code of Laws. The rest must be stolen.
To make things simpler and to avoid isolated starts we play on large Pangea, just enough targets to spy.
Our first GP will be GSpy from the wall of greatness, but we can build wonders that give other GPs in different cities, while spy specialists are preferred non-spies (except for scientists) are allowed.
Gspy specialists will be used for Scotland Yards.
We must favor settling GGs, attaching is allowed but not encouraged.
We can declare war but will try to avoid declaring in early game. We will try to play defensively early.

That's it unless I forgot something.

Alt-Tabing to civ and rolling a new start. Random events and barbs and huts are on.


Glorious leader is glorious:
Recently I played with pure espionage economy and I like it. While not always optimal it is fun and challenging. While I still lose some games I'm feeling comfortable enough with it to win most monarch game without researching anything past classical era by myself. I'll try to win this one too justify the thread title. :)

The game rules and guidelines:

Random leader. We can get lucky with Gilgamesh, Suleiman or Freddy, but we can also get Capac who is while great not the best leader for EE.
We can only research worker techs (Monarchy and IW are worker techs, Alphabet and, if start or race suck, Code of Laws. The rest must be stolen.
To make things simpler and to avoid isolated starts we play on large Pangea, just enough targets to spy.
Our first GP will be GSpy from the wall of greatness, but we can build wonders that give other GPs in different cities, while spy specialists are preferred non-spies (except for scientists) are allowed.
Gspy specialists will be used for Scotland Yards.
We must favor settling GGs, attaching is allowed but not encouraged.
We can declare war but will try to avoid declaring in early game. We will try to play defensively early.

That's it unless I forgot something.

Alt-Tabing to civ and rolling a new start. Random events and barbs and huts are on.


Glorious leader is glorious:

Civ4ScreenShot0016.JPG


Normally I would play a specialist economy with him. He is not the worst pick for EE but not the best one either.

And here is the start:

Civ4ScreenShot0017.JPG


Nice one...

**Must resist... the urge .. to play ... specialist economy**

In all of my previous games as Pericles I had Tokugawa next to me, let's hope this is the case in this game. ;)

I think I will settle in place and go Agri->Mining->Masonry->BW

I hope we have a good zealot, a good techer, a wonder spammer and Tokugawa nearby. :)
 

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I disagree with your rules. They deliberately weaken the strategy you're going to attempt.

All the espionage multipliers come later in the game, at engineering, constitution, and communism. Early in the game, code of laws is your only good source outside of one spy commerce city. Getting there should probably be a priority, if you're taking an espionage game seriously. At least you can get 6 EP/city then.

Finally, espionage is stronger for larger empires. Playing defensively early on does not cater to it at all. The very best thing about espionage is that its buildings give points automatically. With optimized civics, you get close to 50 EP/turn just for building them. More cities = more EP. Imagine if universities gave 8 beakers/turn! That's the kind of thing the intelligence agency/jail does (lesser extent bureaus). But to take advantage of the fixed espionage tech income, you need a lot of cities. A REX can facilitate that somewhat, but not entirely.

The more you expand, the more you'll fall behind and have techs to steal :p. Although with your rules a somewhat awkward massed expansion/war and building research for tech could also be allowed :lol:.
 
I disagree with your rules. They deliberately weaken the strategy you're going to attempt.

All the espionage multipliers come later in the game, at engineering, constitution, and communism. Early in the game, code of laws is your only good source outside of one spy commerce city. Getting there should probably be a priority, if you're taking an espionage game seriously. At least you can get 6 EP/city then.

Finally, espionage is stronger for larger empires. Playing defensively early on does not cater to it at all. The very best thing about espionage is that its buildings give points automatically. With optimized civics, you get close to 50 EP/turn just for building them. More cities = more EP. Imagine if universities gave 8 beakers/turn! That's the kind of thing the intelligence agency/jail does (lesser extent bureaus). But to take advantage of the fixed espionage tech income, you need a lot of cities. A REX can facilitate that somewhat, but not entirely.

The more you expand, the more you'll fall behind and have techs to steal :p. Although with your rules a somewhat awkward massed expansion/war and building research for tech could also be allowed :lol:.

What you suggest is "make it more like a walkthrough, not challenge". Hm... You are probably right.
 
4000 BC:
Settle in place. Start worker. Start Agriculture.

Civ4ScreenShot0018.JPG


Zzzz

3825 BC:
Lucky hut.

Civ4ScreenShot0019.JPG



3675 BC:
Meet Shaka SW from us. Nice.

Civ4ScreenShot0020.JPG


3650 BC:
Farming in, start mining

3450 BC: Hanni found us, I'm bad at scouting.

3425 BC:
Worker finished start a warrior to grow a bit.

3375 BC:
Mining ->Masonry

2975 BC:
Masonry -> BW.
I suck at scouting but now I know that we start on northern edge. Must build a Settler soon to not be blocked.
Warrior finished - starting the wall of greatness asap :)

2800 BC:
Toku meets us. I warned you he is somewhere here.
REalized than Hanny is on the Soth, far from us.

2700 BC:

As I moved the warrior to forgust Athens is unhappy. Switch to warrior as we can not chop yet...

2650 BC:
BW from hut. Was half researched anyway but still good.

Start wheel.

Resources so far:

Civ4ScreenShot0021.JPG


2475: warrior from a hut

2450:
OB to Shaka. He had writing for long time and was ready but I did not contact me. Let's hope that with diplo bonus he will not go after me.

2375 BC:
Wheel done. Pottery

2325 BC:

Should have taken a screenshot, but THE GREAT WALL IS FINISHED!!! Starting on settler planning to make 2 workers next.
Athens is working unimproved tile. That's bad.
Civ4ScreenShot0022.JPG


Free warrior was killed by a bear.
Great spy in 37.
I need to scout better :(

The Settler is being chopped, so will be the workers and possibly more warriors. I do not think Shaka will attack before 500BC, but I need to get barracks and archers ASAP anyway. I need to block some land as well. Luckily the rear cities can be unprotected thanks to the wall.
 

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2300 BC:
Revolt to slavery.

2200 BC:
Random event

Civ4ScreenShot0023.JPG


2100 BC:

Pottery->Myst (for Col)
Settler -> Worker

2075 BC:
Stupid random event, Scout got leadership. WTH?

Civ4ScreenShot0024.JPG


2050 BC:
Found Sparta

Civ4ScreenShot0025.JPG


1925 BC:
Zulu founds A city while Barb Archer kills leadership scout.

Civ4ScreenShot0026.JPG


1900 BC:
Meditation ->Priesthood.

1600 BC:
Meditation _>Priesthood.
Second Settler finished

1525 BC:
Corinth founded

Civ4ScreenShot0027.JPG


1475 BC:
Meet her. I need to build some scouts...
Civ4ScreenShot0028.JPG



1450 BC:
Realized that barbs built a very annoying city. I'll build some phalanxes to fix it.

Civ4ScreenShot0029.JPG


1400 BC:
Priesthood winished start writing.

1375 BC:
Scotland yard in the cap.

Civ4ScreenShot0030.JPG


1350BC:
Oracle built somewhere else.

1050 BC:
Meet Saladin

Start CoL at last.

1000 BC:
Meet Sury and MM. I'm glad to see MM, too bad he is that far. No screenies as you do not want to see Sury's face.

825 BC:
Build this nice city...

Civ4ScreenShot0031.JPG


625 BC:
Barb defenders moved to attack Shaka's Chariot, Great opportunity here

Civ4ScreenShot0032.JPG


Took Chinook but lost one of my phalanxes (at 65% odds)

485 BC:
Comfortably ahead of Shaka on power I start building some scouts... Finally...

Civ4ScreenShot0034.JPG


395 BC:
As CoL takes forewere decided to whip some libs and temporarily run some scientists. Bending the rules, but who cares?

I badly overexpanded here.

335 BC:
Hannibal declared on me.
We have no religion at all. That sucks. No way manipulate diplomacy using it. Moving my small stack of phalanxes from Shaka to the south.

230 BC:

I did not See Hanni's troops yet, however he saw my stack. Captured Hippo, decided to keep it for land grabbing and for religion. As for Hanny, his greed, his foolishness, must be punished. He does not want to talk yet.

Civ4ScreenShot0035.JPG


200 BC:
CoL. At last. Too late, no Confucianism for us.
CoL to Saladin for Alphabet.
And trade with Victoria

Civ4ScreenShot0036.JPG


Iron found in capital BFC, great.

Also negotiated furs from Suryalien for Marble.

Peace with Hannibal. Still not sure that he had a stack of units at all.

Civ4ScreenShot0037.JPG


Lots fo land and I have places for several cities inside our borders, I see at least 4 food-rich cities and few more "fillers". While losing gold at 100% commerce is bad chopping jungle and cottaging it will fix the problem. I made a huge mistake by not getting IW first. I decided to bend the rules and run some scientist but it was almost too late. I had some luck with Hanni who declared without even having an army, Artifical Idiocy at it's finest.
 

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Good example of why playing the map is so important.

Your capital-->Copper site-->Shaka's capital=Rush Shaka

Also, lots of food + start with marble + Pericles=SE

You also have ivory, so after Shaka is in the ground from your UU a follow up elepult war on Hannibal would leave you with a very large empire.

From there, you could run a SE to tech/bulb your way to communism/democracy at which point you could transition to a fullout EE.

Just my 2 :gold:
 
Good example of why playing the map is so important.

Your capital-->Copper site-->Shaka's capital=Rush Shaka

Also, lots of food + start with marble + Pericles=SE

You also have ivory, so after Shaka is in the ground from your UU a follow up elepult war on Hannibal would leave you with a very large empire.

From there, you could run a SE to tech/bulb your way to communism/democracy at which point you could transition to a fullout EE.

Just my 2 :gold:
I know but I tried to follow the challenge rules. Surely Pericles is great with SE in general and with 2 corns start in particular, but I tried to be peaceful and avoid scientists.

This walkthrough is not like yours but more like Attacko archers challenge ;)
 
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