Reliable Deity Honor opening (not civ-specific)

Cromagnus

Deity
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Sep 11, 2012
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Caveat: I no longer recommend following this guide post-fall patch unless you want to do things the hard way. Following the left path of Honor before the right gets you promoted units much faster, but in order to take advantage of that and maintain momentum, you need to start taking cities by t60 or so, which is pretty rough now with the warmonger penalty changes. I now recommend going right-side first and delaying conquest until at least medieval units, but I'm not ready to post a strategy guide as of yet. I'm still experimenting with mid-game strategies.

I'll leave this guide here since it's still fun to play with, and Firaxis may rebalance Honor/early war at some point....




This is not for the faint of heart. This strategy has very little room for error. I consistently capture 3-4 capitals by turn 140, but I'm still working out the kinks of how to progress from there. Hence why I call it an *opening*. But, if you want to have some fun owning people early, this guide works for any civ. And maybe you can help me fill in the blanks from there. Let's be honest though, Honor is gimped. You're in for a rough ride. But some of us like a challenge. If you consistently win on Deity with Liberty or Tradition, try this. :-D

Rather than list tech order, policy order, etc. I'm going to describe general things to keep in mind first, and then at the end, different scenarios which require different approaches and tech orders. Honor requires adapting to the map more than Liberty or Tradition.

However, there are some things that apply to all situations.

#1) The Goal: Heavily promoted units as soon as possible, so you can start taking capitals by turn 50-60.

The one thing Honor has going for it (No, not the opener... it's not nearly as cool as people seem to think) is Military Tradition. +50% XP is huge. Here are the numbers for reference.

Without Honor:
Attacking with a melee unit: 5 XP
Defending against a melee attack: 4 XP
Attacking with a ranged unit: 2 XP
Being attacked by a ranged unit: 2 XP
City Attack: 3 XP*

With Honor:
Attacking with a melee unit: 7 XP
Defending against a melee attack: 6 XP (Very useful early on)
Attacking with a ranged unit: 3 XP
Being attacked by a ranged unit: 3 XP
City Attack: 4 XP

*Note the added value of attacking a city. This is key.

Here's the promotion chart for ranged, in the order I recommend taking them:
Promotion--------------Total XP
Accuracy/Barrage 1-----10
Accuracy/Barrage 2-----30 (No more barbs after this...)
Accuracy/Barrage 3-----60 (Time to take our first capital)
Logistics---------------100 (DoW our second & third targets)
Range------------------150 (DoW our fourth and fifth targets)
March------------------210 (This helps chew through now advanced units)
Cover 1----------------280 (Need this for when you upgrade to Gatling Guns)
Cover 2----------------360 (Keeps Gatling Guns relevant a bit longer)

100 XP takes 34 attacks with Honor, and 50 attacks without Honor. 150 XP takes 50 and 75.... In normal situations, you can only attack every 2 turns*. (see my CS link below for why)

*100 XP takes only 25 city attacks with Honor, assuming you don't get hit along the way. This is why it's so important to start laying siege with archers as soon as you get Military Tradition. (Earlier than that you're probably beating on barb camps or stealing workers mostly)

As a result, choosing Honor means having Range + Logistics waaay earlier. This can be the difference between a successful military campaign and failure. I'll go into the actual numbers later. There are ways to optimize it even further.

#2) The Army. Ideally, we have 2 armies which each consist of:
2 archers
1 warrior/spearman with the goal of eventually having Medic 3 (+15hp/turn)
1 scout with Scouting 3 (+1 movement, +2 sight) to sight for our archers with Range
1 horseman for pillage and city capture (optional, only if you have horses, but highly recommended)
1 sacrificial lamb (the cheapest unit you can make)
2 workers

Now, you can do the math... that's a lot of gpt for maintenance. It'll take a while to get that going, so the first priority is 4 archers, and you *cannot let them die*. It's better to abandon the attack and start again when they're healed up rather than let even one of them die. The temptation to let them die because you'll cap next turn is one you must fight. Regroup if necessary.

The next priority is at least one medic: your starting warrior. Do NOT let him die. The next priority is a scout with +1 vision. Then worry about the rest. The lucky thing is, the warrior and scout are easy. Plan on making a second scout to do *actual* scouting by the way. ;-)

#3) Read my post entitled "The Fine Art of Abusing City-States" here. The worker-stealing part is key to the overall strategy. The XP aspect, less so, if your target AI's geography is so ideal that you can focus all your energy on him. Usually though you need that CS for some portion of your XP farming. (Like, for example, when you don't *have* a close neighbor until someone places a second city)

Honor-specific addendums to that guide:

* If possible do NOT DoW a cultural or mercantile CS. Honor suffers greatly from lack of both, but favor culture over happiness. You need to get through the Honor tree ASAP to save your economy. It's still secondary to DoWing the most convenient CS though! Preferably one near your target. :-D

* Dedicate a scout to farming your target CS for XP and workers. Your goal is to get 2-3 workers and Scouting 3, which gives +2 sight and +1 movement.

#4) DoW a neighbor AI by capturing a worker as soon as possible. If you can DoW on turn 5-10 by capturing a worker, do it. Pick an AI that has open ground in front of it!! If you have your choice of two AIs, DoW the aggressive one. Ideally, you want two close AIs, one aggressive, one not aggressive. (For friendship and trade routes)

*Also, the other advantage of not dowing the neighbor who's going to go tall: He's going to build Wonders for you. His capital is way more valuable to you on t80-90 than it is on t50. DoWing him too early will just slow down his wonder generation.

However, ideal is rare. You may have to move a settler close to one of the AIs to get trade routes going, but it's worth it! If you only get one AI, you must attack him. For healing, and supply lines, at first, it's very important to have your army close to home during the initial attack period.

Avoid the temptation to keep scouting with the warrior or first scout after turn 25 or so. Build a second scout. Once you find a good target, hang around until you have the chance to get away clean with a worker. (Your unit and the worker must be able to move two tiles away after the attack, and you must survive the retaliation attack before that, so be smart)

You're going to want to eventually keep scouting, but with unit maintenance costs and the need to upgrade archers to composite bows, you might not be able to afford it. You really need at least one scout at home to help with the XP farming. Hopefully one of your scouts promoted to an archer, so keep that one at home for sure, and build a scout instead of a 4th archer.

NOTE: You should stay in perma-war with the AI and CS you DoW'd until your conquest begins. Do not accept peace terms! Re-DoWing is a reputation hit, and I guarantee you you'll wish you hadn't.

#5) Spawn your archers ASAP. You get the most benefit from CS and AI city XP early, before the city gets too strong. Your scout can survive 2 city hits at the start of the game. That won't last long. Getting Scouting 1 and Medic 1 early makes the whole thing go more smoothly.

#6) Take as many melee hits as you can from barbarians, while you still can. 6 XP from a melee hit is equivalent to 2 ranged attacks. You can level a unit to the barbarian limit in 5 hits. Letting a barbarian at low health attack you is more efficient than killing him, because they do reduced damage. Remember, no barbarian XP after 30, so try to send less-promoted units to finish off barb camps.

#7) In the early game, you should devote one archer to barb camp duty. You need the culture, and it's good XP. Don't capture the camp unless an AI scout is one turn from capturing it. If you don't need to heal, and you feel it's safe, come back later. The camp will respawn. Barb Camps are better early training grounds than the CS because of the low-damage melee attacks. You actually *want* the camp to spawn a second unit, because the first one won't come out.

#8) Ideally, you should have an AI city almost dead *before* you get Construction, so that you can cap it and immediately upgrade on the spot. This means starting the attack as soon as you have archers, and this may not always be feasible. But if you miss this, or didn't forward settle, you now have 5+ turns of movement after you upgrade. Also, *don't forget to save money for archer upgrades!!* If you don't have Friends and resources to trade, don't rush buy anything.

#9) If there's forest/jungle in your target's 2nd/3rd tier, prioritize removing it. Better yet, pick a different target. He'll remove his own jungle for you to make farms, so by t70-80 when you come back the approach should be easier.

Problematic Situation #1) Full Isolation

There isn't anyone within miles of you. There's a mountain range between you and the nearest neighbor. You haven't found a civ by turn 30.

General Strategy: EDIT: Post-patch it is no longer recommended to ever cap a CS. Farm your local CS for archer XP while you focus on tech. Build a settler and forward settle. Maybe even two settlers. Honestly though, if this happens, you're better off not opening Honor. :-P

Problematic Situation #2) Partial Isolation

There's only one AI nearby and he's far away.

Build a settler as soon as you have archers, and forward-settle in a spot that's convenient to attack from.

Problematic Situation #3) There are two AIs nearby but one is far away.

If the close AI is the aggressive one, be prepared to defend yourself, especially post-patch. Luckily, defending plays into our long-term plans. We're weakening his army while healing at 30+/turn with Medics. I park my cities on hilltop luxuries when possible, so that pillaging can't reduce my happiness, but it's sometimes unavoidable. There are two approaches to trade routes here.

a) Build a 2nd city where it's most convenient, and cap a city asap and trade it to a friendly AI. Trade with that city from both of your cities.

b) Build a 2nd city near the friendly AI, and trade from that city with both caravans. (Sailing and Animal Husbandry = 2)

Ideally of course, you have two close neighbors. One to attack, and one to trade with. In this case you may not even need a second city. But without a second city, you won't be able to support your unit count for very long without capturing a city or focusing on growing your capital...

From there it's basically capture as many capitals as you can, and cities with unique resources/wonders/etc, then turtle until Artillery. But there are variations.

Variation #1) Blended Honor/Liberty. Take Honor to Military Tradition, then take Liberty to Citizenship. Build the Pyramids for 1-turn pillage healing. This is worth it because it speeds up city capture, and generates a LOT of gold. However, keep in mind that you're not going to complete *either* tree, and will have to go straight into Commerce or Rationalism from there. This is somewhat ok, because Honor generally sucks. The advantage to single-turn pillage healing is MAD cash. When you get Landsknecht who can pillage without using an action, you can actually pillage 2x in one turn and still move and attack. (With a worker repair in the middle)

Variation #2) Blended Honor/Tradition: Open Tradition, Open Honor to Military Tradition, take Oligarchy, then Finish Honor. The culture boost from Tradition makes up for opening it first, and Oligarchy makes it so that those stupid units you have to leave in cities for happiness & culture are *free*, which is cool. Eventually, with 10 scouts in 10 cities, this is 20 culture/turn and 10 happiness for free. It's not as good as the other branches, but it helps make Honor *possible* to win with on Deity.

Tech Plan:

Generally you want Archery ASAP, as your 2nd or 3rd tech, then luxuries, then Construction, then Philosophy, then it's your choice whether to go for Machinery, Physics or Civil Service. Mostly, it depends on whether you intend to continue the attack with X-Bows, or use your heavily promoted CBs to support your Trebuchet, Knights and Pikemen as they continue the attack. Civil Service is safest, because it doesn't slow down Education and speeds your growth. Machinery is risky but doable if you get a 3rd TR from Engineering and you have incoming TRs. You can extend the rush with X-Bows, and even Gatling Guns if you move fast enough.

Physics is the most dangerous, because by now you're falling behind in military tech. Your X-Bows still work because by now they have range and logistics, which defeat the superior forces you'll likely be facing.

You really want to ally a Cultural CS if possible. The sooner you complete Honor, the sooner you get gold for each kill. This will make *everything* go much smoother.

Final notes: Certain Civs require different approaches. England, China, Mongolia, Arabia, Shaka, anyone with gold, tech, happiness or culture bonuses... You basically have to adjust your strategy to the civ. For example, with England, pick March, not Range, and go for Machinery where they get Range for free. With China... pick Range, then March, and skip Logistics. (duh) England also excels at catching up in tech with the two spies. :D

With Mongolia and Arabia in particular, build only 2 archers and then build War Chariots. You'll be going for Chivalry instead of Machinery. So you better find Horses!

With Shaka, go for Civil Service and Impi, but still level up those Archers. He does it 25% faster, meaning you'll have Range/Logistics CBS by like turn 75-80... :lol:

Good luck, and post feedback/criticism, please, or mid-game strategies. For me, so far, it's been Machinery->Education->Industrialization or Civil Service->Education->Industrialization, rush-buy 3 factories if possible, borrow the coal if necessary, open Autocracy for 2 free techs, and steal my way to victory. This doesn't feel optimal, but with the prolonged initial conquest, you're guaranteed to be behind on tech... I'd really like suggestions on how to better handle the inevitable tech deficit here.
 
i'd almost want to do this if i tried Assyria, the only civ i see that benefits in a truly useful way by kicking the hell out of AI's.
 
Good read. Warring early is something I havent done a lot of. Plenty of food for thought, cheers
 
i'd almost want to do this if i tried Assyria, the only civ i see that benefits in a truly useful way by kicking the hell out of AI's.

Assyria makes this strategy work like a charm. You can get to Machinery so fast it's a joke. You steal Engineering and Currency.

And I wouldn't say he's the only one who benefits. The capitals you take often have very nice Wonders, and if you're careful about diplomacy, you can sometimes avoid losing friends over it. You annex those capitals and now you have a very nice little 4-6 city Empire. :-D
 
Post-patch update:

The additional GG spawn rate is noticeable. (+50% vs +25% before) I typically get 4 GG by turn 100. (Including the free one)

At first, this is problematic cash-wise, and you don't tend to have 4 fronts... but then I started to realize the extra GG's DO help Honor.

Here are a few fun uses for those "extra" GGs.

1) Build a settler and plant a city 4 tiles from your target's capital. Use the GG to steal his 2nd and 3rd tier. (And if you're lucky, his first tier)
Now you have an archer with +100% defense from city attacks and anyone who attacks takes extra damage. :-D

This makes taking capitals much easier. Although, the cost of an extra city... In the long run I'm not sure it's worth the -4 happiness. But, as your X-Bow start to lose steam, this really helps. On Continents, it's valuable to be at war with all neighbors before you meet anyone from the other continent, and the sooner you can finish that war, the easier to catch up on tech. So, it's totally worth it to speed things up, sometimes.

2) Grab resources in the 4th and 5th tier.

3) Steal strategics from your enemies before attacking

4) Steal luxuries and NW (!) from a CS that you planted a city next to. Oops, sorry about that! Hehehe ;-)

5) Plant them on strategic resources to get the resource. Saves a worker going over and doing it. This is situational, but can really help when you discover coal and want factories ASAP, especially if the resource is just outside your territory and/or would cost you a lot to buy and wait 6 turns + worker travel time. (12 if it's a mine in a jungle)

Enjoy. :-D
 
Interesting guide, thanks for compiling. Honour is such a gamble on diety that I hardly use it, but this makes the chance compelling. The reason it is such a gamble is because the devs continue to ignore it patch after patch. Never really understood why they can have something in the game that no one really uses (on diety at least).

Anyway, a couple of questions. Are you going straight into medic with your initial warrior? I've always gone straight cover to make him last longer in the line of fire.

Also, it would be interesting to see the survival analysis of units against various city strengths, garrisoned range, etc. Something I always play by ear and get wrong at least once a game.
 
Interesting guide, thanks for compiling. Honour is such a gamble on diety that I hardly use it, but this makes the chance compelling. The reason it is such a gamble is because the devs continue to ignore it patch after patch. Never really understood why they can have something in the game that no one really uses (on diety at least).

Anyway, a couple of questions. Are you going straight into medic with your initial warrior? I've always gone straight cover to make him last longer in the line of fire.

Also, it would be interesting to see the survival analysis of units against various city strengths, garrisoned range, etc. Something I always play by ear and get wrong at least once a game.

Yes, the devs did *slightly* boost it this patch with the GG generation rate, only because you can use the extra GGs to get luxes/etc., but still Honor is very nerfed. And on Deity, early warmongering is heavily penalized because the way to win on Deity is to focus on catching up on tech. So any AI with a Classical or Medieval UU is kinda screwed. You're just better of going all out-tech until Education at least. Deity is kinda broken. The only other "boost" from the patch is that the AI is so aggressive, expansive and warlike after the patch that turtling for tech isn't as safe. You do *have* to build units, but Tradition and Liberty both do it better.

I go straight into Medic because I need my ranged units to get XP ASAP, and the limiting factor is their healing time. Yes, Cover helps when they target the Medic, but that's not 100% reliable, and the sooner I get Medic 2, the sooner healing in the field is like healing in my city.

I play it by ear but I've noticed it's something like this:

If the city strength is below 14, and there's no garrisoned unit, an archer without terrain bonuses can survive 3 hits. Below 20 they can survive 2. If the city has a CB they can only survive one hit at 20, barely. When they upgrade to a CB, it boosts the number by about 4.

A warrior in hills forest can survive like 5 hits. This is ideal if you can pull it off. :-P
 
The reason it is such a gamble is because the devs continue to ignore it patch after patch.

Well, I think is not the case, they think somehow honor was overpowered from G&K and killed two policies in one shot taking out all the happiness... (military tradition being the only source of happines and no longer optional, will retain your units at home)

I can't see how you can play honor in Diety. Even if you go tradition or liberty, you will be fighting to catch up in science for half of the game (Trad or Liberty). Is hard to be in unit tech parity to make domination feasible.

The only domination option I can see in Deity is waiting at least for artillery playing science hard, and blow all first round of scientists to plow through artillery, bombers and landhips. If you are quick enough you can make it somehow profitable.
 
seems pretty basic honor 101 with an emphasis on exploring cs ai. not impressed would rather not rely on exploits. ur CS thread had some pretty good info tho
 
Interesting. I was just thinking about this. I am trying an Asyrian game and opened with full liberty. Just got Oracle and was thinking what to do next.

Patronage is nerved but still pretty nice and will help ally some more CS to increase hapiness since at one point nobody wants to trade with you. Other option is Honor, with would help to make my early army even more fearfull. Even though I lack the early benefits from opening, but on the other hand I am aiming for early domination and this policy realy helps in the short term.

However I don't think I would have do it other way around (open honor). I think you need Liberty/Tradition for hapiness and build a base for an early army quickly.
 
Variation #2) Blended Honor/Tradition: Open Tradition, Open Honor to Military Tradition, take Oligarchy, then Finish Honor. The culture boost from Tradition makes up for opening it first, and Oligarchy makes it so that those stupid units you have to leave in cities for happiness & culture are *free*, which is cool. Eventually, with 10 scouts in 10 cities, this is 20 culture/turn and 10 happiness for free. It's not as good as the other branches, but it helps make Honor *possible* to win with on Deity.

I've done this on my last Honor domination game, Honor definitively needs support from other policies in current game state. I've gone for Medieval unit pop to start the world harass, lagged behind in tech the entire game, but finally crushed them all, honor + autocracy is too much for the AI.

I usually have competition on Immortal onwards, Emperor usually is a cake walk, but lagging behind in science makes things much more difficult.

Thanks for the advices, I have still to try some very early domination with Honor in BNW, sure is worth a try.
 
@iconocast:

I'm not implying it's easy to open Honor on Deity. It's definitely harder, but not impossible. Liberty and Tradition are both more efficient, but only Honor gets you ghetto artillery CBs before anyone has walls in their cities... ;-)

If it sounds like an exploit, well, um Honor is totally broken on Deity... I don't see why it's wrong to try to find a way to overcome that?

And if what I said sounded basic, that was kind of the point. A lot of people are intimidated by the idea of opening Honor on Deity. It's necessary to drive home that it's doable with basic tactics. But maybe it would help to explain more of the high-level plan. Here's the issue with not opening Liberty or Tradition:

* You can't expect to grow your capital as much as you could with Tradition, so don't try.
* You can't expect to pop out settlers and workers as easy as you could with Liberty, so don't even try.
* You don't have as much money, tech or culture, so you have compensate however you can.

Where does that leave us? Well, we have a great general for +15% combat strength, and an adjacent melee unit bonus for +15% combat strength, we build melee units 15% faster, and we get XP 50% faster. For Honor to hold its own, we must capitalize on these factors. We must get our units out and level them early and then do something valuable with them. Unfortunately, it is a fact that ranged attacks are more efficient for city capture, so the melee thing is of limited value except for barbs and killing their units in the field. (Unless you're certain civs..) But we can still capitalize on the bonus XP and the GG.

So, our early game goals are:

1) Capture cities and workers instead of building settlers and workers. We don't have time to build them. We're building units instead. You might build one settler if necessary to forward settle, secure a NW, or get trade routes with a neighbor you won't DoW for a while. I don't build workers at all.

2) Gold focus the cities we do build, or at the very least carefully monitor their growth. We don't have the happiness to grow them much anyway, and as stated, we need the units more. Which is heavily limited by gpt until you capture some cities.

3) Capture (and pillage!) cities that have unique luxuries, and don't let them grow unless you intend to annex them. (IE pillage farms or spend one turn building an improvement over what's there) We need the gold from pillaging too.

4) We can only afford to capture so many cities early, both for warmonger hate reasons and economic/happiness reasons, so capture highly valuable cities. In other words, capitals. This means carefully planning your attacks and/or selling/razing cities in the way. (This is less effective before Open Borders treaties though...)

5) Once you start to lose steam on the initial rush, it's time to put the surviving units in cities for +1 happiness and +2 culture. There they shall sit until they can be upgraded. Which, luckily, will be cheap.

6) Plant GG to make conquest easier. Don't worry, we'll get more. They're just burning gpt anyway.

7) We must maintain some friendships for gold and happiness reasons. We need to trade luxuries for gold and other luxuries. We may even need to trade our gold for luxuries.

8) Never let a good unit die. This is really not a joke. A level 5 X-Bow is worth 5 other units. Sometimes, the key to maintaining momentum is to temporarily retreat or maybe go around the long way to get better approach terrain... whatever it takes to keep those guys alive.

All of this is necessary because Honor is inferior and we must play optimally to compensate.

If it sounds like we're doing things the hard way instead of just winning on auto-pilot with Tradition... we are. Early warmongering is not easier with Honor. It should be, but it's not. But I like a challenge, and despite how much I wish they'd balance Honor, I'm going to keep playing with it because frankly, I'm a) bored, and b) a masochist. Plus, I like some of the long-term benefits of closing out the Honor tree. There's a lot of value in the closer. So if you can get that far without crippling yourself, you can rush-buy a lot of science buildings with the gold/kill you start getting around t80. ;-)

As was mentioned, this is all basic stuff, in theory, but people tend to lose focus during games, so I thought it was worth mentioning the key goals and actions.

Look, you can totally CB rush with Tradition or Liberty early, and the aftermath is more survivable. But Honor does better at maintaining the early steamroll. With the other trees you'd be hard-pressed to take three or four capitals without waiting until a later era. The difference between having both Range AND Logistics and only having one of them is huge. Having them both 20-30 turns earlier means you can steamroll 3-4 opponents instead of 1-2. But even that requires an ideal map and careful planning. And eventually you have to stop. Then comes the hard part. Culture, happiness, growth and tech and money in your captured cities will not keep up with the other builds. But, when it comes time to finish your domination run, the cheaper unit upgrade cost and cheaper barracks actually does come into play. I'm not implying it balances out, but it's pretty fun to try. :-P
 
Excuse my ignorance but what does this mean ?Build a settler and plant a city 4 tiles from your target's capital. Use the GG to steal his 2nd and 3rd tier. (And if you're lucky, his first tier)
 
Excuse my ignorance but what does this mean ?Build a settler and plant a city 4 tiles from your target's capital. Use the GG to steal his 2nd and 3rd tier. (And if you're lucky, his first tier)

When you plant a Great General as a citadel, all of the hexes around the citadel become your territory. However, you must be in or next to your own territory to build the citadel. So the idea is to 'create' your own territory nearby with the settler and then 'steal' extra territory beside the AI city with your GG.
 
Great post explaining honor on Deity. I tried going full honor in immortal, I'm able to roll over a few AIs in the vecinity, but the diplo penalties and the science lag is too much to bear later. There's some point all AIs doesn't want to trade with me at all, if they don't just DoW me, plus the point they get planes when I barely got to riflemen... And with planes I'm screwed.
 
When you plant a Great General as a citadel, all of the hexes around the citadel become your territory. However, you must be in or next to your own territory to build the citadel. So the idea is to 'create' your own territory nearby with the settler and then 'steal' extra territory beside the AI city with your GG.

What he said. And I *only* advise planting a settler and a GG if it's absolutely necessary... you better get a unique resource out of the deal, or it better be like an impossible capital to capture otherwise. You can't afford a garbage city when you go honor... Every city has to add tremendous value or you'll kill your own steamroll with happiness issues.
 
Been working with honor. Finally have a game that is progressing. I am playing at epic speed as the Shoshone. This gave me the ability for 2 quick composite bows from the ruins. A few quick barbs and then off to the religious city state for experience. Built a clubman for the medic, and then another pathfinder for the spotter. Had Russia cornered, so she was my first target. Moved in with the 2 CBs and the warrior with a GG. I now had the 50% bonus for XP and a bowman on the way to the fight. Damaged Moscow, but backed off instead off loosing any units, healed, had logistics on both CBs and range on 1. Healed up, moved in a quickly cleared her army, and took Moscow. She sued for peace giving me a crap city which I razed, leaving Novgorod on a tundra river. Healed up, cleared some more barbs, on my way to the English. Plant one GG to steal the furs from Novgorod. Planted another at the border with Nottingham. Still have 2 GG.

Clear Nottingham quickly with my 4 man army backed with a GG. Raze and move to London. Has some jungle, but with march, logistics and range, my three CBs make quick work of London. The medic 2 takes the city and I make peace leaving one English city. Still trading with the celts and Brazil.

I have the 3 CBs, 1 warrior medic, a spearman medic, and my stage 3 pathfinder, and 3 GGs. Next target would be nebby, who has denounced me, except for the mountain range in the way. Brazil wants help with Korea, so I begin the 8 turn march to reach the outskirts. Get open borders with Boudicca, which made the march easier.

Build 2 archers back home for the fortfication bonus. Quick work of busan, which has 2 unique resources, so I keep it, and move on to Seoul. I drop to -2 happiness at this point with 4 cities. Need to improve resources just a little quicker. I miss the pyramids and the speed of the workers.
My strike force snipes Seoul away from Brazil, and I consolidate and heal. With the open borders with the celts I can reach nebby. So I march off, leaving nothing behind.

As I approach nebby, he declares war, along with Assyria. I set my sights on babylon, and my 6 unit strike force clears the way, and Babylon is mine. I also take Akkad, for the sea. My pathfinder see those siege towers working through the jungle, so I set my CBs on hills and pick off his army as they emerge from the jungle. Russia and England declare war. After wiping assryia's army, he wants peace, which I accept for his wine. England never sends any units my way, and Russia is just a training ground for my new units.

Brazil, and the celts declare war on me, which is good since Cardiff, Dublin, and Edinburg are all around babylon. I only have a CB in Seoul. I see a large Brazilian army with CBs headed for Seoul, so I start selling off buildings, while defending. Got to fund this army. Have now completed honor, so kills are funding the wars.

Have to be careful with my strike force, don't want to loose any units. Having 2 me lee units with Medic 2 on both, means they can take some city hits and heal 25 each turn. As long as they are side by side. While I ravage the celts, Brazil takes Seoul and busan. I take busan back and give it back to Korea. That spot is to hard to hold at this time. Brazil has the Great Wall.

I have upgraded to Xbows made peace with Russia, England, and nebby, and trading luxes with them for 3 gpt. Not great, but any gold helps.

I now share a border with Assyria, guess who is next?

Trading with gajah mada for gold and luxes. He is the farthest away.

It is now turn 249, 1040AD.

I have 92 science, 411 gold with a -13 per turn.

Honor is filled out, with tradition opened, legalism, and monarchy.

Moron kahni is size 11, Moscow size 6, and London size 5. And 5 puppets. Happiness is 5.
 
Been working with honor. Finally have a game that is progressing. I am playing at epic speed as the Shoshone. This gave me the ability for 2 quick composite bows from the ruins. A few quick barbs and then off to the religious city state for experience. Built a clubman for the medic, and then another pathfinder for the spotter. Had Russia cornered, so she was my first target. Moved in with the 2 CBs and the warrior with a GG. I now had the 50% bonus for XP and a bowman on the way to the fight. Damaged Moscow, but backed off instead off loosing any units, healed, had logistics on both CBs and range on 1. Healed up, moved in a quickly cleared her army, and took Moscow. She sued for peace giving me a crap city which I razed, leaving Novgorod on a tundra river. Healed up, cleared some more barbs, on my way to the English. Plant one GG to steal the furs from Novgorod. Planted another at the border with Nottingham. Still have 2 GG.

Clear Nottingham quickly with my 4 man army backed with a GG. Raze and move to London. Has some jungle, but with march, logistics and range, my three CBs make quick work of London. The medic 2 takes the city and I make peace leaving one English city. Still trading with the celts and Brazil.

I have the 3 CBs, 1 warrior medic, a spearman medic, and my stage 3 pathfinder, and 3 GGs. Next target would be nebby, who has denounced me, except for the mountain range in the way. Brazil wants help with Korea, so I begin the 8 turn march to reach the outskirts. Get open borders with Boudicca, which made the march easier.

Build 2 archers back home for the fortfication bonus. Quick work of busan, which has 2 unique resources, so I keep it, and move on to Seoul. I drop to -2 happiness at this point with 4 cities. Need to improve resources just a little quicker. I miss the pyramids and the speed of the workers.
My strike force snipes Seoul away from Brazil, and I consolidate and heal. With the open borders with the celts I can reach nebby. So I march off, leaving nothing behind.

As I approach nebby, he declares war, along with Assyria. I set my sights on babylon, and my 6 unit strike force clears the way, and Babylon is mine. I also take Akkad, for the sea. My pathfinder see those siege towers working through the jungle, so I set my CBs on hills and pick off his army as they emerge from the jungle. Russia and England declare war. After wiping assryia's army, he wants peace, which I accept for his wine. England never sends any units my way, and Russia is just a training ground for my new units.

Brazil, and the celts declare war on me, which is good since Cardiff, Dublin, and Edinburg are all around babylon. I only have a CB in Seoul. I see a large Brazilian army with CBs headed for Seoul, so I start selling off buildings, while defending. Got to fund this army. Have now completed honor, so kills are funding the wars.

Have to be careful with my strike force, don't want to loose any units. Having 2 me lee units with Medic 2 on both, means they can take some city hits and heal 25 each turn. As long as they are side by side. While I ravage the celts, Brazil takes Seoul and busan. I take busan back and give it back to Korea. That spot is to hard to hold at this time. Brazil has the Great Wall.

I have upgraded to Xbows made peace with Russia, England, and nebby, and trading luxes with them for 3 gpt. Not great, but any gold helps.

I now share a border with Assyria, guess who is next?

Trading with gajah mada for gold and luxes. He is the farthest away.

It is now turn 249, 1040AD.

I have 92 science, 411 gold with a -13 per turn.

Honor is filled out, with tradition opened, legalism, and monarchy.

Moron kahni is size 11, Moscow size 6, and London size 5. And 5 puppets. Happiness is 5.

Ahh, Shoshone. ;-)

Good call on clearing out England early. They're tough on defense once they get longbowmen.
 
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