[SIZE="4"]Current plan:[/SIZE]
[SIZE="4"]Plan - excel format[/SIZE]
- just look at the number of turn to the left and you should know the production, workers action, and what tiles should be worked that turn (before hitting the end turn button!!!)
![[Image: HuaynaCapac2.jpg]](http://i1253.photobucket.com/albums/hh594/VigoShandar/HuaynaCapac2.jpg)
[SIZE="4"]Huayna Capac[/SIZE]
[SIZE="3"]Financial + 1 coin on tiles with at least 2 coins
Industrious +50% World and National Wonder production and cheap forges (60 hammers instead of 120)[/SIZE]
[SIZE="4"]of Khmer:[/SIZE]
[SIZE="3"]Hunting, Mining[/SIZE]
[SIZE="3"]Balista Elephant - our special Jumbo with "targets Mounted Units first in combat outside cities"
Baray - aqueduct with +1 food on it[/SIZE]
![[Image: RBDemogameHuaynastart.jpg]](http://i1253.photobucket.com/albums/hh594/VigoShandar/RBDemogameHuaynastart.jpg)
[SIZE="4"]Huayna Capac[/SIZE] is a prime pick here.
[SIZE="4"]Financial[/SIZE] trait is The King
.
The longer the game takes, the bigger the gap should be between Financial and non Financial leaders. The more rivers and the more water heavy map the better for a Financial leader.
Rivers makes cottages start at (2,0,3) instead of (2,0,1) - it's a HUGE bonus. It TRIPLES!!! a cottaged tile commerce
The more water heavy map the better, because coasts (2,0,3) become a viable source of commerce, and sea food, becomes the best possible food with +3 commerce on top of them, with Fish being the King here (6,0,3 with a lighthouse).
And you know what? We heave a long river, and a coast with a fish nearby
[SIZE="4"]Industrious[/SIZE] is one of the best traits for a longer game. It's not like Expansive - starting with a big fire but burning itself fast. It's more like a fire that starts small and grows higher and higher every turn that's passing by. If we can hold our economy high early on and grab Metal Casting with Oracle's help, we WILL ROCK!!! With cheap forges, we will be a production powerhouse (both for military and economy) and if we use some of that advantage to build cheap wonders we will be powerhouses in other areas too. It's a snowball
[SIZE="3"]How to leverage our strong points and cover the weak ones?[/SIZE]
[SIZE="5"]The strong points:[/SIZE]
- [SIZE="3"]Economic boost every time +1 coin financial bonus kicks in. [/SIZE]
We should ensure it happend as much times as it is possible. It shouldn't be so hard having the only land food (Sheep) that can benefit from the Financial trait, a long river with a floodplain, and the best possible food (coast Fish) nearby
- [SIZE="3"]Production boost with cheap forges. [/SIZE]
A Forge is the only building that gives production multiplier in that game (I assume we will not get to Industrialism in a one continent, no tech trading game
)
It's a Very Good Building, everyone would love to have. Now a two pop whip gives 74 hammers instead of 60, and you can easily whip things you otherwise will struggle building, like Libraries and especially Courthouses.
But Forge is not without it's drawbacks:
First - it's at Metal Casting - at the most expensive early tech. It's like Metal Casting 643 vs Pottery 114 beakers - almost 6-times more expensive.
Second - it's a BIG building - normally it costs 120 hammers. It's like Stonehenge
So it's a big constrain to build it.
But we have no such drawbacks here
- For us it comes at a special price - 60 hammers
, and now from a World Wonder's size we step down to a Granary size 
- We are the civ that can probably build Oracle the fastest, so we can have forges almost from the start instead of mid game.
With such a production boost we will have better developed cities and larger military than our opponents.
[SIZE="5"]The weak points:[/SIZE]
- [SIZE="3"]No build-in pop up borders mechanism. [/SIZE]
We have to address that problem, as building monuments first in new cities is the worst possible option to pop their borders. It slows down their development considerably.
But fortunately we have a very efficient way to cover that problem - Stonehenge. And with such opponents we are probably guarantee to have it
- any others?
[SIZE="5"]Priorities???:[/SIZE]
1. [SIZE="3"]LAND ORACLE!!![/SIZE] - it's such a HUGE boost, we should ensure we do everything to make it happened.
At Metal Casting we have 60 hammers Forges that are so essential to our economy, and as a cheery on the cake we are guarantee a Colossus grab. A wonder that will make our coast tiles = riverside grassland hamlets right from the start, both (2,0,4)
Not to even mention about triremes for anty-Vikings defense and the workshop improvement.
It's so huge boost to production (cheap forges) and economy (Colossus) we just can't pass it by.
2. [SIZE="3"]Land Stonehenge[/SIZE] - It shouldn't be a problem in our situation
, but nonetheless it's a very big boost to the early new cities development. Now we can start with a Granary, and whip it very fast with a help of just one worker, for an accelerated growth. Instead of a struggle to quickly erect monuments all around our empire.
Now it's time for our civ [SIZE="4"]Khmer's[/SIZE]
The longer I look at it the more I like them
Not because of UU or UB which are weak by them-self, but because of the fact, we will have Jumbos as the only civ, and this is a really big thing.
[SIZE="3"]Elephant - 8 Str, 1 move, mounted unit with +50% against other mounted units.[/SIZE]
Jumbos will make us safe against pretty much everything mid- and even late-game
1. The most obvious attacking unit midgame is a Horse Archer, who just have no chance against Jumbo at all. With modified str 6 vs 12, it's a 100% defeat probability.
2. But Jumbo have odds vs ... everything, even against the mounted units nightmare - the Spear. A Spearman has the modified strength of 8, the same as Jumbo, but at the second level (5xp) we can give our Jumbo anty melee - Shock promo, and Spear's anti mounted - Formation promo is at the third level (10xp). Not even counting, our Jumbos will start with 5xp and 2 promos (thanks to a Stable), and their spears with 3xp and one promo. So they will not even have the second promo, not talking about the third
3. With such a high base strength Jumbos potentially can be a very good attacking unit, because it will crush almost all defenses, but fortified in a city spears. Unfortunately with 1 move, attacking frontally we would give our opponents time to amass spears and sieging such cities can be unprofitable (Jumbo cost 60 hammers vs 35 of Spear).
But if we can catch them unguarded, like boating their backdoor coastal cities
Our Jumbos would wreck havoc there
. Boating Jumbos can be almost as good as boating Viking's Berserkers, but it's possible a waaayyy earlier
So we should remember about a potential circumnavigating bonus for the speed 3 galleys, that could deliver our Jumbos fast 
[SIZE="3"]Baray[/SIZE] - an aqueduct (100 hammers) with + 2 health and a bonus of +1 food.
1. It's a very expensive building for what it is doing. The early constrain is the happy bonus, not the health one. So we will have a very few occasions to see it appearing. It can be viable on a very health deficit map scripts, like Arboria, Boreal or Rainforest, but I doubt we are on any of that, but lack of crop at the start is striking
. If we have no crops in our surroundings, our UB can be viable midgame.
2. With our Jumbos, we will hurry to Construction tech, and Mathematics is on the way. We can have a shot at Hanging Gardens sitting there, and with aqueduct prerequisite and being Industrious we have more incentives to try build Hanging Gardens than other civs.
3. Baray can also be good in some special circumstances, like our whipping Globe Theater farm. +1 food bonus can mean really much there.
4. If we have the Organized Religion civic on top of a Forge bonus we will have +50% building bonus, and our Baray steps down to around 70 hammers building. I am not sure but it can be viable at such price, at least at some cities.
[SIZE="4"]Plan - excel format[/SIZE]
- just look at the number of turn to the left and you should know the production, workers action, and what tiles should be worked that turn (before hitting the end turn button!!!)
![[Image: HuaynaCapac2.jpg]](http://i1253.photobucket.com/albums/hh594/VigoShandar/HuaynaCapac2.jpg)
[SIZE="4"]Huayna Capac[/SIZE]
[SIZE="3"]Financial + 1 coin on tiles with at least 2 coins
Industrious +50% World and National Wonder production and cheap forges (60 hammers instead of 120)[/SIZE]
[SIZE="4"]of Khmer:[/SIZE]
[SIZE="3"]Hunting, Mining[/SIZE]
[SIZE="3"]Balista Elephant - our special Jumbo with "targets Mounted Units first in combat outside cities"
Baray - aqueduct with +1 food on it[/SIZE]
![[Image: RBDemogameHuaynastart.jpg]](http://i1253.photobucket.com/albums/hh594/VigoShandar/RBDemogameHuaynastart.jpg)
[SIZE="4"]Huayna Capac[/SIZE] is a prime pick here.
[SIZE="4"]Financial[/SIZE] trait is The King
. The longer the game takes, the bigger the gap should be between Financial and non Financial leaders. The more rivers and the more water heavy map the better for a Financial leader.
Rivers makes cottages start at (2,0,3) instead of (2,0,1) - it's a HUGE bonus. It TRIPLES!!! a cottaged tile commerce

The more water heavy map the better, because coasts (2,0,3) become a viable source of commerce, and sea food, becomes the best possible food with +3 commerce on top of them, with Fish being the King here (6,0,3 with a lighthouse).
And you know what? We heave a long river, and a coast with a fish nearby
[SIZE="4"]Industrious[/SIZE] is one of the best traits for a longer game. It's not like Expansive - starting with a big fire but burning itself fast. It's more like a fire that starts small and grows higher and higher every turn that's passing by. If we can hold our economy high early on and grab Metal Casting with Oracle's help, we WILL ROCK!!! With cheap forges, we will be a production powerhouse (both for military and economy) and if we use some of that advantage to build cheap wonders we will be powerhouses in other areas too. It's a snowball

[SIZE="3"]How to leverage our strong points and cover the weak ones?[/SIZE]
[SIZE="5"]The strong points:[/SIZE]
- [SIZE="3"]Economic boost every time +1 coin financial bonus kicks in. [/SIZE]
We should ensure it happend as much times as it is possible. It shouldn't be so hard having the only land food (Sheep) that can benefit from the Financial trait, a long river with a floodplain, and the best possible food (coast Fish) nearby
- [SIZE="3"]Production boost with cheap forges. [/SIZE]
A Forge is the only building that gives production multiplier in that game (I assume we will not get to Industrialism in a one continent, no tech trading game
)It's a Very Good Building, everyone would love to have. Now a two pop whip gives 74 hammers instead of 60, and you can easily whip things you otherwise will struggle building, like Libraries and especially Courthouses.
But Forge is not without it's drawbacks:
First - it's at Metal Casting - at the most expensive early tech. It's like Metal Casting 643 vs Pottery 114 beakers - almost 6-times more expensive.
Second - it's a BIG building - normally it costs 120 hammers. It's like Stonehenge
So it's a big constrain to build it.But we have no such drawbacks here

- For us it comes at a special price - 60 hammers
, and now from a World Wonder's size we step down to a Granary size 
- We are the civ that can probably build Oracle the fastest, so we can have forges almost from the start instead of mid game.
With such a production boost we will have better developed cities and larger military than our opponents.
[SIZE="5"]The weak points:[/SIZE]
- [SIZE="3"]No build-in pop up borders mechanism. [/SIZE]
We have to address that problem, as building monuments first in new cities is the worst possible option to pop their borders. It slows down their development considerably.
But fortunately we have a very efficient way to cover that problem - Stonehenge. And with such opponents we are probably guarantee to have it

- any others?
[SIZE="5"]Priorities???:[/SIZE]
1. [SIZE="3"]LAND ORACLE!!![/SIZE] - it's such a HUGE boost, we should ensure we do everything to make it happened.
At Metal Casting we have 60 hammers Forges that are so essential to our economy, and as a cheery on the cake we are guarantee a Colossus grab. A wonder that will make our coast tiles = riverside grassland hamlets right from the start, both (2,0,4)
Not to even mention about triremes for anty-Vikings defense and the workshop improvement.It's so huge boost to production (cheap forges) and economy (Colossus) we just can't pass it by.
2. [SIZE="3"]Land Stonehenge[/SIZE] - It shouldn't be a problem in our situation
, but nonetheless it's a very big boost to the early new cities development. Now we can start with a Granary, and whip it very fast with a help of just one worker, for an accelerated growth. Instead of a struggle to quickly erect monuments all around our empire.Now it's time for our civ [SIZE="4"]Khmer's[/SIZE]
The longer I look at it the more I like them

Not because of UU or UB which are weak by them-self, but because of the fact, we will have Jumbos as the only civ, and this is a really big thing.
[SIZE="3"]Elephant - 8 Str, 1 move, mounted unit with +50% against other mounted units.[/SIZE]
Jumbos will make us safe against pretty much everything mid- and even late-game

1. The most obvious attacking unit midgame is a Horse Archer, who just have no chance against Jumbo at all. With modified str 6 vs 12, it's a 100% defeat probability.
2. But Jumbo have odds vs ... everything, even against the mounted units nightmare - the Spear. A Spearman has the modified strength of 8, the same as Jumbo, but at the second level (5xp) we can give our Jumbo anty melee - Shock promo, and Spear's anti mounted - Formation promo is at the third level (10xp). Not even counting, our Jumbos will start with 5xp and 2 promos (thanks to a Stable), and their spears with 3xp and one promo. So they will not even have the second promo, not talking about the third

3. With such a high base strength Jumbos potentially can be a very good attacking unit, because it will crush almost all defenses, but fortified in a city spears. Unfortunately with 1 move, attacking frontally we would give our opponents time to amass spears and sieging such cities can be unprofitable (Jumbo cost 60 hammers vs 35 of Spear).
But if we can catch them unguarded, like boating their backdoor coastal cities
Our Jumbos would wreck havoc there
. Boating Jumbos can be almost as good as boating Viking's Berserkers, but it's possible a waaayyy earlier
So we should remember about a potential circumnavigating bonus for the speed 3 galleys, that could deliver our Jumbos fast 
[SIZE="3"]Baray[/SIZE] - an aqueduct (100 hammers) with + 2 health and a bonus of +1 food.
1. It's a very expensive building for what it is doing. The early constrain is the happy bonus, not the health one. So we will have a very few occasions to see it appearing. It can be viable on a very health deficit map scripts, like Arboria, Boreal or Rainforest, but I doubt we are on any of that, but lack of crop at the start is striking
. If we have no crops in our surroundings, our UB can be viable midgame.2. With our Jumbos, we will hurry to Construction tech, and Mathematics is on the way. We can have a shot at Hanging Gardens sitting there, and with aqueduct prerequisite and being Industrious we have more incentives to try build Hanging Gardens than other civs.
3. Baray can also be good in some special circumstances, like our whipping Globe Theater farm. +1 food bonus can mean really much there.
4. If we have the Organized Religion civic on top of a Forge bonus we will have +50% building bonus, and our Baray steps down to around 70 hammers building. I am not sure but it can be viable at such price, at least at some cities.

![[Image: OracleSimupgrated.jpg]](http://i1253.photobucket.com/albums/hh594/VigoShandar/OracleSimupgrated.jpg)

I could be more brief here, but I like to cover every possible situation.