What civs are winnable in Emperor?

21 easy steps to a Persian UHV on Emperor... ;)

I don't understand how everyone seems to get XP from the hut on the way to India. I have played as the Babylonians at least 40 times and I've never got XP. Usually it's gold, and once in a while, a map.
 
I don't understand how everyone seems to get XP from the hut on the way to India. I have played as the Babylonians at least 40 times and I've never got XP. Usually it's gold, and once in a while, a map.

It's called "ruffle the natives' feathers"--being in emperor it's much more likely that you'll get 3 barb warriors who, with luck, you'll kill for 2 city attack promotions.
 
...is finally over for me. Those few squares of stone, marble, fish, wheat and oasis have haunted my dreams for the last time!:lol: :egypt:

Here's what I did:
1. Found Siwa (tried Djanet and Ineb-Hedt, all worthless due to lack of health)
2. Warrior, worker, Stonehenge, 2nd worker 6 turns from finishing Masonry, switch to Pyramids ASAP and finish Stonehenge later (to spawn great engineer rather than priest). If the wonders get built by somebody else restart.
3. Initial warrior heads south for goody huts. Reload if you don't get >30 gold each time.
4. 2nd warrior heads towards Mali for the goody hut. Ramesses' instructions are "If you value your head, don't return without less than 30 gold."
5. Warriors need to make back safely (can't waste turns on building warriors)
6. Workers farms wheat, builds roads to stone, just make sure they're free to quarry the stone ASAP. When pottery available build cottages.
7. Techs: Mysticism, masonry, pottery, writing, fishing, sailing, polytheism, aesthetics, literature. Trade for hunting, archery from others once you are half way towards literature.
8. As soon as both wonders are built (do NOT whip them unless absolutely necessary to beat AI, you need your cities big for the specialists), switch to castes and hire a smattering of specialists (the initial great person has to be great engineer, otherwise later it will very unlikely to spawn). Don't ever get a great priest.
9. Build walls and barracks while writing is being researched. Build library ASAP (in fact unhire scientists while you're building library). Make sure Siwa is at least 7-8 pop before hiring 3-4 specialists, in fact you want to grow your cottages into hamlets for the money later. Second specialist should be a great artist, and you'll probably never get the third in time, but you want hire 3-4 scientists. Be aware that sometimes the money from your 2 hamlets will outweigh the science from an extra scientist. Most of the time Siwa was between starving and growing slowly to maximize science.
10.. Build settler in 10 turns (while Siwa is at least 7 pop) and found Xou (right on the dye). This is a much better location than Per-Atum, since you'll never see copper until late, and Xou has fish, access to the wheat and 2 forests for production. Plus trade routes once you build the Great Lighthouse will be more lucrative. Xou takes the wheat and grow to 2 pop, builds workboat and grows all the way to 4 pop. As soon as Sailing is available switch to Great Lighthouse and use all hammers (2 forests, 2 plains), and pray that nobody else builds it first.
10. Do not build more military than necessary because this will drain your gold. Most of the time I'm at happiness limit and hovering around 0 gold to maximize science. As soon as literature is ready (right around turn 133), use your Great Engineer (who's been idling around eating money) to build Great Library.
11. If Rome declares war on you give them something the turn before. In fact you want to trade agriculture for the tech you're researching, even if it means saving 1 turn (yes, time is that tight).
12. On turn 134 build archers only and hope the impi and camels find Carthage and Ethiopia more tasty than your warriors. :drool:
 
Speaking of fun, I finally found out how to be first in gold--since I can't beat the French, might as well take over their empire by cheating. Sent all initial units to Rome and founded Tangiers as a springboard for contacting Mali. Gave everything to Mali when it spawns. Rome became my capital while Timbuktu became a little more than a provincial city with lots of gold. Even got the Netherlands and Aztecs to be my vassals. :lol:
 
I won as Japan (3000BCE start) with "cheating" (i.e. switching to Japan after using China).

I was lucky such that Christiany was founded in an independent city somewhere (Kumma?) and that both India and Rome collapsed before 1500CE. But I had 1512 points in 1495CE, so I guess the victory was not much due to my luck.

I'll try it without "cheating" next time.

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Here's what I did as China:

1) Founded Beijing on the E of the starting position (I can build a work boat there. Also, I'll benefit more from the Great Lighthouse).

2) Founded cities on the plots of Tokyo (where you can get both rice and silver) and Matsuyama.

3) Built a monument and a harbor in Matsuyama; built a harbor in Tokyo (whipping is probably necessary in both cities).

4) Sent some (five I guess) workers to Japan and improved the land.

5) Sent the workers and a galley to somewhere near Kyoto. Note that Matsuyama must have at least 10 cultures in order that those units will flip to Japan. So, Matsuyama should build monuments before building a harbor. Also note that you should not research animal husbandry. If you do, you probably won't be able to build 2 harbors and 1 monument on time.

6) Gifted Shandong (Tokyo) to Japan, then gifted Tianjin (Matsuyama) to them.

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Here are some advices after switching to Japan:

1) After Khmer became a vassal of yours, have them research techs that you do not have, and spend all your espionage points on them and steal techs from them.

2) Avoid having a state religion. You need many vassals and trade partners.

3) Do not build more than 8 cities. 1/2 to 1/4 of your science and wealth would come from Tokyo anyway. The cities I had are: Tokyo, Matsuyama, Fuzhou, Shanghai, Keijo (Seoul), Beijing, Guiyang and Fushun (many forests = a wonderful GP farm).

4) Moai Statues, the Great Lighthouse, and the Colossus are important wonders.

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BTW, America is presumably winnable with "cheating."
I haven't done it yet, but here's my idea:

1) Start as Arabia (600CE). Don't found Makkah right away, so that Al-Qahira will be your capital.

2) Capture Alexandria and convert to Chiristianity, so that every city you conquer will have +4 hammers!

3) Destroy all civilizations on Eurasia. Burn most of their cities so that they won't respawn.

4) Send GEs to America.
 
Usi, I had the same idea as you with Japan starting as China (in fact I sent my initial warrior to harass India so that they won't build the Oracle; Babylon built it but I presume they'll collapse later), except I gave Hangzhou to Japan as their capital (I guess it's more central to the empire but has less production resources as Tokyo). My problem was I miscalculated when the barbarian horse archers were coming so I lost Shenyang to them--had to restart some time next week.

Does Arabia's power work with Christianity (new temple/cathedral with the "state religion")?? If so I'm going Christian next time (who cares about Islam except for the UHV which I won already)!!

With Arabia being potentially so powerful after destroying Europe and Turkey how's your America going to get all that oil unless you give all your cities to America to start with? (Then America won't even be America!) :lol:
 
Does Arabia's power work with Christianity (new temple/cathedral with the "state religion")??

Yes it does!
Moreover, if you build a monastery it will give you extra 2 hammers from the AP.

With Arabia being potentially so powerful after destroying Europe and Turkey how's your America going to get all that oil unless you give all your cities to America to start with?

I'll give them my military units as well as some useful cities (e.g. Rome, Athens and Constantinople).
The earth will surely have very weird history.:)
 
I'll give them my military units as well as some useful cities (e.g. Rome, Athens and Constantinople).
The earth will surely have very weird history.:)

Just be aware that your initial choice of city to give Washington will determine which cities they'll take next. (E.g. when I played as England after I gave them Boston they would not accept my English cities or Borneo which has the oil, presumably because it was too far away, but when I gave them Manchester they took Inverness and Plymouth). Would be funny to have Athens or Rome be the American capital.

Arabia's power just keeps me thinking--what if I switch religions, give a city away, and reconquer the city several times. Since wonders are not perishable, as long as the city is standing, I'll get free temples for Hinduism, Buddhism, Christianity, Islam and Judaism to say the least (50% to the power of 5, or is it 50%x5 times the culture). Fast way for cultural victory if not for the instability that switching religions and giving cities away...
 
I thought all culture producing buildings were destroyed when a city was conquered (except wonders which just lose their culture production). Temples, Monasteries and Cathedrals should all fall into that category, IMO, though Cathedrals may not, I would think it would be difficult get get someone to accept the city repeatedly and every conquest has a chance of destroying the buildings.
 
I followed your 3000BC Japan directions and only got 1100 around 1500. I think I got stuck at 10% research in the dark ages due to founding my Guangdong and Xian too early, and couldn't get to code of laws in time for all those courthouses. I still got the first UHV criteria though and I'm still scoring above Germany in 1600 (currently building the Statue of Liberty). The problem with Matsuyama is that it's very dependent on how big it is, I can't whip it at all if I'm to get any production or money from it. Kyoto at least has access to the copper and iron and can share it with Tokyo when needed. Of course you're not working as many squares as it could (since it also overlaps with Keijo).
 
*Viking (found city by whipping an Incan city for a settler, capture Rome ASAP and build lots of caravels)
First game with an american civ. Just managed to squeeze out a victory with the Aztecs on emperor in 1846 after that nasty euroasien surprise attack I didn't know about.

I wanted to try it the other way around so what better civ to pick than the Vikings? I had caravels ready pre 1000 AD at Inca and Aztec spawn sites, but I didn't get no free troops. The quote above seems to suggest that one can somehow capture a city before Astro and whip a settler?

So my question is, how does the surprise attack work? Is it just the AI that gets it? Or can the human player get it under certain conditions?

Thanks.

TDK
 
I wanted to try it the other way around so what better civ to pick than the Vikings? I had caravels ready pre 1000 AD at Inca and Aztec spawn sites, but I didn't get no free troops. The quote above seems to suggest that one can somehow capture a city before Astro and whip a settler?

So my question is, how does the surprise attack work? Is it just the AI that gets it? Or can the human player get it under certain conditions?

You have to be the first "old world" civ to meet the new world civ, and you have to see some of their land (e.g. if you meet a workboat or a dog soldier it won't work). Also, you have to meet them after 1300.

The new version actually ensures that you can capture an Incan city since you'll have at least knights (from guilds) and if you have gunpowder too you'll have cannon, and together they make mincemeat of quecha.
 
Thanks AnotherPacifist!

You can move Mali from the "impossible without cheating" to the "hard" column. 4500 thousand was enough for the 1300AD condition. France was close behind with 4400.

Off to crack the next one...

TDK
 
I finally had time to finish the Mali emperor game. After winning the 1300AD race for gold with 4.500, I figured I could make 16.000 gold by 1700AD without a sweat. It turned out to be not that easy.

Have more gold than any other civ in 1300AD: Basically settled 3 cities, 2 GP-farms(1W and 1N of lake) and one coastal city(SW) to build the necessary galley. The cities were founded for max food in 2 cities.
Started production of Wealth in 2 cities and a Worker in the coastal city.
Started researching Fishing.
Headed north with 2 Skirmishers to meet Europeans(standing on the 2 hills overlooking the Med and Atlantic should do the trick). I met a French trireme off the shore of Marocco and I immediately traded for Code of Laws, costing me 230 Gold and Divine Right. Spain was not interested in trading Sailing or CoL. Revolt to Caste System and Hereditary Rule and started assigning Merchants.
AP election was up, and I was lucky to be given the opportunity to vote for Isabella, which I did, earning a +2 diplomatic modifier. I bought another +3 by gifting her about 100 Gold, stacking up enough pluses for Open Borders(Another approach is to get +1 from Christianity and buy +4). I eventually traded Sailing and built a Galley, while a worker laid a track through the western desert to the coast. The Great Merchants eventually boarded the Galley waiting off the coast and ended up in Lisabon and Madrid the next turn(1.100 Gold each).


Have 4.000 Gold in 1500AD: No problem!

Have 16.000 gold in 1700AD: My cities were de-populated due to having to run massive food deficits while generating Merchants, and this caused some problems. I eventually made up for this by growing the cities in time for the free Golden Age at 1500AD, granting double birth rate for 8 turns.

Another problem was Spains eventual DoW, which meant I had to send the Merchants through barbarian lands to Egypt, and beyond. A few Elephants and hill forts along the way made sure they got through safely. Constantinople was number one on the top 5 cities list, and this is where one Merchant eventually ended up - the other one made it all the way to China.



I ended up with about 18.000 Gold in 1700AD. Victory!

Possible improvements to game plan: I think there are real possibilities in hiring out Skirmishers as mercenaries. They will get you about 40 Gold and 3 Gold/turn. If anyone actually wants to hire them, you would get a better return than when producing wealth.

TDK
 
Any pictures TDK? Congratulations on the win BTW.
 
I just made the first UHV-condition as Japan on Emperor. First in score in AD1500.
My strategy was broad expansion at first, Philipines, Java, Borneo and Australia. China was to be contained and I was hoping for an alliance with India to achieve this. I had to take Taiwan to spread south, and this meant a limited naval war with China much sooner that I intended at first. I started the land war with Samurai and Trebs only after the Mongols spawned, and China eventully collapsed. The last independent states of China only fell shortly before the deadline, when Cannons were available.
I was planning on going to America as well, but this pretty much failed. I had to give back the Aztec capital and ended up with my puny force in the old Mayan lands.
I will get back after I finish the game.

TDK
 
Finished Japan. The hard part was the first UHV condition.

Be first in score in 1500AD:Built capital south on the plainshill to grab the gold and whale. Settled second city on hill to the north(turned out Iron later:sad:), for an optimal shot at the Colossus.
Expansion: South, lots of food and resources to the south. Phili, Java, Guinea, Australia.
China: Containment followed by invasion. I attacked Taipei with my 2 protective swords and had a hot naval war going with China for thousands of years. This meant no Chinese foreign trade routes and no Chinese sea resources. I only really got complete control after I invented Caravels and upgraded a few experienced Triremes. When the Mongols entered world politics, I had built a sizeable force of Samurai and invaded Korea. The Mongols mostly broke themselves against the 125% defense of Chinese cities, holding on to just one Chinese city in Manchuko. I took another, and eventually an opportunity to jump Beijing presented itself, made possible by Mongol culture and the Plague. Shortly after, the first Japanese Cannon were cast and this spelled the end of China.
Tech: I wanted the tech discount and maybe an occasional trade, so I set out to meet other civs early. My plan was to trade with the weaker civs to enhance their survivability rate, thus giving the more powerful civs a harder time and at the same time making sure I wasn't left behind. I immediately sent one workboat south, meeting China, India, Babylon, Persia, Egypt, Greece and eventually Ethiopia, Arabia and the Khmeri. I was grabbing Alphabet early and was, for a while, controlling tech trading, leaving China out of the party of course.
The strategy seemingly worked quite well, by 1500AD lots of civs were alive and kicking and I still had trading partners. In this game I traded important techs like Mathematics, Calender, Theology, Engineering, Feudalism, Music and may others.
Great Persons: Great Merchant settled in Capital, Great Scientist builts Academy, Great Artist paints a picture in Beijing.

In 1500AD, I had a broad score base: Population, tech, land and (chinese)wonders and this was enough to beat Arabia by about 50 points.
 
In 1500AD, I had a broad score base: Population, tech, land and (chinese)wonders and this was enough to beat Arabia by about 50 points.

Great job!:goodjob:
Do conquered wonders give points?
 
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