DynamicSpirit said:
Can anyone who's familiar with immortal games offer a few pointers on what differences between emperor and immortal you tend to find, for the benefit of those of us (like me) who've never attempted immortal before?
Immortal is challenging but certainly doable. If you are familiar with Emporer, you will be fairly comfortable with the health and happiness bonuses (they are the same), but you will be in for a surprise when it comes to AI expansion. The AI on Immortal starts with two workers and three archers (it's one worker and two archers on Emporer). That extra worker makes more of a difference then you might think in terms of speeding up growth of their overall civilization.
In addition to their regular techs, the AI on Immortal starts with agriculture, hunting, and archery. On Emporer they don't receive agriculture, so again, this speeds up growth since they will have farms right away with those two workers.
Furthermore, the AI receives a 25% bonus to production in all cities (as opposed to a 17.6% bonus on Emporer) and you research 25% slower than they do (as opposed to 20% slower on Emporer).
Sounds intimidating, huh?
But really, both aggressive and builder-type strategies can win with careful planning. My cultural strategy is certainly viable. With this kind of start, the biggest obstacle to a cultural win loosely using my guide will be getting the religions. It's quite hard to found your own religions, and if water divides us from most of the other civs, getting them to spread will be a concern. Stone may not be necessary, as my guide is for Deity, and you have more time to win before the AI launches the ship at immortal.
Aggressive games may be slightly easier with those Chokonu. I love those guys. They are incredibly versitile. They slaughter all melee units, including macemen. Depending on the bonuses you give them, they make great attackers, defenders, or sacrificial collateral damage-doers. And loading up on all those extra first strikes is just plain fun.
A few tips:
1) if going for a builder/tech win, early cottages are absolutely crucial. Consider moving to the river with your settler. Hope for stone nearby, and go for the Pyramids (solving your happiness problem). Go for the Oracle, but not the civil service slingshot. Get metal casting instead for early access to those half-priced forges. This approach served me very well in the Monarch game with Frederick.
2) if going aggressive, plan on encountering larger and better developed empires with somewhat more archers. Plan accordingly with troop allocation. Consider sitting units in hill/forest squares in enemy territory, and let the AI sacrifice some of their army before going for a massive invasion.
3) Settle on fresh water with your early cities especially if at all possible. Health will be a concern. The three best solutions to the early happiness problems are: 1) Pyramids/representation, 2) gold/silver/gems plus forges, 3) a fairly early religion (judaism? Confuscism?) with a pop-rushed temple.
I will probably move my settler to the fresh water river for my first city. I will save the starting spot with the two fish for a great person farm, using early great people on the most expensive techs possible.
My initial build order will likely be: warrior until size two, then switch to worker. Finish warrior. Then either build a work boat while growing to size three or building a settler right away, depending on how close my neighbors are.
Since I had been playing a lot of culture games in the Gauntlets and HOF, I've used the GOTM to practice other victory conditions. This game, though, I'm going to make my first attempt at the medal for fastest cultural.
Good luck to all!
