Ultimate Guide to get the achievement "You're the Demonstrably Greatest"
Scenario
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.
- A Macedonian city Pella (5 points);
- A settler at the start (5 points);
- 28 cities to capture (140 points).
In addition, you must found cities before capturing all those of the Persian Empire because the scenario ends once the latter is no more.
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.
- 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
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:
For information, we differentiate a quarry from a mine because the first is only built on the resources of Gypsum, Marble and Stone.
Units
Let's compare them.
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.
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.
The catapult only requires 2 movement points to fire. Thus, with the Great General bonuses, the latter can move before shooting.
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.
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
- If Alexander's great general is killed, you lose.
- If another great general is eliminated, he disappears from the game.
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.
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
Here are the paths I recommend:
- 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.
Favor a General with large strength bonuses.
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.
Encampment training yields:
- 15% of its gold production per turn,
- 22% of its production in great general points once completed.
For Athens, in order:
- Repair the granary,
- Repair the camp,
- Train a settler,
- Repeat the encampment training.
Useful information
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.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.Then you can simply use them as bait when facing the enemy. Who knows, sometimes this sacrifice can save your defenseless catapult.
- +5 HP in enemy territory,
- +10 HP on neutral territory,
- +15 HP on allied territory,
- +20 HP in town center or camp.
Conclusion
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!
- The French guide:
- Civilopedia[www.civilopedia.net]
- Civilization Wiki[civilization.fandom.com]
- https://steamcommunity.com/sharedfiles/filedetails/?id=901011023
- https://steamcommunity.com/sharedfiles/filedetails/?id=2489967794
Thanks for reading this guide!
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