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Warlike judge is just a solid setup, hold court will ensure you get all 4 laws online likely before the old goat dies which sets you up for a solid midgame push and his heir is going to be young, you'll get solid family opinion from a burst of early marriages in the dynasty as well.
A judge governor in a traders seat? You have an elder specialist inside of 15 turns Assuming there's any culture resources around. Divination into aristocracy combined with hold court and you have Centralization pretty quickly too for a swift 8 science in the capital combined with the elder. You can fully stock the cap with more specialists before Hattusili kicks it too.
Lastly, warlike has a special event when clearing tribal sites that can spawn a free settler. Not a guarantee but feels great when you get it.
For hantili; the schemer start is simply one of the strongest starting archetypes in the entire game. You have the highest base science and can scout the majority of any medium sized map in 30 turns or less with the spare scout from a riders seat. This will skyrocket your early legitimacy and net you all manner of events and perks from ruins, as well. At higher difficulties where you can rely on foreign nations to have good science, a quick detour to portcullis, of which your heavy chariot bonus card is along the way and it sets you up with an early onager anyway will have these two starting Scouts landing inside the capital of your highest developed opponents and ready to start siphoning science from them for the rest of the game as early as turn 50.
For pudehepa - starting with the addition of divination is an amazing game boost to the hittites since this allows you access to science specialists without determining away from something like a navigation or chariot beeline. Pretty solid here, too.
Suppi II is probably my lowest rated pick. For the most part I just play hattusili since a judge opener is great for early development and getting laws online.
It's less about actively being able to acquire all 4 laws in Hattusilis lifetime but rather that he'll likely leave you with the stockpile of civics to adopt them later. Certainly enough to get close.
Sorry to ask a dumb question, what do you mean "all 4 laws" that you keep saying?
Ah, thanks for that info.
Or you could grab labor force and then beeline sovereignty for 3 laws and the civics boost, allowing you to do the same.
If you consider those technologies and their locations, this means the only other unit you could build wht that setup would be a strength 4 warrior off of ironworking.
So you have access 6th strength units before you even have access to to the usual roster of strength 5 units (axes, spears, archers).
This doesn't mean ignore them, or not grab military drill. Buts a way to develop yourself a strong bedrock of laws (something like serfdom, freedom, centralization, and exploration form a solid foundation to enhance your empire) while still being able to field a powerful military unit.
Civics is usually the biggest bottleneck for these plays, which is why the boost off of sovereignty is so strong. But what a judge allows you to do is increase your early civics generation by quite bit. Which means you'll be able to enact laws faster.
The next upgrade of unique units comes online with 7 laws, a strong cultured city, with a citadel. This is also typically achievable on a faster timescale than regular strength 8 units. So getting a head start on the adoption of laws can lead to big power spikes.