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- Gathering Storm ruleset
- 6 players: Tomyris (me) and 6 AIs
- Small Continents
- Prince difficulty
- Standard speed
- Barbarian clans on
Most districts don't produce their own output, they need buildings for output. However, placing districts next to certain things gives the district its own production.
For example, a science district needs a library to give you science points. However, if you put that science district next to mountains or jungles (if I recall correctly), it will give you science points without a building. You will eventually want to build buildings in it anyway, but early game especially, a few extra science points go a long way.
Perhaps you already knew that. That was kinda the big thing that made me better when I started out.
Oh yea, also pay attention to your policy cards. Nearly every card can boost the production of a certain type of thing, so try to align what you produce with your policy cards.
Anyway, train 2 settlers ASAP and then crack out your Saka for era score (then delete), then 2 or 3 trains of Horseman (which will give 4 - 6 Horsemen). Make good use of Kurgans to help with the maintenance early on. Blitz the nearest AI, having ~3 regular archers for support (the -1 maintenance card helps a lot, btw).
You shouldn't need to train any more Horsemen to deal with the AI early enough, so while you're pummeling the AI, drop down some campuses and then commercial hubs. Usually, the AI will have between 2 and 4 cities, depending on if they have the "Expansionist" agenda and/or got Religious Settlements first. So, you should have at least 6 cities after this, which will give you a significant edge over the AI. Early wars are extremely beneficial, and Tomyris is very good at early game rushes.
If you're still struggling with Science, drop Pingala in whichever city has the highest population and give him the +Science promotion.
There are ways to optimize your science yields, as there are for every yield, and they're nice, but the foundation is to get more campuses and their buildings than your competitors. No way to do that except by getting more cities.
You always have to get some new cities peacefully by building settlers, but conquest is quite useful also at expanding to new cities and the campuses you are going to build there. Early conquest helps all victory types, because all depend on high yields, and more cities means more districts of all types, thus higher yields.
If you're going for domination, it is true that early conquest has the added advantage of starting to get your units promoted early, which is nice but not critical. If your map leaves you a lot of open space you can grab by churning out settlers early, go for that instead of early conquest, even in a domination game. Conquering cities is how your game is going to end, but expansion to more cities and more campuses as efficiently as possible is how it begins.
Whenever you do start to conquer, it's cities you'll need to conquer, and the challenge will be to conquer them quickly enough to overcome loyalty problems. Defeating the AIs' field armies is going to be relatively easy, so your mainstays are going to be the melee line (supported by rams and towers after the AI gets walls) and the ranged unit line, then siege artillery later, and finally bombers. Despite Scythia's early unique unit and bonus with light cavalry, those just aren't very helpful with your real challenge of taking cities. You're tempted to make light cav and Sakkas, but you really need melee and ranged and the rest of the city-busting package. Light cav is nice for pillaging, which you can use to help your economy, which is going to need help because you are going to be shortchanging development to some degree to make units, but pulling off a pillage economy is a skill that takes some time to master, so you can't shortchange development too much.
You should have campuses in most if not all of the cities you settle or conquer. As they grow larger and can build more districts, commercial hubs or harbors are a good second priority, because payroll for a big military is also big, and upgrading your units is done with money. You also need to keep up with the civics tree, so theater squares are a consideration as well. I like industrial zones for their help with production, but many players put a lower priority on them. Encampments aren't actually a huge priority. They're definitely nice to have for conquest, especially the great generals, but keeping ahead in tech and having enough money to upgrade your units are need-to-haves. Save up enough money and you can buy a great general.
Once walls come up, bring Battering Rams and Siege Towers to support your melee units. By this time, they should have their promotions, making them tanky against City shots and ranged defenders.
If you're going to use Siege weapons, try to bring a Great General, as the extra movement will allow you to move 1 tile and shoot, as opposed to being forced to wait a turn, potentially taking massive retaliation damage.
Around the mid-late game, you're going to want to phase out your infantry for Heavy Cavalry, right around when Observation Balloons become available. Due to the extra range of your siege weapons when paired with a Balloon, you can safely siege down enemy cities from outside their range.
Finally, build an airforce of Bombers when you get access to Advanced Flight. The AI is really bad at countering Air units, so you should have free reign to annihilate them.
If the game goes really late, build GDRs or nukes. At this point, you should only have a few cities left to capture, so just beeline the important cities and ignore the others.
When engaging with an evenly matched force, prioritise eliminating units over capturing cities. Use pillaging to sustain your economy, because you're likely not going to be building it unless you're very far ahead. Only ever build Anti-cav units if you're facing an enemy like Mongolia or Scythia (who will have a ton of Cavalry units) or if you're playing as Gorgo with Hoplites, as proper positioning can allow these units to rival even Men-at-Arms. Only build a few Light Cavalry, as their primary purpose is rushdown (targeting vulnerable units like Archers or stealing Civilian units) and pillaging, so you don't need too many of them.
Early game Heavy Cavalry generally isn't worth it, as the Heavy Chariot suffers too much from terrain and Knights can't take cities as well as Infantry units with Support units backing them up.
Use your ranged units primarily to either bait city attacks (most AIs will prioritise Archers over Siege units if they can target both) and for supporting eliminating enemy units. Once you've taken a city, leave a Ranged unit inside for a garrison Loyalty bonus.
If you are suffering Loyalty problems in cities you've captured, don't worry about this: The city first has to flip independent before rejoining your enemy (the exception being going to war against Elanor, you may just want to raze those cities instead). Instead, just move on to the next city as it starts flipping. If you're quick enough, you can take out the enemy cities and every city you lost to loyalty will flip back to you because you've eliminated the enemy's loyalty pressure nearby. This also means you won't lose extra pops by retaking it through force.
Finally, if you can, sign a peace treaty with the civ you're at war with and leave them with a weak, newly founded city. Chances are, that city will be lost to loyalty and you won't take the global grievances penalty for eliminating a player. Normally this doesn't make much of a difference, but it can help you avoid compounding grievances when you target another player, making loyalty in their territory easier to manage.
Remember, Loyalty is impacted by how much grievances an enemy has against you and vice versa. Ideally, especially in the late game, it's better to go to war with Casus Bellis rather than declaring Surprise Wars (exception being Persia).
He also doesn't have any issues with long term warfare and any cities that have a wonder that he captures heals all units to full health. I would recommend him
If you're friendly with an AI that is located far enough away that they are probably the last player you'll attack, try to get a Military Alliance with them to get a Combat Bonus. Try to avoid using Surprise Wars against them though, because you'll likely be subjected to a Betrayal Emergency.
- Trajan, Alexander and Simon Bolivar are the best leaders for domination
- Focus heavily on Science alongside building a strong military to keep your units ahead of the curve
- Keep cities that will not rebel for a few turns or that can be turned around to be used as puppets for producing military units
- 2 to 3 Generals are good for most attacks
- Update policy cards where possible and use ones that are most relevant, such as Limitanie if struggling to keep cities loyal
- Start with mostly melee and ranged units in the earlygame, then switch to heavy cavalry around when tanks start appearing / observation balloons become available
- Plan where to place districts ahead of time before settling, and make the most use out of adjacency bonuses as possible
- Delete useless units where possible
If anyone has anything else they'd like to add then please do, I'm still learning!
Also remember that unit power is logarithmic. What that means is that each new point of power is worth more then the last. So a 50 power units is much much stronger then a 40 power unit despite it only being 20% more points. This is why corps and armies are worth doing.