Lizzy is my favorite leader. Sisituil's recent strategy article will tell you why; she has the two best traits. I love running the hybrid economy, with a few specialized cities with specialists, and cottages spammed everywhere else.
I also used to think Lizzy had a great UU. Now, I'm starting to realize it's far more trouble than it's worth.
Let's say you're at liberalism and just got gunpowder (either from liberalism, or from research if you got to liberalism late or used it on something like printing press). To get rifling, you first need (1) guilds, (2) banking, and (3) replaceable parts before you can research (4) rifling. Now, those other three are all reasonably useful techs, but they're nothing that you can't wait for later until somebody else gets them and you can trade for them.
On the other hand, you could just go (1) chemistry (grenediers) and (2) steel (cannon). Now you've got a reasonably equivalent unit to the riflemen in the grenediers, plus (in my view) a much better offensive unit in the cannon. Plus, you can now build ironworks (which I love to build in my capital/gp farm to help farm great engineers).
The grenedier/cannon team is great. The grenediers defend and take on any riflemen you see, and the cannon do everything else. Throw in a few pikemen for mounted units.
It seems to me that going after rifling early is an awful strategy, even if you are the English. Am I seeing this wrong somehow?
I also used to think Lizzy had a great UU. Now, I'm starting to realize it's far more trouble than it's worth.
Let's say you're at liberalism and just got gunpowder (either from liberalism, or from research if you got to liberalism late or used it on something like printing press). To get rifling, you first need (1) guilds, (2) banking, and (3) replaceable parts before you can research (4) rifling. Now, those other three are all reasonably useful techs, but they're nothing that you can't wait for later until somebody else gets them and you can trade for them.
On the other hand, you could just go (1) chemistry (grenediers) and (2) steel (cannon). Now you've got a reasonably equivalent unit to the riflemen in the grenediers, plus (in my view) a much better offensive unit in the cannon. Plus, you can now build ironworks (which I love to build in my capital/gp farm to help farm great engineers).
The grenedier/cannon team is great. The grenediers defend and take on any riflemen you see, and the cannon do everything else. Throw in a few pikemen for mounted units.
It seems to me that going after rifling early is an awful strategy, even if you are the English. Am I seeing this wrong somehow?


