vicawoo
Chieftain
- Joined
- Feb 12, 2007
- Messages
- 3,226
I'm looking for advice on a "perfect" horse archer rush, meaning needlessly specific, minute advice is especially welcome. I'd like to get it to the point where it can be as specific as that early axe/chariot rush someone wrote early this year. My noobie horse archer rushes tend to be REX transitions, but I'm sure people can do better.
Some useful topics would be:
critical ratio of attackers
the window of attack (longbows of course), especially dates on immortal/deity
number of workers/number of cities (variations): example, for axe rushing usually you aim for a 3 worker/2 city attack. Approximately how much time do you lose for your 4th/5th/6th city techwise, and how long will it take an "average" city to become fully operational.
tech path variations. Example: TheTeamInMe advocated a writing first, fast settled great scientist horse archer rush. Maybe you could do a 4 to 5 city, no pottery/writing horsebackriding beeline. Or maybe fast pottery, fast cottage is better.
Variations on skipping buildings in your nth city. Example: axe/chariot rushes you can opt to skip the second city barracks for 2 extra units, and focus your chops in your capital. Or let's say you opt for a 3 city horse archer rush, do you skip the granary and maybe stable in the 3rd city.
Optional: Worker timings. In axe rushing I will stall growth earlier to build workers to compensate for forested hills/more chopping.
Optional: compare the results to just REXing so we can answer the "it depends" conditions.
If I receive enough comprehensive information, I might try to compile into a guide with credits where it is due.
Some useful topics would be:
critical ratio of attackers
the window of attack (longbows of course), especially dates on immortal/deity
number of workers/number of cities (variations): example, for axe rushing usually you aim for a 3 worker/2 city attack. Approximately how much time do you lose for your 4th/5th/6th city techwise, and how long will it take an "average" city to become fully operational.
tech path variations. Example: TheTeamInMe advocated a writing first, fast settled great scientist horse archer rush. Maybe you could do a 4 to 5 city, no pottery/writing horsebackriding beeline. Or maybe fast pottery, fast cottage is better.
Variations on skipping buildings in your nth city. Example: axe/chariot rushes you can opt to skip the second city barracks for 2 extra units, and focus your chops in your capital. Or let's say you opt for a 3 city horse archer rush, do you skip the granary and maybe stable in the 3rd city.
Optional: Worker timings. In axe rushing I will stall growth earlier to build workers to compensate for forested hills/more chopping.
Optional: compare the results to just REXing so we can answer the "it depends" conditions.
If I receive enough comprehensive information, I might try to compile into a guide with credits where it is due.