The perfect army

Fins

Warlord
Joined
Jun 25, 2014
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I think i figured out the game's perfect army - in terms of both most effective civilization and leader choice, and also in terms of army composition and strategy for BtS. Here's the essentials of it.

Civ: Ethiopia (of all things, eyah! %) ). Leader: Genghis Khan.


Spoiler Because: :
- Genghis' Imperialistic trait significantly helps with one of main problems of "conquest" way of playing: the eternal dilemma of "make war or development?". It helps by accelerating early-game development via -50% Settler building cost; this may seem little, but it's huge. Works this way: every few turns which were saved extremely early by having that "next" Settler rolling away sooner - makes everything which that new city will do to happen that few turns earlier, too. Among which things - will often be creating new Settlers, too. Which by itself also happens few turns after, again, making that "3rd" city to pop up "twice" sooner already. Etc etc - the thing escalates, resulting, by mid-game in way many more turns available to build armies. Which then go out sooner and conquer more cities sooner, - etc. And they have easier times doing it - because sooner means there's less enemies there, too. I.e., this little "-50% Settler cost" - is one big-deal "snowballing" effect, and one which is just perfect for a warmongering playstyle;

- ethiopian unique unit, Oromo Warriors, - are affected by Genghis' Aggressive trait, meaning that they get Combat I, Drill I and Drill II for free upon creation by this civ. Which means, this civ's Oromo Warriors with 17+ XP - can have Combat IV + Commando + Drill 2 already! Moving through enemy lands with roads by 3 tiles per turn, which is 1.5 faster than Mounted units. That's massive on its own - yet these are also hell deadlier than whatever else in early-gunpowder era, too. And yet, these can be mass-produced quite very early by this civ:

- early on, GGs are generated often, but with Genghis' Imperialistic trait, they are generated even twice faster. With +3 XP from Barracks and +4 from Civics, this civ will need five GGs installed into one of oldest cities with the most potential for production - to build 17 XP Melee and Gunpowder units. And since it doesn't take long to generate 2...3 GGs in a usual game, and with Ghengis making it 5 in the same amount of time / combat - it doesn't take long to start building those "on steroids" Oromo Warriors, too;

- Combat and Drill promotions at significant levels dramatically enhance each other due to how combat is calculated in the game. I.e., Drill IV + Combat IV is far more deadlier than a mere sum of bonuses of those promotions. And those neat Oromo Warriors also get +1 extra First Strike on top of free Drill I and Drill II, making its 2-3 First Strikes right off the barracks, at 17 XP! At Drill III, a regular unit gets 1-4 First Strikes total - which same on average, but a bit worse, because it's less reliable (can be just 1 in any given combat). This is how Oroma Warrior descrived above, at 17 XP, have roughly "Drill 3.5" equivalent, so to say. With Combat IV in the same time. For a nothing-special unit, of a nothing-special civ, to reach that amount of extra deadliness - they'd need 4 levels for Combat promotions, 4 more for Drill promotions, and 1 more for Commando (essential for efficient - quick - offensive campains). That's 9 level-ups (82 XP total, or 65 extra combat XP for a unit made with 17 XP barracks). Getting 65 XP by fighting with regular units - takes _forever_, but this civ just builds those monsters in their droves. Nuts;

- Combat and Drill promotions are universal: they help much in both defense and offense. This allows to quickly shift roles of this army: whenever sudden need to defend occur, same bunch which was capturing enemy cities - can dig in and defend perfectly well;

- Massive further potential: very 1st in-field level up gives Combat V, which few units normaly get - and it comes with a built-in Medic I equivalent for the unit itself. When many / most of them have it and there's a normal Medic in the stack, we get almost double healing speed. Less turns healing = more turns fighting. Better yet, late-game, Oroma Warriors end up upgraded to Mech Infantry, and keep those free Drill I and Drill II promotions they got - plus they get March added for free, too! Since Mech Infantry "starts" with it, it's given for free upon upgrading. Combat V + March = almost double amount of healing in enemy lands without any need to stop for healing. Very effective. Just at 26 XP, which by late game, lots of those units will have easily. Supreme mobility on enemy roads, too - Commando on Mech Infantry is 6 tiles through enemy territory. True Blitzkriegs become easily doable vs any enemy;

- Imperialistic trait will keep producing extra GGs after main army-producing city was buffed with 5 of them. Those further GGs can then be used to create the hardest-hitting City Raider units in the game: no, it ain't Modern Armor, you know. It's this:

-- any Melee unit which took all three City Raider promotions (which give +75% city attack strength and +10% vs Gunpowder units), then

-- got a GG attached to it (with full +20 XP gained upon it), then

-- got upgraded to Gunpowder era unit (to Rifleman > Infantry > Mech Infantry; having a GG attached - prevents XP loss when above 10 XP); then

-- got further promotions: 1st Leadership, then Combat IV (with that free Combat I from the start) + Commando, then Woodsman and Drill upgrades. Leadership's double XP gains from combat help a lot with this.

Depending on game's speed and map size, those "GG City Raider" units - may end up as far as being Mech Infantry with City Raider III + Combat VI + Drill IV + Woodsman III. This equals +150% strength vs cities (even +160% when it's any Gunpowder unit defending that city) - and with 5-8 First Strikes on top! And on a Mech Infantry, with its free March (which is one promotion Modern Armors can't ever get), plus +10% healing from Combat V and +15% healing from Woodsman III - those GGs will heal on the go like crazy, too, thus staying topped-off. Which means it's nearly every attack they do - is with their full 32 strength being buffed up by that 150%+, i.e. to 80+. And 5-8 First Strikes - is 1 full First Strike more than fully promoted City Raider Modern Armor units have, too - because Modern Armor can't have Woodsman III with its 2 First Strikes. End result is, assuming we're able to keep one or few such "City Raider" units progressing through the game (and not have them die): an army of "expendable and on steroids" Oromo Warriors / Infantry / Mech Infantry with one/few GG units which just slice enemy city defenders into tiny little pieces.
And for strategy, it's
Spoiler pretty straightforward :
- before Gunpowder, there are two priorities. 1st, rapid expansion at the limits of available happiness / health / non-occupied space, avoiding conflict with AIs. 2nd, getting Gunpowder tech ASAP. Have one or few Melee units fight barbarians / animals, get to 10 XP and grab City Raider III - those will become "the best City Raider units of the game" which i described under previous spoiler. Keep 'em alive;

- early Gunpowder phase: chug out enough Oromo Warriors to beat some suitable-victim neighbour AI, and do so. Their XP does not matter yet, as they are awesomely deadly even at 2 XP at this stage, and become even much deadlier with a few XP points gained from combat. Put GGs generated by this war to the best-potential-for-production city. Make peace before unacceptable consequences would happen (too much war weariness, etc), or destroy 'em outright if feasible. If that war did not generate 5+ GGs - do another one soon, until main city's barracks get 5 Great Military Instructors installed. Then, build good bunch of Oromo Warriors - those, together with GG City Raider unit(s), will form "the tip of the spear" for the rest of the game. Make sure those Oromo Warrios and GGs only attack when it's 99.9% chance to win; if it's less, then apply more Siege Weapons damage to enemy city 1st, and of course, zero those cities' defense 1st, too. If still not enough (only possible when AIs are _far_ ahead in tech) - then use later-built "cannon fodder" Riflemen / Infantry to take out the toughest enemy defenders 1st, and only then attack with formerly-Oromo-Warriors and City Raider GGs, once they can attack with that 99.9% chance;

- mid-Gunpowder phase: Rifleman / Infantry times. Upgrade existing Oromo Warriors to those unit types; they'll keep all their numerous promotions, and even while their XP will reset to 10, they pretty much already got all they need anyway. Obviously, upgrade City Raider GGs to those types, too - and being GG units, these will keep getting more and more level-ups further on, scaling up "ahead the curve" of the usual-expected potency of offensive unit types. Then, have these upgraded units to defeat enemies (both inside enemy cities and anywhere nearby) with 99.9% chance of success, unless it's something _really_ important fight. If need be (higher difficulties, etc) - support these "forward, extra deadly" units with Siege Weapons, Bombers (once avainable), Ships (where applicable), and "cannon fodder" freshly-built Riflemen / Infantry. The latter won't have free Drill I and Drill II which Oromo Warriors get, but they will still have free Combat I. Meaning, at 17 XP Barracks, those supporting troops will still have Combat IV + Commando right upon creation, allowing them to keep up with the 3-tiles-over-roads speed through enemy lands. Also, if some Oromo Warriors built during early-Gunpowder phase were placed to defend some of our cities - now, we can gradually replace them there with newly built Riflemen / Infantry, and send extra "originally Oromo" deadly troops to our offensives, hence either increasing the size of our "tip of the spear" - or, if things went real tough (Deity, etc), replacing combat losses among our "originally Oromo" forward army;

- late-game: beeline Mech Infantry. Don't bother getting Mobile Artillery nor Stealth Bombers - those are too lengthy investments relative to quite little extra siege damage these provide. Regular Bombers will do alright no matter the losses (if it's any heavy air interception from enemies). While getting Mech Infantry is real huge: doubling the speed from 3 to 6 tiles in enemy lands is extremely powerful. Plus extra base combat strength being multiplied by all those tasty promotions. Plus Mech Infantry comes with that free March and with 20% aircraft interception chance. The latter may seem small, but when it's many Mech Infantry units rolling in, often from all sorts of directions - it ain't small and helps our Bombers a great deal. Sort of everything comes together in a perfect way, once it's large number of Commando Mech Infantry doing the offensive.
Hopefully, i didn't miss something important. But if i did, please point it out. And, I am particularly interested if someone already played this civ / leader combo, and/or tried a strategy anyhow similar to what i described.
 
A bit of a read, that link, but yeah, sorta similar thing - blitzkrieg philosophy. It works, you know. That idea is similar, and i considered Boudica myself - but i'm pretty sure Ghengis is even better. For two reasons:
Spoiler :
- less XP for level-ups is similar in effect to "more GGs installed into main army-producing city", provided that most of the army is made in that one city; as it should be: Heroic Epic + Military Academy = +150% military unit building speed, simply making it more efficient to have high-production city to do the job of 2...3 similar cities with those improvements installed; and West Point on top for +4 XP. Similar in effect in terms of how easily we get to build Commando army. But the difference which favors Imperilistic in pure military sense - is that once we're chugging out Commando-right-away units, extra frequent GGs become pure extra benefit. Can make more GG units with 'em, and/or can build more Military Academis (for some supporting-troops cities: one with Red Cross, and some which chug out bombers, siege weapons, ships). Overall, way more flexibility and arguably more late-game military potential this way;

- Charismatic's "peaceful half" is mere extra happiness. Yes, it helps having a bit larger cities at any given point, but it's far from anything major: see, 1...2 smaller cities' population, for most cities, means 1...2 less irrigated farms required to feed 'em (or even 2...4 non-irrigated farms), and this in turn means 1...2 (or even, 2...4) more Towns can be created on those same tiles. Which means, yes, there are less folks to create prodction in most cities - but instead, there's more commerce generated. Meaning more science / gold / spying, all other things being equal at any given time. That's why extra happiness may at times even slow things down; depends on lots of things, of course. Overall, it's "give an take" - mixed bag - thing, that extra happiness. While Imperialistic's major buff to early development - is pure benefit: makes everything during all the past-settling part of the game to happen sooner, often including having an extra +happiness resource at any given time just because you were quick enough to settle a city over it.
As for horses, i'm no stranger to, too. Love Gunships and all. But having no defensive bonuses makes 'em quite fragile, while those Gunpowder types are so good at holding the line as well as in offensive. Like, if a stack of Combat IV + Drill IV horses / gunships / modern armors rides deep into some AI territory and is surprise-attacked, for example. Some losses are likely, due to RNG. But, a stack of Oromo Warriors / Infantry / Mech Infantry stopped on a forest/jungle and/or hill tile, having same promotions - is likely to have no losses in this same situation. Not only thanks to +25%...+75% further boost to combat strength, which turns "small chance to get a unit killed" into "near-zero chance" - but also often because March kept everyone maxed out. I often give March to pre-Mech infantries right after Combat V, whenever they earn enough XP to get it, even despite knowing it'll be free when upgrading to Mech type - it's that useful. And even late-game, in most places, there are some forests and/or hills within 5-tile radius around any target AI city, on most maps at least.

edit: oh, and one more awesome thing about those GG City Raider units i described - is Woodsman promotions. Not only Woodsman III gives +15% heal per turn, +2 full First Strikes and +50% extra strength when attacking any enemy in a forest/jungle, but even more, the pre-requisite ones - Woodsman I and Woodsman II - also give extra +50% strength whenever defending in any forest/jungle. As AIs tend to ignore forests / jungles outside their cities fat crosses, quite often some remain even late-game. Getting 'em into any between hitting AI Cities, and it's +50% defense from the forest itself plus +50% more from those promotions. So whenever there's any forest / jungle to chill out in, those units provide an equivalent of two Forts installed - instantly and automatically - against anything which would try to attack. And if it's a forest in our own territory and there is an actual Fort built, and such a unit is fortified in it? Nigh unbeatable. Such things, no horses can do. :p
 
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Have you tried it? I will give it a shot after my current game.

While this will probably be a lot of fun (and the purpose of the game is to have fun), my guess is this isn't the most effective strategy. For one thing it seems to take awhile:
- Peacefully expand to gunpowder.
- Build some Oromos (this takes time, you can't upgrade units to muskets).
- Start a war with Oromos and get 5 GGs. That's a LOT of GGs even for an IMP leader, probably more than killing one civ would produce.
- Build Level 5 Oromos. This takes time, as only one city can produce them.

Also you've discovered the inevitable problem with theorycrafting superunits:

"Make sure those Oromo Warrios and GGs only attack when it's 99.9% chance to win"

which is that they'll die. (And if they're not risked, what's the point?) The unfortunate truth is that while superunits are fun, two C1 cuirs are probably about as good as one uber-Oromo. (A caveat: On defense super-drill units are amazing. But that's really only relevant in Always War.)

I disagree with peacefully expanding until Oromos. Genghis Khan is good at one thing, war. Let him fight! Get those GG's early!

Also while IMP is a good trait, its strength is when the cheap cities are paired with an economic trait. Genghis Khan (and Charlemagne) are hard to play because they don't get advantages in expanding population, making improvements, wealth, border popping, or teching. I'd much rather work with Kublai or Ragnar or Shaka.
 
Have you tried it? I will give it a shot after my current game.

While this will probably be a lot of fun (and the purpose of the game is to have fun), my guess is this isn't the most effective strategy. For one thing it seems to take awhile:
- Peacefully expand to gunpowder.
- Build some Oromos (this takes time, you can't upgrade units to muskets).
- Start a war with Oromos and get 5 GGs. .
- Build Level 5 Oromos. This takes time, as only one city can produce them.

Also you've discovered the inevitable problem with theorycrafting superunits:

"Make sure those Oromo Warrios and GGs only attack when it's 99.9% chance to win"

which is that they'll die. (And if they're not risked, what's the point?) The unfortunate truth is that while superunits are fun, two C1 cuirs are probably about as good as one uber-Oromo. (A caveat: On defense super-drill units are amazing. But that's really only relevant in Always War.)

I disagree with peacefully expanding until Oromos. Genghis Khan is good at one thing, war. Let him fight! Get those GG's early!

Also while IMP is a good trait, its strength is when the cheap cities are paired with an economic trait. Genghis Khan (and Charlemagne) are hard to play because they don't get advantages in expanding population, making improvements, wealth, border popping, or teching. I'd much rather work with Kublai or Ragnar or Shaka.
Ugh, some misunderstandings there, man. But 1st, to answer your question: i didn't try it in exactly the described way, but i had some similar-setup runs, based on which i made the post. Basically, i played Ghengis in the past and i played Oromos, but never together. Most of my past runs were without "unrestricted leaders" option turned on.

Now,
Spoiler to misunderstandings :

- did I say to make sure to "peacefully" expand to Gunpowder? I don't think i did; sure didn't mean it as a requirement. But, it was implied, yes. I think, _usually_ it's one good thing to do so (see below). But, if there's no more space for effective peaceful expansion before Gunpowder is invented - sure thing, go smack some heads with 'em melee units and, if you like, some mounted as well. Just don't make more than a few mounted, i think;

- "Build some Oromos (this takes time, you can't upgrade units to muskets)": before Oromos, i said to build Melee units, did i not? Those are even key, as some of them (much) later will become those GG City Raider troops i described, you know? By the way, one not-so-obvious thing is that if you give some of your Melee City Raider III promotion - then it's exactly 10 XP they need for it, meaning, once you can upgrade those to Riflemen - they don't lose a single XP point upon upgrading, and remain available for your further wars in their pre-GG form; and only way later, with more and more GGs generated, you upgrade them to GG form and then to Infantry > Mech Infantry, once again not losing any XP for it (since they are with a GG now);

- also, note how my strategy said "getting Gunpowder ASAP". The thing is, this tech is one of the most "beelinable" technologies in the game - meaning, if you beeline it, then you may well get it far before you'd run out of space for peaceful expansion. Specifically: Gunpowder is tier 11 tech, but 1st, it's the cheapest of all 6 tier 11 techs, and 2nd, it has only _one_ prereq tech and it's level 9 (not 10): Guilds. Which, btw, also gives +1 hammer to workshops, which may well contribute to having 1-Oromo-per-turn city sooner. In turn, this Guilds tech - itself have two prereq techs, but both are also way lower-tier: Machinery (tier 6) and Feudalism (tier 7). The latter also gives Vassalage - one of Civics which give +2 XP to Oromos. And both Machinery and Feudalism - also have cheap prereqs: Monarchy (tier 5), Metal Casting (tier 4 - unlocks Forge, too) and Writing (tier 4). The latter, together with Monotheism (tier 3) - are the only two cheap things you'll need for Theocracy (tier 8), which gives you the 2nd +2 XP civic. So you see, Gunpowder _may_ seem to be "in the middle" of the tech tree - but if you beeline it, it's like it's in 1st quarter of it;

- building "some" Oromos takes "significant time"? Well, it shouldn't. It only happens when you were not planning for it. But if you were, then by very same turn you invented Gunpowder - in your most productive city, you already have Baracks, Forge, Heroic Epic, as many temples as you can possibly build (for extra happiness, ergo higher population) and as much +health stuff as you can get, too - and that city is starting mass-producing Oromos real rapidly. They cost 80 hammers each, and unless the map is hill-less or something, you should be having 2-3 Oromos every 3 turns;

- also, peaceful expansion (as long as there are good places for more cities) early on - creates overall infrastructure for rapid production of troops. One of Gunpower prereq techs unlocks Knights, and it's sure good to make some while Gunpowder is being researched, to support 1st Oromo push, thus allowing smaller number of Oromos for a successful 1st (or, 1st "big") war. Depending on map and playstyile, might want to have some more cities dishing out siege weapons, too. Creating some high-production cities takes time, which time is much increased if we'd fork any big percentage of our civ's efforts to do early wars. It's one known bane of pre-Gunpowder unique units, btw: yes, they are way cheaper and you can make a legion of 'em early in the game, but if for any reason that legion is not enough to stomp over most or all of the map soon enough - then you're left with far behind-the-AIs civilization with by-then inferior units and no way to quickly catch up. Peaceful early development creates the "backbone" which allows to keep growing while waging wars, see;

- "That's a LOT of GGs even for an IMP leader, probably more than killing one civ would produce": nope. The numbers are: 30, 45, 60, 75, 90 XP points without IMP; which becomes 15, 23, 30, 38, 45 XP points for 1st...5th GG. Total: 151 XP points accumulated by all combat. And even 1.5 times less, if you made a Great Wall and fight AI stacks luring them into your territory, so 101. Assuming average XP gain per fight = 2 XP, since most units at this stage are cannon fodder and should attack at anything above 50% chance to win, assuming you're producing them rapidly enough to cover losses, - that's some 50...75 enemy units killed (GW...not-GW, that is). Now, i just loaded a save from my current run at 1000 AD - which is, depending on map size and difficulty, roughly when you're getting Gunpowder, - and i see both strongest AIs having a dozen cities with some 2...4 troops in those of them i have visibility of. So, eliminating such an AI - will suffice: some ~35 troops in such cities' garrisons, plus some more which were rolling around, plus some ships, and plus couple dozens more land units the AI would make while you are beating it (relatively slowly - road travel is still 2 tiles per move at this point, since we're postponing Engineering +1 road travel to get Gunpowder ASAP). That said, i prefer Huge maps, so if you're playing smaller size - then yes, perhaps more than one early-Gunpowder war to get 17 XP Barracks. However, don't forget that Oromos made with "just" 9 XP are already far stronger than whatever troops AIs have at the time, and with just 1 victory, they get to 11 XP and Combat IV already, while having 2-3 First Strikes (free Drill I and Drill II), on top. Even without Commando yet, they will be already utterly overwhelming. Those of them who survive 1st (1st big?) war - get to 17 XP from combat, too, and then you reinforce them with more and more from the 11 XP, 13 XP, 15 XP and finally 17 XP Barracks, and it all comes together. I did this sort of "convergence of Barracks and in-field experience to get uniform-promotions army" before, and it's very natural. The higher XP the bulk of the army becomes, the smaller and smaller losses it suffers (which in this strategy, won't be any high to begin with);

- "the inevitable problem with theorycrafting superunits": not inevitable at all! :) Quite the contrary, it's totally avoidable. 1st, if you're one of those folks thinking the RNG is rigged in the game: it's not. Speaking from experience and my knowledge of probability theory. 2nd, if you are _that_ worried about it: then you can make sure you only attack with GG units when it's _higher_ than 99.9% chance of victory. Which you can see when hovering over their potential targets: if it's says "99.9%", then don't attack; weaken the target (siege units, later bombers, etc) until it's ">99.9%". And 3rd, personally, i just prefer to make them replaceable: instead of having one or two - and myself, usually playing Huge maps, - i plan and go for 4...5 at least (by mid-late game). One or two of those may die if i'm really unlucky; but all 4...5, at 0.1%-or-less odds per fight? Astronomically unlikely. And even if it'd happen once in a lifetime - it ain't like those GG City Raiders are required for this army to work. They just speed up things some good deal, in many cases. Can totally still Blitzkrieg AIs left and right mid-late game with those Commando Oromos > ... > Mech Infantries, anyway - it'd just require some more of those produced and used for offensives;

- "two C1 cuirs are probably about as good as one uber-Oromo": nope. Two Combat 1 cuirassiers are, overall, _much_ worse than one 17 XP Oromo i described. All things considered, that is. Let's start with combat odds. Here's the numbers: Oromo strength 9 + 40% of 9 = 12.6; Cuirs' strength 12 + 10% of 12 = 13.2, so roughly equal. However, when used offensively to attack some AI city, typically defended by Longbowmen and later Musketman - Oromo's 2-3 First Strikes makes all the difference. Assume it's a Longbowman with some +50% to its strength (city defense, innate +25% in city, etc), so strength = 9, and it natively has 1 First Strike. Which cuirs negate, being cuirs, and then fight it with both units having 100 health at the start of "no First Strikes anymore" phase of combat. But Oromo Warriors - also negate Longbowman's First Strike by spending one of his own 2-3 First Strikes, and then deals 1-2 First Strikes of its own, reducing that Longbowman's health by a random amount between 0% (no First Strikes did hit) and 58.7. Yep, 2 First Strikes from Oromo Warrior with 12.6 strength, if both land on that Strength 9 Longbowman - will reduce Longbowman's health from 100 to 41.3! Meaning, in 25% of all such fights, Oromo will need to win two more combat rounds - while Longbowman, with said specific strengths in this example, would need to win 7 rounds vs Oromo (and vs cuirs). Except cuirs would need to win not 2, but 4 rounds every time. Hence usually taking twice higher damage from that Longbowman, before it dies, than "both First Strikes did hit" Oromo warrior would. Major difference. Do you see how it works, now?

-- And still further: two cuirs require not only Gunpowder to make, but also access to Horses (Oromos do not!), plus also require, besides Gunpowder, to also have Military Tradition tech, too . Which is also tier 11 tech like Gunpowder - but ~1.5 times more expensive in beakers itself, plus with way more expensive prereq tech. Meaning, you can field an army of cuirs _far_ later than an army of Oromos;

-- And still even further: two cuirs will cost you 240 hammers to make - and with exact same amount, you can create _three_ Oromos! ;)

-- And to nail the coffin: cuirs can't have any defensive bonuses. Oromos - can and will. Yes, any AI cuirs will negate Oromos' 1st strike, but they won't negate +75% bonus to Oromo strength when trying to kill a well-fortified one (or few) in a forest, etc. So, if you see any Cuirs (or other "negate 1st strike") units when going with an Oromo army - just march around 'em, using hills and forests where available, and attack cities with those City Raider III units. +75% strength vs anything in a city - be it cuirs or not, - always works. As do siege weapons, which ruin cities' defenses and wound those inside-city cuirs (and anything). So, when you're doing it right, those cuirs will either try to attack your Oromos in a fortified position, hence losing, or will be 1st wounded by siege weapons and then killed by your +75% City Raiders, if some of them chill in a city. Especially since there will be times less cuirs around than your Oromos (see just above). If any at all, that is. ;)

- "I disagree with peacefully expanding until Oromos. Genghis Khan is good at one thing, war. Let him fight! Get those GG's early!": how exactly his "+50% production of Settler" is not good, to you? It's awesome, and it _is_ about rapid early expansion which does not require you to do war. No, Genghis is exactly how i decribed: 1st, he settles a big-size empire and shapes up production of his hordes, and only 2nd he sends 'em to wars. It's his very nature to do those two things both, and to see the 1st massively improving the 2nd. :p

- "Also while IMP is a good trait, its strength is when the cheap cities are paired with an economic trait. Genghis Khan (and Charlemagne) are hard to play because they don't get advantages in expanding population, making improvements, wealth, border popping, or teching": solid point, this; yes, Genghis is not the fastest-developing guy, for sure, but he's not the slowest, too. Because he is fastest-expanding with that halved Settler build speed. And it can and should be used: proper balance of farms and early cottages > towns, plus rapid grab of resources by quick settlers, all the while not building cities in places not rich with resources. All kinds of resources: +health, +happiness, food resources. You end up with more of various resources early than, say, some dorks like Saladin or Tokugawa, and you get them earlier, too. Plus, all the time Genghis saves by spending twice less turns building Settlers - can and should be used to build more of all kinds of other stuff earlier. Like i said, that -50% Settler building time - is a big deal. Many a big-time Deity runs were decided on whether or not players managed to find super-early free 2nd Settler outta some hut, you know; and with Gengis, you get 2 Settlers in the time it takes non-IMP leaders to build one: there we go, an equivalent of that "lucky free Settler" super-early. But it doesn't stop there, right? You then get four in the time others build two, six in the time others spend to build 3, etc. ;)
 
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