From finally winning a real game (ie: normal speed, standard map, continents) on Emperor (played as Cathy), some observations:
1) REX is strong on Emperor. The sheer impossibility of decent vertical growth in the first 50-75 turns dictates land grab. Exotic slingshots are hot on Monarch, but at Emperor level they tend to leave you highly compressed for space. Unless you've got a solid plan for battering your way out of the corner you're consigned to, pure land grab is the way to go. Odds are that even the most aggressive AI won't declare until around 750-500 BC, so you've got some time to get your defenses up.
Of course, the chop nerf hit REX quite hard, so deforestation with the objective of spamming Settlers is a bit tougher than it was last week.
2) Barb control is something I've always had issues with...best practice is usually a few extra warriors on hills outside your turf. Cuts down the odds of spawns, and thus being the target, plus it at least gives you time to adjust your defenses.
3) Pyramids and Rep are overrated. Unless you're Industrious with Stone or you're going to slingshot it with Farseer and the Great Engineer, don't bother. Much harder to pull off the latter with the chop nerf, by the way.
4) Instead of making the Rep grab, go for Monarchy ASAP. I had Wine in my borders, and basically beelined for Pottery, then Monarchy. I *did* manage to steal a late Oracle for CoL to found Confucianism...Hatty and Isabella were in the game, so God only knows how I managed to snag it around 1000 BC, but I figured worst-case scenario it would fund 100% research for a while longer.
5) Running Hereditary Rule does an absolutely amazing job of solving a Financial civ's commerce problems. Particularly if you have a river or two in your borders.
6) Keeping your finances in order is very, very hard no matter how many cottages you spam if you're not Organized, at least until Banking and State Property. Although I could get up to 70% science early on during peacetime, this frequently dipped to 50-60% during preparations for war and during the prosecution of the war itself. Knowing exactly what you need in advance is absolutely critical if you do not wish to get crippled by war weariness.
Long story short (sort of), the game itself went like this:
Founded in a nice coastal spot with Cows, a Flood Plains, a host of forests, a river and fish. Went Worker first, got VERY lucky and popped AH, found Horses next to the capital. Threw a pasture on the cows and chopped 2 Settlers, both with a Worker as first build. Sent out Warriors from the capital as usual during chopped Settler builds to keep pop growing. Built another Worker and a 4th Settler. By this point island is completely explored. Founding city #4 reveals Caesar on the next island over. Joy.
Signed Open Borders, went up to Sailing, built Galley in city 4. Had popped Scout, sent Scout to map Caesar, found 3rd island due south of both of us. Sent a Warrior to explore that, built Settler/Worker to claim part of it, with 5th/6th Settler in the works. Caught Oracle for CoL as noted. Found a barb city on the new island; founded city and sent an Axeman down there to fortify and take the Archer aggros next to the barbs.
So by 300 BC I'm running 7 cities. Capital and 4th city are heavily cottaged, 2nd city is a hybrid with *4* Plains Ivory squares and a Pig to fuel them, 3rd city is straight production. Running about 40% science by the time the 7th founds...slowly over 30 turns ramp it back up to 70% through new Cottages and existing Cottage growth. Easy choice here to turn the southern island's cities into commerce centers (one has gems, and there's a river). Alphabet is done around 400 BC, and Caesar won't trade a thing with me. Guaranteed tech hole for both of us vs. the field, as there's no one else around. Lovely.
Grab IW, exploration reveals that Caesar has no Iron. HA! Tech to Construction...end up building a combined force through the MM multi-unit stack trick (ie: build, switch turn before completion to new unit, rinse and repeat) which consists of Swords, Elephants and Cats.
Declare war around 250 AD, send over a dozen units in two stacks. Capture one city, raze one in bad position, and then steal Rome and the Great Lighthouse before the attack stalls and I have to sue for peace.
Regear to take Caesar all the way out. Liz shows up with a Caravel, as expected with a significant tech lead (+/- 4 techs). Monty and Hatty follow suit about 30 turns later, as I'm sending out my own Caravels. Through some slick map trading I manage to circumnavigate before Liz. Other players are Kublai and Isabella, but both have massive tech deficits and aren't factors. Trade my way to being even with the field (Monty/Hatty) and down two to Liz.
Eliminate Caesar, begin to tech to Liberalism for the Nationalism snag (ie: bring Cossacks online ASAP). Map suggests that Liz and Hatty are small on space (7 cities/5 cities respectively). World is factionalized as Liz/Hatty hate Monty, who is on another continent from them. (Monty/Kublai split the smaller, Liz/Hatty/Isabella split the larger.) Stand at about double the area and cities of anyone except Monty, but unless I do something fast I'm going to get buried in tech. Decide to do anything and everything to placate Monty/keep him fighting wars, as he's got the big army, and take out the tech threats.
Manage to get necessary techs for Cossacks about 5 turns before Liz gets Rifling and Redcoats. Double joy. Tech to Navigation, build mad Cossacks, run at a 200/turn profit to upgrade Catapults from the 2nd Caesar strike force (have about a dozen left) once I get Steel. Which should be right about when I launch the assault.
Get up to around 30 Cossacks, elect to forgo Nationalism and drafted Riflemen (for better or for worse) and just go with it. Run 2 assault forces, north and south. Stall after taking London and Coventry with those forces, have to wait for resupply. Long, bitter winning campaign ensues...by the end of it I'm running 40% culture and my people are still starving!
I'd bribed Monty into fighting Hatty to keep them busy while I dusted Liz, and this had the unfortunate side effect of leaving her with a massive army. Declare war about 20 turns after finishing Liz...big mistake. Lose Nottingham. Hatty inexplicably declares war on Isabella right after I declare...which pretty much ends the game. Launch my attack from York to her capital. Get caught by a second assault force in the field. Win, but lose a few units and have to retreat to heal. Send a depleted assault force forward, and it gets caught by a THIRD assault force of Hatty's outside Thebes (while she's conducting a southern campaign against Isabella - where DO all these units come from?). Clearly going to lose the force, I suicide-rush Thebes and...burn it. Among other things, the Buddhist shrine and 3 or 4 Wonders (including the Great Library) go up in smoke. Felt vaguely like I'd sacked Rome.
Manage to get some resupply in, roll Hatty. Isabella's still behind in techs, so I bribe Monty into attacking Kublai (and inadvertently eliminating him), and roll Isabella with Tanks. Domination in 1864 AD...messy, but it worked. I'll take it off an island start.
Worth noting that I had perhaps 3 times the GDP of the comp during peacetime and was unable to maintain a tech lead against Hatty's 5 cities, even with Liz eliminated. Long and the short of it is that you'd best practice your conquering skills if you want any hope of winning at the highest levels!
Played about as well as I am capable and won only with some good fortune all the way...my hat is off to those of you that can take down Immortal or Deity. Took digging a few deep tech/unit holes with several leaders to finally begin to understand the principles of early play at Emperor...think I'd best refine that before trying to move up!
1) REX is strong on Emperor. The sheer impossibility of decent vertical growth in the first 50-75 turns dictates land grab. Exotic slingshots are hot on Monarch, but at Emperor level they tend to leave you highly compressed for space. Unless you've got a solid plan for battering your way out of the corner you're consigned to, pure land grab is the way to go. Odds are that even the most aggressive AI won't declare until around 750-500 BC, so you've got some time to get your defenses up.
Of course, the chop nerf hit REX quite hard, so deforestation with the objective of spamming Settlers is a bit tougher than it was last week.
2) Barb control is something I've always had issues with...best practice is usually a few extra warriors on hills outside your turf. Cuts down the odds of spawns, and thus being the target, plus it at least gives you time to adjust your defenses.
3) Pyramids and Rep are overrated. Unless you're Industrious with Stone or you're going to slingshot it with Farseer and the Great Engineer, don't bother. Much harder to pull off the latter with the chop nerf, by the way.
4) Instead of making the Rep grab, go for Monarchy ASAP. I had Wine in my borders, and basically beelined for Pottery, then Monarchy. I *did* manage to steal a late Oracle for CoL to found Confucianism...Hatty and Isabella were in the game, so God only knows how I managed to snag it around 1000 BC, but I figured worst-case scenario it would fund 100% research for a while longer.
5) Running Hereditary Rule does an absolutely amazing job of solving a Financial civ's commerce problems. Particularly if you have a river or two in your borders.
6) Keeping your finances in order is very, very hard no matter how many cottages you spam if you're not Organized, at least until Banking and State Property. Although I could get up to 70% science early on during peacetime, this frequently dipped to 50-60% during preparations for war and during the prosecution of the war itself. Knowing exactly what you need in advance is absolutely critical if you do not wish to get crippled by war weariness.
Long story short (sort of), the game itself went like this:
Founded in a nice coastal spot with Cows, a Flood Plains, a host of forests, a river and fish. Went Worker first, got VERY lucky and popped AH, found Horses next to the capital. Threw a pasture on the cows and chopped 2 Settlers, both with a Worker as first build. Sent out Warriors from the capital as usual during chopped Settler builds to keep pop growing. Built another Worker and a 4th Settler. By this point island is completely explored. Founding city #4 reveals Caesar on the next island over. Joy.
Signed Open Borders, went up to Sailing, built Galley in city 4. Had popped Scout, sent Scout to map Caesar, found 3rd island due south of both of us. Sent a Warrior to explore that, built Settler/Worker to claim part of it, with 5th/6th Settler in the works. Caught Oracle for CoL as noted. Found a barb city on the new island; founded city and sent an Axeman down there to fortify and take the Archer aggros next to the barbs.
So by 300 BC I'm running 7 cities. Capital and 4th city are heavily cottaged, 2nd city is a hybrid with *4* Plains Ivory squares and a Pig to fuel them, 3rd city is straight production. Running about 40% science by the time the 7th founds...slowly over 30 turns ramp it back up to 70% through new Cottages and existing Cottage growth. Easy choice here to turn the southern island's cities into commerce centers (one has gems, and there's a river). Alphabet is done around 400 BC, and Caesar won't trade a thing with me. Guaranteed tech hole for both of us vs. the field, as there's no one else around. Lovely.
Grab IW, exploration reveals that Caesar has no Iron. HA! Tech to Construction...end up building a combined force through the MM multi-unit stack trick (ie: build, switch turn before completion to new unit, rinse and repeat) which consists of Swords, Elephants and Cats.
Declare war around 250 AD, send over a dozen units in two stacks. Capture one city, raze one in bad position, and then steal Rome and the Great Lighthouse before the attack stalls and I have to sue for peace.
Regear to take Caesar all the way out. Liz shows up with a Caravel, as expected with a significant tech lead (+/- 4 techs). Monty and Hatty follow suit about 30 turns later, as I'm sending out my own Caravels. Through some slick map trading I manage to circumnavigate before Liz. Other players are Kublai and Isabella, but both have massive tech deficits and aren't factors. Trade my way to being even with the field (Monty/Hatty) and down two to Liz.
Eliminate Caesar, begin to tech to Liberalism for the Nationalism snag (ie: bring Cossacks online ASAP). Map suggests that Liz and Hatty are small on space (7 cities/5 cities respectively). World is factionalized as Liz/Hatty hate Monty, who is on another continent from them. (Monty/Kublai split the smaller, Liz/Hatty/Isabella split the larger.) Stand at about double the area and cities of anyone except Monty, but unless I do something fast I'm going to get buried in tech. Decide to do anything and everything to placate Monty/keep him fighting wars, as he's got the big army, and take out the tech threats.
Manage to get necessary techs for Cossacks about 5 turns before Liz gets Rifling and Redcoats. Double joy. Tech to Navigation, build mad Cossacks, run at a 200/turn profit to upgrade Catapults from the 2nd Caesar strike force (have about a dozen left) once I get Steel. Which should be right about when I launch the assault.
Get up to around 30 Cossacks, elect to forgo Nationalism and drafted Riflemen (for better or for worse) and just go with it. Run 2 assault forces, north and south. Stall after taking London and Coventry with those forces, have to wait for resupply. Long, bitter winning campaign ensues...by the end of it I'm running 40% culture and my people are still starving!
I'd bribed Monty into fighting Hatty to keep them busy while I dusted Liz, and this had the unfortunate side effect of leaving her with a massive army. Declare war about 20 turns after finishing Liz...big mistake. Lose Nottingham. Hatty inexplicably declares war on Isabella right after I declare...which pretty much ends the game. Launch my attack from York to her capital. Get caught by a second assault force in the field. Win, but lose a few units and have to retreat to heal. Send a depleted assault force forward, and it gets caught by a THIRD assault force of Hatty's outside Thebes (while she's conducting a southern campaign against Isabella - where DO all these units come from?). Clearly going to lose the force, I suicide-rush Thebes and...burn it. Among other things, the Buddhist shrine and 3 or 4 Wonders (including the Great Library) go up in smoke. Felt vaguely like I'd sacked Rome.
Manage to get some resupply in, roll Hatty. Isabella's still behind in techs, so I bribe Monty into attacking Kublai (and inadvertently eliminating him), and roll Isabella with Tanks. Domination in 1864 AD...messy, but it worked. I'll take it off an island start.
Worth noting that I had perhaps 3 times the GDP of the comp during peacetime and was unable to maintain a tech lead against Hatty's 5 cities, even with Liz eliminated. Long and the short of it is that you'd best practice your conquering skills if you want any hope of winning at the highest levels!
Played about as well as I am capable and won only with some good fortune all the way...my hat is off to those of you that can take down Immortal or Deity. Took digging a few deep tech/unit holes with several leaders to finally begin to understand the principles of early play at Emperor...think I'd best refine that before trying to move up!
Comment