Welcome, Taejo Wang Geon, it is 4000 BC and you lead a small band of wandering Koreans. Long ago your people - mostly farmers, craftsmen, and the like - placed their fates and fortunes in your hands. After many years of hardship, you have finally reached the foot of the Taedong river, a region rich in livestock, precious gold, and hardy rocks. Farmers may be farmers, sculptors may sculpt, and you will surely lead your people into a blessed future.
Being Protective and Financial, you are confident that your reign will be safe and prosperous.
Yet in the far distance, you hear a low rumble. What could that disturbance be? Suddenly, from the hills, a scout appears, speaking in a foreign tongue and glancing around with covetous eyes. What is this sorcery? Can it be that he is after our gold and pigs? Rustlers and petty bandits have no place in your utopic lands. Outraged, you order his immediate death.
Some years later, a second scout appears. This fellow looks even worse than the first, and immediately flees to hide in the woods. Outraged, you order a search party be formed to execute the troublemaker.
A third scout appears. You pride yourself on the constancy of your purpose.
Taejo Wang Geon, you have taken swift and firm action to protect your people and all that they hold dear. What steps will you take next to maintain this happy paradise and guarantee the eternal boon of Korean rule?
Our start:
Our settings:
I have utilized the settings BiC employed in the last Always War game, namely:
Always war.
Hemispheres. Hopefully war will break out on the other continent, slowing their tech pace before they meet us.
Tropical. This slows the AIs a little, but (more importantly) guarantees us good land in which to settle.
Two massive continents (standard size, this just limits island hopping).
There is one extra AI for a total of seven AIs, or four teams per continent. In my test games, I found that two AIs per continent can either be too easy (when you are bunched together and successfully choke half of your rivals) or too difficult (when you are spread apart).
I toyed with the idea of playing a Global Highlands map, but didn't want to be accused of making things too easy.
Mini-tips, provided in the last game:
Some tips of my own, building on BiC's comments. Please note that I am not an expert and have limited experience with this format:
Thanks to BiC for kindling my interest in this format. I'd encourage all players of all levels to give this one a go: you will learn a lot about your game and non Lib. --- > Cuirassier strategies. As to some goals:
Prince level players and below:
Survive until 1 AD
Monarch level players:
Survive until 1000 AD
Emperor level players:
Survive until 1500 AD
Immortal level players:
Survive until the end.
Deity level players:
Win.
Good luck to all participants!
Being Protective and Financial, you are confident that your reign will be safe and prosperous.
Yet in the far distance, you hear a low rumble. What could that disturbance be? Suddenly, from the hills, a scout appears, speaking in a foreign tongue and glancing around with covetous eyes. What is this sorcery? Can it be that he is after our gold and pigs? Rustlers and petty bandits have no place in your utopic lands. Outraged, you order his immediate death.
Some years later, a second scout appears. This fellow looks even worse than the first, and immediately flees to hide in the woods. Outraged, you order a search party be formed to execute the troublemaker.
A third scout appears. You pride yourself on the constancy of your purpose.
Taejo Wang Geon, you have taken swift and firm action to protect your people and all that they hold dear. What steps will you take next to maintain this happy paradise and guarantee the eternal boon of Korean rule?
Our start:

Our settings:
Spoiler :

I have utilized the settings BiC employed in the last Always War game, namely:
Always war.
Hemispheres. Hopefully war will break out on the other continent, slowing their tech pace before they meet us.
Tropical. This slows the AIs a little, but (more importantly) guarantees us good land in which to settle.
Two massive continents (standard size, this just limits island hopping).
There is one extra AI for a total of seven AIs, or four teams per continent. In my test games, I found that two AIs per continent can either be too easy (when you are bunched together and successfully choke half of your rivals) or too difficult (when you are spread apart).
I toyed with the idea of playing a Global Highlands map, but didn't want to be accused of making things too easy.

Mini-tips, provided in the last game:
Spoiler :
Promoting your units is key. If you want a head-start on the military, consider going warrior first. And don't go lose your first WWII warrior simply because you attacked a scout at 70% odds. Go choke and steal workers (if you can, that is; otherwise, find something else to do...).
Even with copper/horses, do not dismiss Archery for too long. Archers are cheaper than both chariots and Axes. They're also more versatile on defense. Do not rush Archery either, at least without a reason.
Settle on hills (even green) when given the choice. If you can create a choke point, create it, cherish it and defend it before you can go on the offensive.
If at all possible, keep the commerce tiles (cities) at the back, well behind your cultural borders.
Explore early and keep some scouts outside your borders. Will allow for informed decisions and give you time to react to the AIs moves.
You will need to be ready to defend against a 5 units stack entering your borders by turn 70 requires some numbers and mobility. Don't be and you might lose a city straight off to a swordsman and 4 archers.
Locating the AIs is key to predict their attack path and set up your defense properly.
Since you can't trade but the AIs can, espionage is relevant to an AW game. The Great Wall, The Oracle, Alphabet and Code of Laws all are decent (crucial?) short to mid term targets. Just like in isolation, it is important to raise your health and happy caps early (civics, buildings, resources).
You can build early wonders, by the way, provided your production remains balanced (you define balanced).
Remember there is another hemisphere: don't neglect your long-term research potential.
If you're unsure, I'm indecisive. Go check past AW threads for more insight. Especially those started by Snaaty, featuring games played on Deity difficulty. Long reads but plenty of good tips inside.
Not the same kind of meal, well shorter: you might want to check Diagonale's article on the art of surviving and defensive warfare.
Some tips of my own, building on BiC's comments. Please note that I am not an expert and have limited experience with this format:
Spoiler :
Always War is much more difficult than you might expect. A wide variety of strategies must be employed in order to win, many of which deviate from standard Civ strategies.
There is a world of difference between surviving and winning, defense and offense. There is no shame in biding your time and gathering your strength, of course, but try not to get caught up in simply fending off attacks, promoting super units, and laughing at the AI's suicidal tendencies. If you simply sit back and defend, you will eventually fall behind in tech and get walloped once the Renaissance and Industrial eras hit. It is no fun facing multiple armies filled with Rifles at once.
A Spy economy, while not crucial to win, is the most effective way to maintain your tech rate and/or play catch up. Should you wish to pursue this route, crucial short term targets include The Great Wall (GSpy person points) Alphabet (build Spies) and Code of Laws (build Courthouses). A Courthouse provides a constant source of passive espionage points, +2
per turn. Once you hit Engineering, build Castles in your Courthouse cities and run Spies whenever possible. Whereas a Scientist specialists provides you with +3
per turn, and a Merchant +3
, a Spy provides +4
and +1
.
Once you hit Constitution, your
rate will sky rocket via Jails.
Banking is an incredibly powerful technology. You have no foreign trade-routes, so switching into Mercantilism is an out-and-out positive. Each free Specialist adds +3
or +3
or +4
, +1
per city. These numbers are even greater if you are running Representation.
Your economy will be in shambles for much of the game. You will need to build more Markets, Grocers, and Banks than normal.
Always War is an excellent format in which to indulge your inner zealot. Religions will not spread to you passively, so you either need to capture a town with a religion or found one yourself.
With a religion, you may build the Apostolic Palace, University of Sankore, and Spiral Minaret. For the AW format, these are excellent wonders, since they provide a constant source of passive income. This goes for shrines too.
Organized Religion is, surprisingly enough, a better civic most of the time than Theology.
If the map allows, settle cities overseas for foreign trade routes (= +1
per city).
In terms of units, settle on hills and build Archers and Longbows for defense. Promote your troops through the Drill line. The Drill promotions minimize collateral damage and increase the likelihood that your troops will emerge from their battles unscathed. This lets them defend again and again. Seriously, you must have a very good reason to promote CG or Combat before Drill.
The Drill line is especially useful to have on your super defender. You do not (and should not) attach every Great General you spawn to a unit, but you will soon find that a super-Archer or a super-Longbow offers an invaluable saving in hammers and unit maintenance. You should, in fact, have at least two and preferably three super-defenders during the Medieval Age, who receive enough promotions to protect one another.
Knights pose the first big threat to super defenders, since they ignore first strikes and are a real headache. Sure, Pikemen can defend against these, as can Elephants, but at this point you will start to take losses. A super-LB can fend off a stack of twenty units without so much as a scratch. But if five Knights attack first, they start to take damage and your other defenders have to step in. Worse, they might even be killed.
When the other continent makes contact, you will need to protect your coastal cities. You have until Chemistry/Astronomy to form a plan, at which point, things can get rough.
There is a world of difference between surviving and winning, defense and offense. There is no shame in biding your time and gathering your strength, of course, but try not to get caught up in simply fending off attacks, promoting super units, and laughing at the AI's suicidal tendencies. If you simply sit back and defend, you will eventually fall behind in tech and get walloped once the Renaissance and Industrial eras hit. It is no fun facing multiple armies filled with Rifles at once.
A Spy economy, while not crucial to win, is the most effective way to maintain your tech rate and/or play catch up. Should you wish to pursue this route, crucial short term targets include The Great Wall (GSpy person points) Alphabet (build Spies) and Code of Laws (build Courthouses). A Courthouse provides a constant source of passive espionage points, +2





Once you hit Constitution, your

Banking is an incredibly powerful technology. You have no foreign trade-routes, so switching into Mercantilism is an out-and-out positive. Each free Specialist adds +3




Your economy will be in shambles for much of the game. You will need to build more Markets, Grocers, and Banks than normal.
Always War is an excellent format in which to indulge your inner zealot. Religions will not spread to you passively, so you either need to capture a town with a religion or found one yourself.
With a religion, you may build the Apostolic Palace, University of Sankore, and Spiral Minaret. For the AW format, these are excellent wonders, since they provide a constant source of passive income. This goes for shrines too.
Organized Religion is, surprisingly enough, a better civic most of the time than Theology.
If the map allows, settle cities overseas for foreign trade routes (= +1

In terms of units, settle on hills and build Archers and Longbows for defense. Promote your troops through the Drill line. The Drill promotions minimize collateral damage and increase the likelihood that your troops will emerge from their battles unscathed. This lets them defend again and again. Seriously, you must have a very good reason to promote CG or Combat before Drill.
The Drill line is especially useful to have on your super defender. You do not (and should not) attach every Great General you spawn to a unit, but you will soon find that a super-Archer or a super-Longbow offers an invaluable saving in hammers and unit maintenance. You should, in fact, have at least two and preferably three super-defenders during the Medieval Age, who receive enough promotions to protect one another.
Knights pose the first big threat to super defenders, since they ignore first strikes and are a real headache. Sure, Pikemen can defend against these, as can Elephants, but at this point you will start to take losses. A super-LB can fend off a stack of twenty units without so much as a scratch. But if five Knights attack first, they start to take damage and your other defenders have to step in. Worse, they might even be killed.
When the other continent makes contact, you will need to protect your coastal cities. You have until Chemistry/Astronomy to form a plan, at which point, things can get rough.
Thanks to BiC for kindling my interest in this format. I'd encourage all players of all levels to give this one a go: you will learn a lot about your game and non Lib. --- > Cuirassier strategies. As to some goals:
Prince level players and below:
Survive until 1 AD
Monarch level players:
Survive until 1000 AD
Emperor level players:
Survive until 1500 AD
Immortal level players:
Survive until the end.
Deity level players:
Win.
Good luck to all participants!