View Full Version : American outline


smugglerse
Aug 22, 2008, 03:01 PM
posted this in the 2k forums..

Ok, here goes

First, there are all sorts of strategies for every situation: races, enemy races, land layouts, unit placement, on and on. There are also standard practices used by most players (especially) in the early game.
Every game is different. you will not win if you do not adapt.

the americans...from their bonuses they are obviously a mid to end game race, if you like to judge a book by its cover, you can think that, for example: they arent a good civ, the blank are the best, blank sucks, blank's bonuses are better...
all the races can do everything, you have to use your judgement to know how to handle certain situations.
On the same token, some races are better than others in certain situations, you have to play to your strengths and improve on your weaknesses.
In this case America's strength is in its 1/2 rush units, and triple production factory output. the rush units at half price kicks in after your 5th tech, and is invaluable. you can rush 10 hammer units for 10 or less gold every turn.
the factories obviously come later in the game, but once you get to that point, you can mass produce armies, pump out wonders, pump caravans, spies, whatever you want. Getting there is the tricky part, as, in my opinion, the early game makes or breaks the match.

It is also my thinking that technology is the backbone to any win (to a certain point in the game), whether its leading the race, keeping up with the leader, or trying your best to keep up while warring, you always need to be deciding which tech is best to get next, and which is/are the goal.

Abe
start: free GP
ancient: 2% interest on gold
medieval: rush units at 1/2 cost
industrial: +1 food from plains
modern: triple factory production

Begin:
obviously there are no warriors move 2 spaces, no start with +1 pop, no +1 food from water, no auto heal. you get a free GP and 2% interest on gold. use it because no other race gets that. how can you use it? let that first GP guide you. whatever it is, make a decision to plant them, save them, or use them immediately. if its gold/sci id definetly plant them. culture/pop/builder, judgement call, usually ill hold them and see who im playing to make a decision how they will be used. +1 to all pop with 3, 2-3 pop cities is awesome, completing an early wonder, culture flipping early...invaluable tools to surprise someone and give you an advantage.

i dont usually fret about where washington lands. your next cities are where you need to keep an eye out for good settlement spots. start with 4 production and depending on your land layout, build warriors to explore and pop huts around you, definetly keeping 1, 1-2 tile spaces at all times within washington, if not at home. build 2-3 exploring warriors (3-4 total), and from here its another judgement call. see anything interesting while out exploring? find out who you're playing? see warriors moving nearer to your base? this determines whether you're going to go 4 pop for growth, or 4 science for either a military tech (bw/hr) or a non-military tech (pottery/alph). usually, you have your warrior at home and the others not far off, so go wherever you want. Keep in mind that the only protection you have for your GP are spies, which you do not have access to yet. alphabet-writing gives you spies, and you do want to get that first. whichever it is, your wars should have aquired you some gold and knowledge of the area, keeping in mind a spot(s) for expansion. the 2% interest ensures that every time you go to washington's build screen, the gold number is getting bigger.
when you get your 100g settler, find them a nice spot near somewhere based on what you lack at the time; washington's location and the GP you started with, usually gonna be water because you have to research techs yourself at the beginning of the game. also take one of your original warriors and plant them at the new city, because at 2 pop you want food (or rush a unit).

at this point you have 1, 2pop city, washington at 3 (2 depending on what you did) pop, several warriors around and you're teching/growing keeping an eye on your borders. make it a point to get writing first for a free spy to protect your GP, and irrigation for a +1 pop boost. general tech would be

alphabet-writing-bw-pottery-irrigation-code of laws...not necessarily in that order, again, situational awareness. if you can trade for BW/HR that works too. expand with code of laws, producing defense/offense, conquering cities, defending your own, also now would be a time to use your GP that you saved. places to settle: hills/mountains that are near plains (+1 food industrial area in plains), water.

Middle:
should have generally 3-4 cities you created, plus whatever you conquered. depending on how the game is going there are several paths to follow. the beginning of the mid game is where things can get dicey as this is where militaristic civs try to steam roll you with there cats/cannons/knights/pikeman. teching civs will start to outpace you. keep a watch on how the game is going and take action if you need to. once you get factories you can take control of the game.
domination: pumping out units at 1/2 rush price is awesome.
tech: should be up or near in tech race anyway. should be pursuing construction for workshops, railroad for iron mines, industrialization for factories, communism to boost it even further
eco: depending on how you want to do it, can set a couple cities to gold and make markets/banks, and actually go for the win. can pump caravans, remember 2% interest is more when you have more, keep the high reserves if you want an eco win. cultural: starting off with the right GP can set you down this path, keep up with temples/caths, flipping cities, etc., once you hit factories and modern age, you can make wonders quickly.

End:
by now you should have a well established area with 5-6+ cities growing/producing nicely (more if you're a warmongerer). a nice garrison of defensive units in each and roaming offensive units taking care of business in your territory or on the warfront. make factories in your mountainous regions and start producing whatever you want to win: domination - units obviously; tech - universities everywhere, a wonder if not built to help, you'll be close to the end here and it may be difficult depending on who you're against; eco - banks everywhere, caravans, spies; cultural - cathedrals, wonders, spies


any criticism is welcome

smugglerse
Aug 22, 2008, 03:02 PM
..............addon

vapaach
Aug 24, 2008, 03:03 PM
Good Guide.....though i don`t like Abe becuse the free Gp doesn`t just seem to stand out against the others....and the 2% seems a bit too worse for me too. I really rarely play with the Americans.

smugglerse
Aug 25, 2008, 09:01 AM
ya, i like the GP because it gives me a loose goal to shoot for. also i think the GP is one of the best perks of any race...

gold: ive seen replies to use it immediately for +50 gold...then you're sitting halfway to your free settler, have flexibility to rush if in a pinch, auto free gold (albeit 1 gpt) with 2% interest...overall nice flexibility to use. also can always settle him and specialize washington, or hold on for another city to settle.

science: obviously can settle him. if you use him can get HBR faster than anyone and rush...just an idea

builder: save him for something big later

artist: same as builder, save for a flip

culture: output culture when settled, not as good as monarchy (english) or french's cathedral, but its nice to extend your borders.

the pop guy, humanitarian?: save him for a free +1 to all cities pop when you have 2-3 cities. if you get irrigation first thats +2 in the early game.


the 2% interest ensures you're always gaining gold, even if its 1-2 gold early. everytime you open up washington's city screen you're making gold. if you're out hunting for huts and having no luck you're making gold. on an island by yourself, still making gold. granted may not be autoheal, +1 movement, fundamentalism, 3 pop to start...but i like the balance.


overall, i'd say the americans are #1 in my book...just trying to put some ideas out there for everyone.

Raw Power
Aug 25, 2008, 09:08 AM
Tactic when Americans:

If GP is a Great Scientist, bulb Horseback riding right away. This will make you able to rush at least one AI, maybe even two AI at any difficulty as long as your not on an island by yourself.

If GP is an artist, save him for after meeting the AI and they have established new cities. Let the AI build up defenses and flip the city with the artist.

If GP is an engineer, use him to build a wonder that's needed for your choice of victory.

If GP is an explorer, you have several choices depending on how you would like to play. If your a war monger, getting the cash can make you able to rush an AI or two extra giving you a hefty advantage. Otherwise wait until you have your second city and get it in a place with good commerce, and focus the city on that and settle the explorer there.

If you get a Humanitarian you can either boost your capitol by adding one pop(least benefit, but gives an early advantage as it let's you work 3 tiles instead of 2 for the first turns) Or you can settle him in the city and grow faster as the game goes. Or you can save him for when you have 3-4 cities and add one pop to all of them, also giving you an edge.

If you get a general you should really go on the war path, settle him in your city and go kick some AI ass. (rush a barracks with exploring/hut/barb gold) once your first units are out. Also remember that if creating an army, the army get's all the perks of the individual units, so if one is elite the army becomes elite.