Ok so here's a quick overview of the units. At Valhalla speed everything is at half the official cost so I'm going to list the
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
rates with this already factored in.
Great People:
Lindisfarne/Rus/Hastings (the Scenario's era names for any lurkers unfamiliar with the scenario) have GPP costs of 45/165/270. The first GG is a Lindisfarne and the first GA is Rus. If I'm not mistaken, both will immediately jump up to the Hastings rate afterward due to the AI civs starting with most of the tech tree.
Berserkers generate +10GGP per kill, so with a lot of luck we have a small shot at nabbing the first GG via Apuloe and hunting barbs in the east. More likely Denmark's 5 'zerkers with a human behind the wheel will get it, but they have Caballarii and Walls to deal with while we can suckerpunch Swords and Spears. Unsure how much
![Icon_Gold Icon_Gold](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Gold.png)
it's worth to lock it in since GGs have no aura in VTR (the wiki disagrees with this but I'm pretty sure I'm right). In my test games it's always started with the +1 Promotion GG but can't say for sure that'll be the case here.
In a similar vein, Longships get +10GAP per kill, so popping the idiot AI units that embark themselves is very worthwhile.
There are 7 total GGs of varying utility, each worth 50VP for claiming. The one I want most is the guy who gives a free catapult: since GGs have 4 movement we can get it down to the ERE much faster than building one. The one who turns a unit into a Corps is also very valuable since I don't think there's any other way to get one in VTR.
There are 5 total GAs which all give 50VP for claiming, 500
![Icon_Gold Icon_Gold](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Gold.png)
for reaching Vinland, and worth 1000/500/300/100/100 VP for the trip. Absolutely worth dumping
![Icon_Gold Icon_Gold](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Gold.png)
into if we can somehow grab the first one since the cost nearly doubles afterward, which might give us enough headway to beat the Norwegians to Vinland. But like with Denmark and GGs we really can't count on pulling this off since a human Norway will be earning a lot more pillage gold and be able to buy it ahead of us. Building Harbor Shipping is an option but big of a gamble when we need as many Zerkers, Settlers, and Longships as we can get our hands on.
Civilians - same as base game but halved:
Settler: 40
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
base, +15/ea
Builder: 25
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
base, +2/ea
Trader: 20
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
base, increases through the tech tree up to 80. 23 at T0 since we start with Sailing+CoL. There are 18 techs and 16 civics so it increases by roughly 3-4
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
per completion of whichever is leading.
Military, in my opinion of an approximate order of usefulness
Name | Production ![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png) | Purchase ![Icon_Gold Icon_Gold](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Gold.png) | Maintenance ![Icon_Gold Icon_Gold](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Gold.png) | Movement ![[Image: latest?cb=20161108211735]](https://vignette.wikia.nocookie.net/civilization/images/8/89/Civ6Movement.png/revision/latest?cb=20161108211735) | Melee ![[Image: latest?cb=20161101203524]](https://vignette.wikia.nocookie.net/civilization/images/b/b6/Civ6StrengthIcon.png/revision/latest?cb=20161101203524) | Ranged ![[Image: latest?cb=20161108212810]](https://vignette.wikia.nocookie.net/civilization/images/d/da/Civ6RangedStrength.png/revision/latest?cb=20161108212810) |
Berserker | 80 | 320 | 3 | 2, +2 in ET | 50, +/-7 Atk/Def | - |
Longship | 32 | 130 | 1 | 6 (claims 4) | 40 | - |
Knight | 90 w/ Iron | 360 | 3 | 4 | 48 | - |
Battering Ram | 32 | 130 | 1 | 2 | - | - |
Catapult | 60 | 240 | 2 | 2 | 23 | 35 |
Archer | 30 | 120 | 1 | 2 | 15 | 25 |
Crossbow | 90 | 360 | 3 | 2 | 30 | 40 |
Huscarl | 60 | 240 | 2 | 2 | 40, +10 Def vs ![[Image: latest?cb=20161108212810]](https://vignette.wikia.nocookie.net/civilization/images/d/da/Civ6RangedStrength.png/revision/latest?cb=20161108212810) | - |
Horseman | 40 w/ Horses | 160 | 2 | 4 | 36 | - |
Siege Tower | 50 | 200 | 2 | 2 | - | - |
Spearman | 32 | 130 | 1 | 2 | 25 | - |
Swordsman | 45 w/ Iron | 180 | 2 | 2 | 36 | - |
Pikeman | 100 | 400 | 3 | 2 | 41 | - |
Frankish Caballarii | | | | 4 | 48, No Injury Penalty | - |
Moorish Farfanes | | | | 5, can move after attacking | 38 | - |
Byzantine Quadrireme | | | | 3 | 20 | 25 |
Non-Viking Galley | | | | 3 | 25 | - |
(thanks to Cornflakes for show me how to de-Zalgo my tables
![crazyeye crazyeye](https://www.realmsbeyond.net/forums/images/smilies/crazyeye.gif)
)
Longships are pure gold, nothing much needs to be said. Not able to sack a city on their own but otherwise excellent. An absolute steal at 32
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
+ Maritime Industries
The Berserkers are just great. They can one- and two- shot just about anything that isn't a Knight. And give GGPs for kills and the speed boost in enemy territory lets them move 1 and Pillage. Their promotion tree also includes a +1 Move at Tier 2 which makes them even better at pillaging, though it does compete with Amphibious and we'll need at least a couple marine units to take Constantinople and Tmutakaran.
Eventually we'll need to switch production over to Knights just because they're faster and can actually reach the front in time to be useful. Better at soaking hits from other Knights too, which Byz will have a crapton of. Berzerker Tier 1 promotions are Battlecry and Tortoise so they can, against non-cavalry, make up for their defensive penalty pretty well IME.
We'll also want at least one Battering Ram and possibly a Catapult or two to kick over cities.
Archers don't really do enough damage to be worthwhile. Enemy cities all start with walls and high STR and Barbs start spawning Huscarls pretty quick. We start with 1, so getting a 2nd is worthwhile for the Portage boost, but otherwise their only advantage over just building more Berserkers is that they're cheaper. Crossbows are solid if Archers survive long enough to upgrade, which might justify another 1 or 2, but otherwise too expensive to get over Moar Zerkers.
Huscarls are billed as cheap in the civilopedia but are pretty meh and not *that* cheap. Much weaker on offense means their only use is hoping the AI is dumb enough to have their Walls shoot them instead of the Zerkers and Knights. BUT getting two gives a boost for the very useful Vikings Civic, which unlocks our first government upgrade. So probably worth getting a couple and putting them on Barb suppression duty or maybe escort the Rams.
Horsemen are fast and have a promotion that lets them Pillage for only 1 Move (normally 3) but are comparatively weak. And I think that Promotion is Tier 2. Having a couple around to give flanking bonuses is nice but since we need Encampment cities to build them, or a 2nd Horse, I'm skeptical it's worthwhile.
Siege Towers are nice but I think unlock too late to be properly worthwhile. Could buy one on the Black Sea if I börk the pööch and get our Ram(s) killed, I guess.
Spears and Swords are just fodder units the AI builds. Swords could almost be justifiable as cheap fodder of our own but they require a 2nd Iron so no.
Pikes are almost not useless in that they can kindasorta fight Knights (though they're still too slow). But whoever decided they should cost more than Knights was clearly hitting the weed too hard
As for the enemy UUs, we got the best draw in our primary opponent. Caballarii and Farfanes are both competent enough to be really obnoxious, though under an AI they're still not truly threatening to a human player. Quads can be annoying if they get the first hit but unless built in large numbers our Longships have a +20STR advantage to sweep them away with ease. And I don't usually see the AI start building these until the late game, anyway. {Grotsnot will eat these words...}
So as far as I can tell, we want:
* ∞ Berserkers
** Starting sometime in the 30s switch over to Knights in cities farthest from the front and roll the switch forward over time
* 3-5 Longships ASAP to get around to the Black Sea and compete for GAs
** And more later, though pillaging efficiency will tank after the 30s or so since Britain and France will be eaten and we have to journey all they way to the Med for pillages. Also because we want a Majority Religion while sacking the Black Sea + ERE for the large pop increases (which I still need to verify
![mischief mischief](https://www.realmsbeyond.net/forums/images/smilies/mischief.gif)
), which will reduce pillaging value even further.
* 1 (additional) Archer
* 2 Huscarls
* 1-2 Battering Rams
* 0-2 Horsemen
* 0-1 Catapult? I need to practice actually conquering the ERE still
![shakehead shakehead](https://www.realmsbeyond.net/forums/images/smilies/shakehead.gif)
I suspect Zerkers with a Ram is sufficient. The GG one would be worthwhile at least.
* A few (2-5?) Builders to +100% chop Longships into Settlers
** We'll want probably in the neighborhood of 8-12 additional cities? Will see what production allows and the ROI on the final dotmap. Also depends on if our cousins send their Settlers over to our area
** Eventually we'll switch Military cards from +100% Naval to +50% Melee for Zerkers, so will start using those for chops instead. Lucky Denmark can run both!
** The first 1 or 2 might not need chopping and could save our trees for larger chops later in the tech tree? Faster is probably better but something to plan around.
** We'll likely capture a builder from Apuole, possibly Wolin too
** Also need 3 charges for hooking up Iron+Luxes in Russia. Maybe some more for Bonus Resources but dunno if a 60 Turn game allows sufficient ROI over Moar Zerkers
The major piece to fit in is Traders. I think that since they cannot rebase, purchasing them in new cities is likely to be a worthwhile investment. Especially since there's no +
![Icon_Production Icon_Production](https://www.realmsbeyond.net/forums/images/smilies/Civ6Icons/Icon_Production.png)
card for them. But we'll want to wait until after the GA race is decided before we know if we can afford it. Otherwise try and fit some in around the Berserkers I guess?
I haven't bothered to include Buildings since I think for a 60 Turn game they're crap. Repairing the Markets and Water Mills in conquered cities is often worthwhile but otherwise I doubt any compare to Moar Zerkers. Maybe Markets or Shrines once even Knights and Longships can't get anywhere useful in time?