About a month ago I was itching for another challenge, this time trying to go beyond the Great difficulty level. I've played about 70 turns and wanted to share how it has gone so far.
On the Great you have Fragile prosperity, the lowest level, and Competitive AI Aggression, the highest. AI development is Advanced, this game we’ll go with Massive, giving them one starting city and technology more, for a total of 5 each on average. We’ll also play with AI Handicap on High instead of Moderate Advantage, giving every AI about double bonuses compared to Moderate.
Other options are mostly standard, not doing any extra challenges there. Two more things to note in the settings are No Undo which always makes a difference and Competitive Mode gives everyone in the game a bit higher rate for science, civics and training, as well as gold, but characters in general are weaker and don’t scale as fast with higher stats. A lot of swingy events are also removed and free laws require the technology for it.
This time we’ll let the starting location guide our choice of Nation and Archetype. To not repeat too many families from the last playthrough and to make use of the wheat and other resources near our start, I decided to go with Egypt.
Looking at the wonders, the Heliopolis stands out as a great one to aim for.
I decide to take a Scholar leader to get some extra science and to hopefully make use of the Sages free Archive.
Looking at our first characters we have a Timid Tactician as our only general and a Righteous Judge for governor.
No nice promotions for the warrior either. I decide to cut the shrub and start building a farm while the scout moves towards the Ancient Ruins.
Next turn I choose Aristocracy from the ruins instead of becoming Steadfast and gaining 40 culture in Waset. I decide to assign the ruler as governor to use the Strict trait.
We also find the first barbarian camp.
Next turn I decide to move closer to the camp and exploring.
On turn 4 the Tactician Oligarch gains Besieger so I assign him as general. The worker chops a forest and starts another farm.
Next turn gives us a pending critical strike which I decide to use by attacking the camp. Waset builds a Farmer specialist since I’d like to save the stone for other things.
We secure an heir and an event gives us the choice of becoming Warlike, Inspiring or Gracious. In order to get us closer to 400 civics and Centralization, I decide to go with Gracious.
Clearing the site gives us 50 iron. Since it’s close to a river I choose to settle the Sages family seat, which finishes Divination with the free Archive, and the free technology gives us Drama. I decide to build a worker in the new city in order to get some improvements started and to research Free Settler to faster settle the free site next to us. It could be a Riders seat to make use of their Connected bonus and it is nice to have at least one military family to ensure a supply of generals.
On turn 7 we get a choice of ambitions and I decide to go for the one with 10 population.
We finish the marauder, find the second barbarian camp and start building the order-shrine.
Next turn we continue to explore while harvesting a gold resource, and heal the Warrior. I decide to buy a little iron and start on a Warrior in Waset to help deal with the barbarians and any new threats.
We find another Ancient Ruins, this time offering either 180 iron, stone or wood. I decide to take the iron as we don’t have many hills right now and it is the most expensive resource.
The technologies on offer are a bit pricey, so I choose to use the Scholars power to re-draw them.
From the new selection, I go for Animal Husbandry instead of Administration, to be able to improve all the goats and finish our ambition faster. I’m also choosing to wait with the settler until the shrine finishes and grabs the marble tile. The ore tile close by is the next target.
Next turn a flood starts but we are offered some science or a court Scholar. We move the warrior closer to the barbarians and harvest the Ore. I pay 240 gold for the courtier.
Next turn we found Paganism and our third seat, the Riders, where we start another worker. The landowners worker starts building a quarry on the marble and we buy a tile closer to the ore, using the Landowner family seat power.
The Warrior moves closer, hoping to lure the melee marauder out. The new Scout moves west towards a volcano in the fog, hoping to find and maybe name a landmark.
On the Great you have Fragile prosperity, the lowest level, and Competitive AI Aggression, the highest. AI development is Advanced, this game we’ll go with Massive, giving them one starting city and technology more, for a total of 5 each on average. We’ll also play with AI Handicap on High instead of Moderate Advantage, giving every AI about double bonuses compared to Moderate.
Other options are mostly standard, not doing any extra challenges there. Two more things to note in the settings are No Undo which always makes a difference and Competitive Mode gives everyone in the game a bit higher rate for science, civics and training, as well as gold, but characters in general are weaker and don’t scale as fast with higher stats. A lot of swingy events are also removed and free laws require the technology for it.
This time we’ll let the starting location guide our choice of Nation and Archetype. To not repeat too many families from the last playthrough and to make use of the wheat and other resources near our start, I decided to go with Egypt.
Looking at the wonders, the Heliopolis stands out as a great one to aim for.
I decide to take a Scholar leader to get some extra science and to hopefully make use of the Sages free Archive.
Looking at our first characters we have a Timid Tactician as our only general and a Righteous Judge for governor.
No nice promotions for the warrior either. I decide to cut the shrub and start building a farm while the scout moves towards the Ancient Ruins.
Next turn I choose Aristocracy from the ruins instead of becoming Steadfast and gaining 40 culture in Waset. I decide to assign the ruler as governor to use the Strict trait.
We also find the first barbarian camp.
Next turn I decide to move closer to the camp and exploring.
On turn 4 the Tactician Oligarch gains Besieger so I assign him as general. The worker chops a forest and starts another farm.
Next turn gives us a pending critical strike which I decide to use by attacking the camp. Waset builds a Farmer specialist since I’d like to save the stone for other things.
We secure an heir and an event gives us the choice of becoming Warlike, Inspiring or Gracious. In order to get us closer to 400 civics and Centralization, I decide to go with Gracious.
Clearing the site gives us 50 iron. Since it’s close to a river I choose to settle the Sages family seat, which finishes Divination with the free Archive, and the free technology gives us Drama. I decide to build a worker in the new city in order to get some improvements started and to research Free Settler to faster settle the free site next to us. It could be a Riders seat to make use of their Connected bonus and it is nice to have at least one military family to ensure a supply of generals.
On turn 7 we get a choice of ambitions and I decide to go for the one with 10 population.
We finish the marauder, find the second barbarian camp and start building the order-shrine.
Next turn we continue to explore while harvesting a gold resource, and heal the Warrior. I decide to buy a little iron and start on a Warrior in Waset to help deal with the barbarians and any new threats.
We find another Ancient Ruins, this time offering either 180 iron, stone or wood. I decide to take the iron as we don’t have many hills right now and it is the most expensive resource.
The technologies on offer are a bit pricey, so I choose to use the Scholars power to re-draw them.
From the new selection, I go for Animal Husbandry instead of Administration, to be able to improve all the goats and finish our ambition faster. I’m also choosing to wait with the settler until the shrine finishes and grabs the marble tile. The ore tile close by is the next target.
Next turn a flood starts but we are offered some science or a court Scholar. We move the warrior closer to the barbarians and harvest the Ore. I pay 240 gold for the courtier.
Next turn we found Paganism and our third seat, the Riders, where we start another worker. The landowners worker starts building a quarry on the marble and we buy a tile closer to the ore, using the Landowner family seat power.
The Warrior moves closer, hoping to lure the melee marauder out. The new Scout moves west towards a volcano in the fog, hoping to find and maybe name a landmark.