Which leaders are good at military aggression is pretty obvious, look for the red cubes, strength, and rebates on all things military.
Colonies
A side strategy, since it's not very reliable. You can't be sure that your opponents will seed colonies. To play for colonies, you want this:
- Ability to make new units, for which you need food and resources.
- Draw 3 military cards a turn, to seed colonies and play ship cards.
- It's also nice to get an early Cartography or Navigation.
The best colonies are the ones that give yellow tokens, this is an advantage that will make everything in the game easier, and it also allows you to quickly replace any military you spent. The other ones are less strong, they are usually worth spending a single unit + cards, but if you have to spend more you have to be very careful to not actually spend more than you get. Remember that you need civil actions, military actions, food, and resources, all to get your unit back, and you are also temporarily weakened.
High level concepts
These concepts exist in most worker placement games, or indeed in most interesting games.
Opportunity cost
Doing one thing means not doing another thing. Opportunity cost is the loss of other alternatives when you choose one alternative. It is important to look at not only what your move opens up, but also what now becomes impossible. A simple example, if you spend all your science on one technology, maybe you cannot purchase any technology the next turn. Plays that keep more options available in the next turns are often stronger. Seeing which options your rivals have denied themselves can give clues about what moves you should make.
Tempo
Tempo is a term from chess, and it means something like getting ahead. If I have to take 2 actions to do what you can do for 1 action, then you gain tempo. If I can spend half as many resources to build my army, I gain tempo. Tempo decides who is the active player, who is setting the pace of the game. The players that have less tempo tend to have to play more reactive.
Denial
Denial is taking away some opportunity from the opponent. Taking the Alchemy when your opponent takes Leonardo is an easy example, you deny him the card that is his best combo. You can also deny in other ways. For example, suddenly ramping up military just when you know your opponent is going to make an important play, like a revolution, can deny him that play just as well as directly taking the card he wanted. The fewer players you are, the more important denial is. The reason is that such a move is generally not the play that is directly best for yourself, it costs you something, and the more players there are, the more players are not affected. Hence, if you spend resources denying a player in multi-player games, make sure it's worth it, and usually it is best to screw with the leader.
Age A Cards
The first Age is a bit different than the others, since you just get to pick 1-4 cards (depending on your seating order). But which to get?
Some cards are just straight up powerful by giving obvious benefits. You are constrained by many things in the beginning, but the most obvious are having a low number of Civil Actions (CAs) , low number of Military Actions (MAs), and very little science. Most buildings and upgrades in Age I require 3 resources, which are easily built in turn 1 by upgrading Bronze. You will probably have enough workers for the first few turns, as well.
Leaders have the biggest effect on what to do, so I will divide the tactics per leader.
Age A - Leaders
All of the Age A Leaders are good and have their uses, so experiment!
Aristotle gives you 1 science per science card you draw, he allows you to easily generate around 3 science per turn, which is obviously good. Having some science stored is one of the things that give a quick start, and a lot of flexibility later in the game. He combos well with getting, well, anything you can get from science cards. You have to be careful not to over draw, though, it can be tempting to draw and draw to maximize the bonus and get some good tech out, but spending 1 CA to get only 1 science + a card that clogs your hand for more than half of the game is
not efficient. Getting another
Philosophy and then
Alchemy combos well with Aristotle, it will allow you to get anything you draw in Age I out quickly.
Hammurabi gives you 1 CA for nothing. This pairs well with developing infrastructure, and badly with building colonies and military, since you will be much less likely to get the right tactics and aggressions. Hammurabi is essentially free to use, since he give back both actions used to drawand play him when you replace him with an Age I leader.
There is a neat little trick with Hammurabi - you can take a government by using one MA, and then revolt the same turn using all your still remaining CAs, giving you your government one turn early.
Homer allows you to build up military a bit cheaper, and he will also give you a happy face. Realistically you will only save 1-2 resources with Homer before you replace him, which is not a lot, but the happy face frees up an early worker. The happy face from Homer works with
St. Peter's Basilica, so he chains into
Michelangelo in Age I. It is risky to pick Homer if you cannot also pick a good Age A wonder. His ability is not very strong, and you might want to replace him before you finish a wonder.
Julius Caesar gives you some extra control of the events, some more military cards, and a single point of military. After you seed your colonies or aggressive events you probably want to replace him as soon as a better military leader is available.
A follow up to seeding colonies can be
Frederick Barbarossa +
Irrigation +
Warfare /
Monarchy for cheap and efficient troop refills after taking colonies, and then perhaps
James Cook if things went really well.
A follow up to seeding aggressive events can be a quick military buildup with
Genghis Khan +
Phalanx /
Heavy Cavalry or
Joan of Arc.
This is of course true for any leader, but Julius Caesar makes it much more likely that you will actually draw these cards to seed them.
Moses allows you to get workers out cheaper. This gives more flexibility in going early military, or allows you to build cards like Drama and Library, which gives early culture, and can chain into building even more culture in Age II with
Bach or
William Shakespeare.
If you play Moses you will have to use quite a lot of actions to grab workers in the first couple of turns
Alexander the Great is a bit like Moses, since adding a yellow token means having to spend less to get those first workers. He can also be used for an early military push, if you draw
Legion or
Warband then you can get a fairly strong army for a very small investment, especially if you build
Swordsmen.
Age A -Wonders
The general advantage of wonders, over urban buildings and units, is that they do not tie up your workers and cost no science. The general disadvantage is that they cost more resources, take more turns to build, and have a scaling cost since each wonder makes the next more expensive.
Pyramids is a power card, and good with everyone.. Depending on Age A events it will be ready around turn 3 or 4. Having 5 CAs is good with any strategy. You want to finish it as soon as you can, which means you will be strapped for resources for a few turns. Therefore Pyramids combos well with
Aristotle, since you might be a bit delayed with building more science. If you do
not get Pyramids, which has to happen to every player but one, then you have only 2 options in Age I for that 5th CA. It makes sense then to build
Philosophy quickly to be able to get out a
Code of Laws, or have a revolution into an early
Monarchy.
Hanging Gardens allows you to grab many workers before happiness becomes an issue, so it is best with Moses, who spits out those workers incredibly quickly. It also has a combo with
Michelangelo, one of the strongest leaders in the game.
Library of Alexandria is fairly expensive. You could just build the second
Philosophy instead, a turn earlier, for half the price, and you have an even chance to get a free
Religion anyway from the Age A military cards. You do save a couple of workers compared to those options, so it is better with the leaders that do not give more workers (Aristotle, Hammurabi, Homer or Julius Caesar). It also allows you to go easily to 3 science, which is a good number in the early game.
Colossus has some issues. First, you telegraph before anyone has seeded any colonies that you will grab colonies, which will cause the astute opponent to just discard them. There is also no guarantee you will draw any colonies yourself at that point. Second, you gain 2 military for 6 resources. Getting
Swordsmen, Knights, or even just
Warriors will give you more military for those resources, as well as setting up a tactic for even more.
The upside is that those 2 military are on top of everything else you build, so it one of few ways to set up some very early game aggression. The best combo then is probably
Julius Caesar for the extra military and more MAs to draw tactics and aggressions.
Homer could also work, since you get some extra resources for your units.
 |
C-C-C-Combo! Colossus + Julius Caesar + 3 Warrior + Legion allows me 2x Aggression in one turn. |
Age A - Yellow Cards
The best one is
Engineering Genius, since it gives the biggest rebate and typically allows you to finish a wonder a turn early. It can be worth grabbing for 2 CAs.
The second best ones are the other ones that give a rebate + action, like
Rich Land,
Urban Growth, and (if you did not take Moses),
Frugality. None of these are worth 2 CAs, but if you have nothing better to do with your action, then grab them.
Try to grab ones you know you can use in a turn or two. Rich Land can get stuck in your hand very easily, because sometimes you don't get to upgrade farms or mines.
The rest are just bad, eating up your extremely low supply of actions in the early game, for tiny benefits. Typically they just clog your hand until they get discarded in Age II.
Age I - Leaders
Christopher Columbus is nice if the stars are right. If you draw a great colony, and there is nothing better to do, why not grab that free colony. Note that you cannot draw a new Age I leader after Columbus is discarded.
Gengis Khan is gives you both cheap military and cheap culture, which is a strong combination. If you have drawn any of the Age I cavalry tactics he is a great pick. In order, the best ones for you are
Heavy Cavalry (+4),
Phalanx (+3) and
Medieval Army (+2, might be possible to double up). When you replace Gengis Khan you must have a plan for what to do with your military, since you will lose your tactic combo.
Frederick Barbarossa makes it faster to spit out units. He is best if the game goes into heavy colonization mode, since he removes almost all the cost of colonizing. If the game does not involve a lot of military pressure, his ability is nearly useless. You should therefore prepare to bring that pressure on yourself, so take those
Knights and
Swordsmen and hope you draw some good tactics.
Joan of Arc brings your 3rd MA, early culture, and allows you to push culture and military at the same time. If you have your 5th CA from somewhere else, you can take
Theocracy with her. She does not build nearly as much culture as Michelangelo, and Gengis with tactics combo is a bit stronger overall. Getting both some cheap military and culture early is a good thing, so she is hardly ever a bad pick. She does not obviously chain into anything in Age II.
Leonardo da Vinci is an infrastructure builder.
Alchemy or
Printing Press are the best cards with him. If you do not have either of these cards, then he is fairly ineffective. He chains naturally into
Newton, since you will have those science-producing buildings ready.
Michelangelo is the premier early culture leader, and he really wants to do an early culture push. The best card with him is
St. Peter's Basilica in Age I. This is important to get since it almost doubles his culture bonus! Other good cards are all the religious buildings and
Hanging Gardens.
Religion with Basilica
is 3 culture per turn for an Age A building, same as an
Opera in Age II for the other players. Try to grab
Reserves or
Engineering Genius to get everything set up as soon as you can, and get the benefits for as long as possible.
Michelangelo requires few workers, but he will likely leave you behind on science and military. The most important thing is probably to try make as much military as you have to, to protect your culture engine. If playing against Michelangelo, a counter strategy is to push military, to at least force him to spend on other things than wonders and Religion..
After Michelangelo you can do pretty much whatever you want. His buildings and wonders do not chain into any other Age II leaders. You probably want him over all the Age II leaders, so it might be better to just let him die when Age III starts and hope no-one draws that
Iconoclasm.
Age I - Wonders
None of the Age I wonders are vital, except for Basilica with Michelangelo. If they happen to fit whatever you are doing, then grab them, if not, let them go.
Great Wall is best with Alexander (if you, for some reason, keep him around) and with
Gengis Khan. The bonus for infantry is nearly useless late game. It is very expensive, needing 4 CAs to build.
St. Peter's Basilica is a very strong wonder. It arrives when happiness becomes an issue, and allows to you to more or less ignore any happiness issues the whole game, saving your workers for more important things. An early 2 culture is also neat. Amazing combo with Michelangelo. Make sure that a sudden
Ravages of Time in Age II will not totally destroy you if you are missing an Age A wonder.
Taj Mahal is good, but situational. It is the Age I card that gives the most culture without needing any combo, so if the cards land right, then go for it. Buying it at full CAs is less good.
Universitas Carolinas is very expensive. If you are stuck at 2 science because all the Alchemies get stolen, then it makes sense to get out of the jam you are in. Otherwise, you get far more from building libraries or laboratory buildings.
Age I - Yellow Cards
At this point the yellow cards are getting better, so any card that fits what you are building is a good pick. Again, the best is Engineering Genius, and the worst is Cultural Heritage. Reserves is a bit slow, but having one gives flexibility when you really need that clutch worker or building.
Age I - Civics
It is high priority to get
Warfare if you are missing the 3rd MA and
Code of Laws if you are missing the 5th CA. I would easily take Code of Laws for 2 CA.
Cartography and
Masonry are very situational. If you do not run an extremely science-heavy strategy (like
Aristotle +
Leonardo +
Alchemy), you will need that science for other things.
Age I - Units
Knights and
Swordsmen are the best military cards in the game, until you get
Air Forces in Age III. The reason is that you get them early, they are cheap to research, cheap to build, gives the most punch for each resource at the time where it matters most. They are the easiest to build a double tactic combo with, and give full bonus with all Age I and Age II tactics. Getting at least one of these cards (or just denying them to your opponent) is vital. Do
not wait until the tactic appears. Just grab the cards and hold them in your hand until the time is right.
Age I - Governments
Monarchy is great with any strategy. Using 4 CAs on an early revolution is quickly paid back. Spending 2 science for one of each action type is amazing value (for comparison,
Code of Laws +
Warfare is 11 science). Monarchy can serve you well into Age III, preferably if you get another CA from some other source.
Theocracy is just weak. The only combo is with
Joan of Arc, but it gives the wrong action type. Even with her I would rather have
Monarchy for all the actions.
Age I - Urbans
Your main limitations when it comes to early urban buildings is a lack of free workers. You therefore won't be able to build many of these early in the game, so make sure you get the ones you really need.
The most important urban technology to get is
Alchemy. It can be worth taking at 2, or even 3 CAs. The other urbans are not likely to be as hotly contested, and will often be available for 1 CA.
If you don't have any happy face sources, either
Bread and Circuses or
Theology are very important. Each of them free up one net worker. If you don't get bonuses from religion (
Joan of Arc,
Michelangelo), then Bread and Circuses is usually the stronger choice. If you already have Religion, then Theology costs one worker, one resource, and one science less.
The main issue with
Drama is that only one happy face is a bit low, and you will soon need the second happy face. I rarely find the opportunity to take Drama, but if you can, Age I libraries and theaters are the best combo into
Shakespeare.
Printing Press is straight up better than Philosophy, but 2 science from Alchemy is better than 1 science / 1 culture from Printing Press. If you are locked out of Alchemy, then it might be better than nothing.
Age I/II/III - Resource buildings
These are pretty much the same in any age. You usually must get a farm in this age, or the next age. If you are 3 or more players, you usually must get a mine in this age, or the next age. You probably only want to upgrade each type once, maybe except an early
Oil in Age III since it gives such a huge production boost.
Age II - Leaders
As the game advances it is harder to point at particular strategies to follow, as so much depends on what has happened before. The Age II leaders, with one exception, are only good if they combo with what you already have built, or with things that you have available on board or in hand. It's pretty obvious which cards they work with.
I will therefore just point out the one that really sticks out,
Napoleon Bonaparte. 2 extra MAs + up to 6 extra military in Age II is huge. He allows you to really push military, stress out your rivals, and be reasonably confident to get something for your efforts. Even if you can't really use him yourself, for some reason,
not facing Napoleon might be more valuable than whatever other leader you were looking at.
Age II - Wonders
Again, it depends a lot on what you have. They are all expensive and situational, and I quite often do not build any of them. If you have not upgraded your mines then you probably should not grab them. If you have, then:
Transcontinental Railroad combos well with
Coal (it's hard to rely on early Oil). Otherwise, 12 resources for +4 military is the most expensive military strength bonus in the game, so don't do it if you have other options.
Ocean Liner can get you out of a bind if you did not get any of those farms (which you should have, but sometimes it happens).
Eiffel Tower is the one that is overall strong, and gives a ton of culture, but at 13 resources it can be hard to get it out. Opera gives similar culture gain but at a far lower cost.
Kremlin can get you out of a bind if you are still stuck at
Despotism and get denied a good Age II government. 2 culture + 1 MA + 1 CA is pretty good stats. It is also an alternative to take it with
Monarchy, in which case you can focus on other things than getting an expensive Age II or III government. In most cases the sad citizen does not matter at all, so don't let that distract you from a really powerful wonder.
 |
Despotism + Code of Laws + Kremlin + Military Theory giving enough actions for Age III.
Who needs that Democracy anyway? |
Age II/III - Yellow Cards
In Age II and Age III all the yellow cards are great, try to grab as many as you can. This where having more than 5 CAs becomes really important, so that you can grab them at 2 and 3 CAs. They will rarely drop down to 1 CA, especially in 4 player games, so prepare to pay.
There is a trick with
Wave of Nationalism and
Military Build-Up - if you switch tactic or disband units before building units, or if you colonize, your strength will drop, which can allow you to then play it for a higher bonus. If your military is the terror of the world, this is still one card that you want to deny. I will therefore grab it both when I am ahead and when I am behind in military. The bonuses are the highest of any yellow card, and great security against wars.
Age II - Civics
If you are missing a Civic from Age I, they really start to get good in Age II. This is also a point in the game where you often have enough science to splurge. Do
not upgrade from Age I to Age II, it's a total waste, none of them are worth it.
Architecture is great, and comes at a time where it really starts to matter. Age II - III urban buildings are expensive, and you can now build any wonder in 1 or 2 CAs. Important in Age III where drawing a wonder and upgrading it can start to take the entire turn.
Justice System is about as good as
Code of Laws, so if you did not get Code and you are starved for CAs, then it's nice.
Navigation is good if there are colonies to fight for - if not then 6 science for 2 military is pretty steep.
Strategy is great with
Republic, since it gives you enough MAs to start going aggressive.
Age II - Governments
It is not always necessary to take an Age II government. If you have
Monarchy + some source of extra CAs, then you might be just fine with not changing in Age II. The governments are pretty expensive and might not be worth the slight advantage over a souped-up Monarchy.
That said, both are awesome.
Constitutional Monarchy is better in isolation, since it gives you (almost) all the actions you need by itself. Revolution with
Robespierre into
Republic is the best combo, since it is super cheap and you get that 3rd MA you want from Robespierre. I would say that the first one that appears is the one you want. There is only one Age II government for each player - and if you don't already have Monarchy, you probably want one.
Age II - Units
The Age I units are better. Buy Age II if you need to fill out a tactic, or if you don't have the relevant Age I version available. If you miss one of the types, you can get into really, really big trouble when someone plays an Age II tactic you are locked out of. Watch what people are doing, and if you sense a possible military push, make it a high priority to at least have them in your hand.
Cannon is the best of the Age II units, since it's the first artillery unit you can get, and it's required for many Age II/III tactics.
Age III - Leaders
Again everything that matters here is the board state. The combos are pretty obvious. I give a nod to
Sid Meier for being the one that generates the most culture by far (4
Computers = an insane +12 culture and +16 science per turn). Even having him with 3
Scientific Method makes him generate more than all the other leaders except possibly
Albert Einstein.
Bill Gates is great for making a huge resource jump if you are still at low production, and he can allow you to make a wonder per turn if you have decent production already.
Winston Churchill is great if you get him early and there is military pressure, even if it is peaceful, his +3 culture is in the range of
Chaplin and
Mahatma Gandhi.
Mahatma Gandhi is the worst of them all, unless you are about to be beaten to death by someone with less than 6 CAs, in which case he is the best of them all.
Albert Einstein rocks if you have all the science, dropping 2-3 new techs each turns gives solid culture production, plus it really scores well on the impacts.
Note that 3 leaders really want
Computers, and there is not one for each player. Taking a backup
Scientific Method in age II an be a good move, this card is often skipped, so you might be able to get it for cheap.
Age III - Wonders
They are all the same. Count the culture, and see which one you want the most. If you have a choice, take the one that other players also would get the most out of.
It's a good idea to look at the production and the approximate number of turns remaining, to see how many, and which, wonders it is possible for you to build, and how many resources you can spare for making culture buildings. Depending on your resource production, this will typically be in range of no wonders to two wonders.
Age III - Units
They are all overpriced except
Air Forces, which is the best unit in the game. If at all possible, pick Air Forces, even at 3 CA. Of course there are situations where you need a particular unit to match an Age II or Age III tactic, or some clutch strength against a war, or something, there are no hard rules. Most games I do not pick any of the other Age III units.
Note that the Air Forces card does not mention that it doubles the strength of one of your tactics, this is written only in the rules. This rule is pretty easy to miss, and it seems like an oversight that there is no reminder of the 2x bonus on the card itself.
Age III - Civics
All of them are great for scoring, but they usually come to late to have any major impact on the game itself. The most important is
Military Theory if you need to suddenly start building military and attacking people, and
Engineering to get out those late wonders without spending the entire turn on it. Unlike the Age II civics, it is can be a good idea to upgrade from Age I/II to Age III, since several impacts score on the Age III civics techs.
Age III - Governments
Again, it all depends.
Democracy with its +3 culture is by far the strongest. The other are best if you are still at
Monarchy, or even
Despotism.
Fundamentalism can give clutch defensive or offensive strength. If you have Republic or Constitutional Monarchy then the Age III governments are of limited use, since they cost a lot.
Age IV
Now it's all about the impacts, finishing off the last Age III wonders, and maybe a final aggression. The key here is to build the things that match your seeded impacts, and vice versa (duh). If your opponent starts making some strange moves late in the game, it is probably to maximize his own impacts, so keep track of that.
Summary
Whew, that was pretty long, but it should cover a lot. Once you got the basics down it becomes really interesting, when you try to predict what your opponent will do so you can set up the perfect counter in advance, and so on. Which is how it is in all the best games, infinite depth and variety!
I am sure there are tactics that I have missed, I am still pretty new to this game. Please leave comments!
If you want to play with me online, search up "Pjolterbeist" in the app. :D
Edits & References
References - after some games I read quite a bit on the
BGG forums, but it's impossible now for me to say what came from where, and what I discovered on my own. Anyway, I recommend it for more discussion and ideas.
30.01.2018: Added paragraph about planning for Age III wonders. Made mention of Cannon being the first artillery. Added reminder about Air Forces special rule. Fixed various spelling errors.
31.01.2018: Added section about high level strategy, and the tradeoffs between wonders and workers. Added some alternative combos. Cleaned up some confusing sentences.
02.02.2018: Added discussion of Age I Urban buildings. Added details about the early Colossus military push strategy. Removed a sentence about Colossus and Hammurabi having poor synergy.
Thanks to the the BGG strategy forums,
Cardbård Cræck, friends, and players online for valuable comments and corrections: Karl Thomas, esabatine, balzi, Riku, Nathan, Leif, others. Thank you!