Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Ultimate Guide to get the achievement "You're the Demonstrably Greatest"
By WarS'
Everything you need to know about the “Conquests of Alexander” scenario and how to obtain the “You're the Demonstrably Greatest” achievement which consists of winning this scenario in Divinity.

Discover all the subtleties of the mission as well as the tips to complete this scenario and finally become the greatest! In this guide, you will find practical information, recommendations on the choices to make, optimized analyzes and the keys to unlock this coveted achievement!

So, general, are we going to the front?

(Average reading time: 15 minutes)
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Scenario
Achievement
You're the Demonstrably Greatest
Achieve the highest possible rank in Conquests of Alexander at Deity difficulty.


This means that you must complete this scenario in 37 turns maximum (by selecting Divinity difficulty) as well as being first in the score table.
The highest rank possible in this scenario is "Alexander the Demonstrably Great" with 200 points.



Knowing that a city represents 5 points and that there are:
  • A Macedonian city Pella (5 points);
  • A settler at the start (5 points);
  • 28 cities to capture (140 points).
So to obtain the remaining 55 points necessary to exceed 200 points, you must found 11 cities. Indeed, we must not equalize the score but exceed it.
In addition, you must found cities before capturing all those of the Persian Empire because the scenario ends once the latter is no more.

Scenario
This scenario will require patience and reflection. It is no longer a question of development, but of combat. Indeed, no tree of technologies or dogmas; no doctrines, diplomacy or religion. You must therefore form an army worthy of the name and control all these lands.

The scenario, however, adds a constraint:
You only gain Great General points by killing enemy units with Hypaspists and Hetairois. This action earns 5 great general points per elimination.

Alexander
The leader of Macedonia Alexander offers significant bonuses:
  • MP +1 for settlers.
  • All towns are founded with 2 citizens and a granary.
  • Districts are built more quickly and camps contain a Basilikoi Paides.
  • Cities do not generate war wear.
  • All military units are fully healed if the player captures a city with a world wonder.
Map
Wonders
There are 5 cities that have a wonder. As a reminder, capturing a city with a wonder completely heals all your units. So don't forget to play all your units before capturing the city.

Here is the map which presents the position of the 5 cities having a wonder:


Here in order of capture the 5 cities with wonder:
City
Comment
Athens
I advise capturing it in the second round, since its contribution will be meager.
Halicarnassus
Also captured early in the game to recover its special unit.
Memphis
Should be captured around the capture of Parsa.
Parsa
Should be captured around the capture of Memphis.
Babylon
Should be captured late in the game, with the army returning from Memphis.

Improvements
There are many improvements on the map, 155 to be precise. We must therefore not deprive ourselves and thus encourage looting. So in certain cases, it can be interesting to loot an improvement before capturing a city. Knowing that the captured cities will have very few inhabitants, these improvements will very rarely be exploited.

The positioning of the 155 improvements:


You should also know that in this scenario, looting does not have the same rewards as in a standard game. Most of them bring healing. Here is the list of improvementswith rewards:

Image
Name
Loot
Occurence
Farm
Healing
44
Plantation
Healing
30
Fishing boats
Healing
9
Quarry
Healing
18
Mine
Gold
21
Pasture
Gold
33

For information, we differentiate a quarry from a mine because the first is only built on the resources of Gypsum, Marble and Stone.
Units
Military units
In this scenario, we will instead focus on training close combat units, light cavalry and siege units. We will also see ourselves in possession of anti-cavalry units.
Let's compare them.

Close combat
Image
Name
Strength
Movement
Price (gold)
Bonus 1
Bonus 2
Bonus 3
Swordsman
35
2
Hypaspist
38
2
180
Combat strength +5 in case of district siege
Support bonus +50%
(In this scenario: Great General points +5 for each enemy killed)
Immortal
35
2
Range: 2
Ranged strength: 25
Has powerful defense

The Hypaspist is the most powerful unit in the scenario. To compare with the Swordsman, the Hypaspist has +3 attack strength. Additionally, it is excellent for capturing cities. Use it instead to besiege cities, but don't hesitate to eliminate opposing units to accumulate Great Generals points.
As for the Immortals, send them to the front line: they have great defense.

Light cavalry
Image
Name
Strength
Movement
Price (gold)
Bonus 1
Bonus 2
Bonus 3
Horseman
36
4
Hetairoi
36
4
240
Combat strength +5 if adjacent to a Great General
Great General points +5 for each enemy killed
Start with a free promotion

The Hetairoi is the second most powerful unit in the scenario. Its advantage is that it moves quickly thanks to its 4 movement points. Combined with the advantages of the Great General, this unit can make great trips. Use it to eliminate units to increase your Great General points, and support your Hypaspists to capture cities.

Siege
Image
Name
Strength
Movement
Price (gold)
Bonus 1
Bonus 2
Bonus 3
Catapult
25
2
240
Range: 2
Bombardment strength: 35

The catapult only requires 2 movement points to fire. Thus, with the Great General bonuses, the latter can move before shooting.

Anti-cavalry
Image
Name
Strength
Movement
Price (gold)
Bonus 1
Bonus 2
Bonus 3
Spearman
25
2
Hoplite
28
2
Suffers no penalty in the event of injury

In reality, these units are not very powerful. Spearman training is not justified. We will still obtain 2 Hoplites to strengthen our army at the start of the game, but do not count on them to manage the most important battles. However, they will be a little extra for the assault in the South-West where there are many cavalry units.

Special units
7 so-called special units are available in this scenario. A special unit is a unit offered by certain cities if they are captured with Alexander the Great nearby (i.e. one tile from the city center). Here is the position of these cities on the map:


5 of them also have a wonder. Here is the list of cities and potentially recoverable units:
City
Image
Unit
Recommended
Has wonder
Athens
2 Hoplites
Yes
Yes
Halicarnassus
1 Galley
Yes
Yes
Parsa
2 Immortals
Yes
Yes
Patala
1 Varu
Yes
No
Memphis
1 Maryannu Chariot Archer
No
Yes
Marakanda
1 Saka Horse Archer
No
No
Babylon
1 Archer
No
Yes

This will impose a path for our Great General Alexander the Great, I recommend recovering the Hoplites in Athens, the Galley in Halicarnassus and the Immortals in Parsa. Optionally, you can collect the Varu from Potala, but it will not be very useful because it will be at the end of the game.
Great Generals
Their weakness
Great Generals are of paramount importance in this scenario. However, despite their great added value, they remain very fragile:
  • If Alexander's great general is killed, you lose.
  • If another great general is eliminated, he disappears from the game.
So do not leave your great generals defenseless. Make sure they are out of reach of enemies, or that they are protected by one of your units (by having them share the same tile).

Use a general
The big advantage of great generals is that they give combat strength bonuses as well as movement points to your units.
Please note, the operation of these bonuses is not identical:
  • Units gain a movement bonus at the start of the turn (so be precise about the position of your great general before the end of the turn).
  • While units receive the combat strength bonus during the turn (so make sure your unit is within the diameter of the bonus before attacking). Indeed, I often found myself comparing the damage of my unit close to my great general as it moved out of the diameter to attack. In this case, the attack bonus is no longer.

Also remember that it is possible to transfer a great general from city center to city center with this button.

The recruits
The great general Alexander the Great is under your control from the start of the game. As for the other generals, you will have to unlock them with great general points. A great general requires 50 points to be unlocked. In particular, it can be purchased with gold. This will require 950 gold if no points are accumulated. The price goes down depending on your number of points already collected.

Here is a start of the list of great generals present in the game:
Name
Strength bonus
Movement bonus
Alexander the Great
15
3
Polyperchon
10
1
Meleager
10
1
Coenus
10
1
Hephaestion
5
2
Erigyius
5
2

Be careful, the order of appearance of the Great Generals is random, there is no precise order!

Firstly, we can see that Alexander the Great's bonuses are disproportionate, he will therefore be present for the conquest of the most defended cities.
Then, we realize that there are great generals who are more combat oriented (+10) and others movement oriented (+2). So be careful to use a “speed” great general when you need to move troops, and to use a “combat” great general when you need to attack.
Cities
Conquests by army
As you progress, I advise you to form three armies. There will naturally be the army of Alexander the Great which will make the greatest distance; as well as two others who will be responsible for besieging cities that are not on the main path.
Here are the paths I recommend:


Legend
Colour
General
Green
Alexander the Great
Orange
First general
Blue
Second general

Army of the first General (orange path)
Not many units will be needed for the Southwest zone. I would advise setting out to conquer with:
  • 2 Hoplites (these Anti-Cavalry units are not very strong, and most of the cavalry are found in the South-West),
  • 1 Hypaspist (to help with siege thanks to its siege bonuses),
  • 1 Catapult (because two cities have walls),
  • 1 great general (except Alexander the Great).

Don't panic, your first unlocked great general may arrive during the conquest. Don't wait to unlock it to start the assault.
Better choose a General with large strength bonuses to capture the cities, then a General with large speed bonuses to return and capture the last two central cities.

Army of the second General (blue path)
This army will be formed during the great division. If possible, consume your gold to unlock this second great general before dividing the army of Alexander the Great. This passage is rather subjective because your income should start to be significant: strengthen your armies by buying units (generally Hetairois).
Favor a General with large strength bonuses.

Yields
The vast majority of cities in your possession will be described as occupied. This therefore means that it cannot increase in population. And as training units with production takes too long, the strategy to adopt is to concentrate on gold to be able to buy units. In this scenario, gold is the crux of the matter.
As soon as you capture a Persian city (because those of the city-states will not be in an "occupied" state), you must therefore prevent your citizens from working for food. For reasons of speed, I even recommend orienting the concentration of the city as follows:
  • Exclude food yields.
  • Focus on production yields.
  • Focus on gold returns.


Building
If the units take too long to produce, then what should we build? Each of your cities (apart from your capital and potentially Athens) will have to build a camp and then repeat the Encampment Training. This project allows you to generate gold as well as great general points. That's all we need!
Encampment training yields:
  • 15% of its gold production per turn,
  • 22% of its production in great general points once completed.
Source: Civilization Wiki - Encampment Training[civilization.fandom.com]

About the capital, this is the one which is going to form the majority of the settlers.
For Athens, in order:
  • Repair the granary,
  • Repair the camp,
  • Train a settler,
  • Repeat the encampment training.
Useful information
The first two optimal turns
The first turn
The first action is to capture the Athens encampment with a Hypaspiste. For reasons unknown to me, this action may seem random. Sometimes it works, sometimes it doesn't. Try to do this action as quickly as possible after loading. Once done, I advise you to save the game.
Approach Alexander the Great, then attack Athens first with the archer, then the Hetairoi.

On the other side, attack Sparda with your Hetairoi, attack the camp with your archer (to gain experience) and approach your Hypaspiste.

Found a city with your settler so that you can create a camp (optionally under the first). Don't forget to exchange the tile (in the management of the city's citizens) to be able to build the camp. You can launch the formation of a military unit (Hypaspiste or Hetairoi) in the capital.


The second turn
You can now take Sparda by attacking with your archer, your Hetairoi and your Hypaspiste. Do it before taking Athens because the latter has a wonder and will therefore heal all your units once captured.

Don't forget to approach Alexander the Great towards downtown Athens to be able to collect the 2 Hoplites. Attack Athens with your archer and capture it with your Hypaspist (the Hetairoi will not be powerful enough to capture it). Then bring your units back to the East.

You can start granary repair in Athens.


The conquest of Halicarnassus
I recommend using your two archers, two Hypaspists and especially Alexander the Great (who should be near the city center) to capture Halicarnassus. This may take several turns, but the galley will allow you to defend your coastal cities without having to buy one.

Builders
You will end up having several builders but very little to build. I still recommend planting in your first founded city. This will increase your gold intake.
Then you can simply use them as bait when facing the enemy. Who knows, sometimes this sacrifice can save your defenseless catapult.

Healing
Depending on the position of your unit, the healing provided is different:
  • +5 HP in enemy territory,
  • +10 HP on neutral territory,
  • +15 HP on allied territory,
  • +20 HP in town center or camp.
Conclusion
Summary
To conclude, this scenario will judge our ability to win a major battle in a limited time.

Production becomes secondary because it takes too long to form units: we're mainly going to launch Encampment Training to store as much gold as possible. It is this gold that will allow us to buy units.

The units that we will buy are generally Hetairois, Hypaspists as well as Catapults.

We don't forget to move our Great Generals carefully to give the movement and strength bonuses at the right time. But protect them because in this scenario, the Generals are vulnerable.

Alexander has bonuses: all units heal completely when capturing a city with a wonder; and can recruit units if he is near certain cities when captured.

With all this and a few attempts, you should be able to capture all the cities as well as found 11 additional cities to collect the 205 points needed to obtain the achievement. Good luck!

Translations
Regarding translation, you are free to translate this guide (except in the following languages: French and English). I would only ask for a link to this guide in Widget format. Thanks.

  • The French guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=3024167171

Sources

Comments
For any questions, do not hesitate to use the comment area. I will answer questions and update the guide as needed. In particular, you can ask for help with other achievements, I could help you by creating a guide.

Thanks for reading this guide!

Animation by Gabriel A:

3 Comments
WarS'  [author] Jul 9, 2024 @ 8:52am 
I understand your happiness, I felt the same the day I unlocked it! Happy this guide could help you!
legriffonjenkins Jul 9, 2024 @ 2:28am 
I'm pretty happy today - just unlocked the 320th (and IMO most difficult) achievement, I FEEL Demonstrably Great, but with no more worlds to conquer. Credit where it's due, your army split and route made the difference. Thank you!