View Full Version : Which are your fav strats,traits and civs for conquest victory


boonthead
Dec 03, 2005, 11:54 PM
Which are your fav stratagies, traits and civs if you are playing conquest victory.:king:

Harry_P
Dec 04, 2005, 04:43 PM
Usually whenever I play Catherine I end up just going for conquest because I can do it so easily. Cossacks really are that much better than everything else in that tech area. Rush to Gunpowder and Military Tradition (while building Knights) then upgrade all your Knights declare war and keep building Cossacks until everything is dead. I usualy focus on the AI tech leader first unless it's too much work to arrange.

Basically the financial trait means I can turn off research after Universal Sufferage and buy whatever production I need. Any techs that I need I can usually grab from the sieged AI if I need them. This also allows you the option of going for domination since the creative trait means the cities you keep will be expanding right away.

Ultimately it's the unique unit that makes the difference though. Cossacks are terrors if you can get to them early enough.

eg577
Dec 04, 2005, 09:54 PM
Ditto Catherine. Financial is obviously one of the best traits for any victory and is just as important for conquest/domination since your economy takes a hit everytime you conquer a civ. Creative is nice all around. Early game creative is a huge leg up in taking territory. Later on, creative gives you a free expansion in each conquered city. Cheap colosseums and theatres are good to combat WW before you get jails. The theatres are especially cheap (25 shields!) so they are good to make in newly captured cities too.

baboon
Dec 05, 2005, 03:28 AM
So far I've conquered the world only once, at it was indeed Catherine (Prince level). With the Cossacks, I could sometimes just ignore the catapult/cannons and blast everything right away.

It was a Domination victory, but if I had turned that option of it would have been a Conquest definately.

Astax
Dec 05, 2005, 09:45 AM
I liek Alexander. Agressive awsome for warfare. Philosophical allows you to keep pace in tech while warring, just get libraries soon. I end up with nothing in my cities except for libraries and Barracks and building units nonstop :)

The Unique Unit totally shuts down stupid chariot rushers. And its awsoem coquest unit too. Mixture of phalanxes and axemen is all you need :)

Build scout, 2 workers, settler/warrior together with swapping. Second city enar copper, add anotehr worker and you are ready for war :) 3 workers and 2 cities is sweet, soemtiems you need a 4th one thou pretty early if you have less forests then you hoped and need to put up mines asap. Once initial army has been chopped I send 2 workers with my attackign army building road as they go. You can move one space and build road in one turn :) (on quick anyway, nto sure if it works on normal) so if you got sweet clear road to the enemy you can keep reifnorcing front lines.

Starting initial army is 3 phalanxes 3 axemen if the enemy is about 10-15 tiles away. If they are further Ill use 8-10 units for first attack.

Masquerouge
Dec 05, 2005, 10:16 AM
Any Kahn, Kublai or Gengis, is pretty much awesome. The keshisk is a killing machine, not because of its power, but because of its movement : it moves 2 regardless of the terrain. That is incredible.
I really like Kublai, because the creative bonus is excellent for newly captured cities.
The basic approach with the mongols is to rush for keshik (archery + horseback riding), then massively build keshiks and go on a rampage. Most civs won't have the time to build spearmen to react, and longbowmen are so far away that you'll pretty much have your own continent before they appear.
Note, however, that the bigger the map the most difficult this strategy will be :)

seraphism
Dec 05, 2005, 04:17 PM
Inca's. Quecha rush one, two or even three civs if they're close enough and from their you have an unassailable lead. I'm a compulsive restarter of games (i know it's a bad habit but i tend to have specific aims each time i start a new civ game ie play ghandi do the regigious cultural thing, play as china do the industrious builder thing etc) as the inca's all i want is two or hopefully even three civs in close proximity. First quecha i build steals one civs worker, 2nd quecha i build steals other civs worker, once they're back at my capital they choprush barracks and more quecha's. i then reinforce the two harrasing quecha's (who after stealing workers will be fortified on the best piece of terrain i can near their capital. Each harrassar gets another quecha normally with archery or medic upgrade and i've found so far that two quecha's will be enough to deal with the amount of archers the comp can send against them. So that's two civs basically stuck in their home cities as all they will build is archers generally. By the time they get there and i'm satisfied they can hold (sometimes one of the early quecha's has died and i need to send another reinforcement) the two captured workers will have produced a horde of quecha's back at home base.
This horde heads out towards the third civ who by now probably has built a 2nd city. Their two cities will tend to fall rather quickly to my army of angry incans. Once that civ is destroyed i turn my evil attentions towards the two trapped civs and in short order i have elimated three rivals and scored some very very nice cities (as capitals tend to have better resources then other cities). If your lucky you will also have captured a holy city or two :P.
This also gives you almost unparrelled expansion capability and big head start over the other civ's.
In conclusion nerf quecha's.
ps:- I play on monarch difficulty where the AI has archers for their cities this strat would basically not work on prince or lower.
pps:- I also realise it's not a new strat the quecha rush and worker capture is pretty well known on these boards it's just my personal favourite if i want to wage early warfare.