MorteEterna
Prince
- Joined
- Nov 10, 2008
- Messages
- 332
Let's talk about their bonuses:
Start with Religion
Ancient: +50% gold from caravans
Medieval: Free Mathematics
Industrial: +1 attack for horsemen/knights
Modern: 2% gold intereset.
They got good bonuses, +1 culture per city (from religion), and fundamentalism. That's great to rush any civilization. The +50% gold from caravans doesn't work, really bad. Free Mathematics is great to get galleons easy or other technologies. You got 2 techs for free, and you only have to research the first 4 to reach medieval era.
The industrial era is great, too, if you want to use knights. Combined with fundamentalism and a barracks, knights would be really hard to beat.
2% interest is not bad.
Start producing 2 warriors working on two trees. Don't move your settler, that's too risky and you already got 2 water tiles, 2 grasslands and 2 trees. Use that first warrior to explore and build 2 more, and keep working on trees. By now you should have a veteran warrior that. Move the other two warriors if possible to build the army and search a neaghbour. Attack him, and don't heal if you know you won't need, but you should at least have 4,5 to kill them. Set up workers on two grasslands and if you got 100 gold, move the settler in a good position, with at least 2 grasslands and 1 tree, plus 2 water tiles. If you haven't got it, after you reach 3 population, set 2 workers on trees and one in a grassland, and build a settler. In 5 turns you are getting it and you can do the same. By doing this you would have 2 population instead of 1.
So continue with the warrior army that should be like elite if you killed some units. Build an army of horsemen if you want, use barbs to get the veteran upgrade and it has got 13.5 (18 if you attack from a hill). So you can start to dominate your enemies. If you can see techers in the game, press them as fast as you can, and with everything you can use. If you got enough cities and you don't need fundamentalism anymore, than you can build libraries and switch to despotism, but fundamentalism plus many cities is still good. Archers can counter attack units like horsemen also. With arabs you should usually get a great humanitarian or a great artist, that should happen 75% of the times or more, at least it does on me. Use the humanitarian to get +1 population or the artist to defend against rushers. If you don't need defence, then you can flip a city, but remember, look at the flag, and if you see it is really huge, it means the enemy has got a lot of units (it's sure), and flipping it would be a good idea. Remember also, flipping a city you get the best unit in it, nothing else.
Never stop expanding, keep building cities, and if the enemy could defend, you can still use catapults or knights to finish him. Don't let your enemy expand and reach modern era, you can still do a lot of things, but you would lose many of your advantages here.
I will improve it soon, it's too old and it's about their advantages and what to do until industrial at least
Start with Religion
Ancient: +50% gold from caravans
Medieval: Free Mathematics
Industrial: +1 attack for horsemen/knights
Modern: 2% gold intereset.
They got good bonuses, +1 culture per city (from religion), and fundamentalism. That's great to rush any civilization. The +50% gold from caravans doesn't work, really bad. Free Mathematics is great to get galleons easy or other technologies. You got 2 techs for free, and you only have to research the first 4 to reach medieval era.
The industrial era is great, too, if you want to use knights. Combined with fundamentalism and a barracks, knights would be really hard to beat.
2% interest is not bad.
Start producing 2 warriors working on two trees. Don't move your settler, that's too risky and you already got 2 water tiles, 2 grasslands and 2 trees. Use that first warrior to explore and build 2 more, and keep working on trees. By now you should have a veteran warrior that. Move the other two warriors if possible to build the army and search a neaghbour. Attack him, and don't heal if you know you won't need, but you should at least have 4,5 to kill them. Set up workers on two grasslands and if you got 100 gold, move the settler in a good position, with at least 2 grasslands and 1 tree, plus 2 water tiles. If you haven't got it, after you reach 3 population, set 2 workers on trees and one in a grassland, and build a settler. In 5 turns you are getting it and you can do the same. By doing this you would have 2 population instead of 1.
So continue with the warrior army that should be like elite if you killed some units. Build an army of horsemen if you want, use barbs to get the veteran upgrade and it has got 13.5 (18 if you attack from a hill). So you can start to dominate your enemies. If you can see techers in the game, press them as fast as you can, and with everything you can use. If you got enough cities and you don't need fundamentalism anymore, than you can build libraries and switch to despotism, but fundamentalism plus many cities is still good. Archers can counter attack units like horsemen also. With arabs you should usually get a great humanitarian or a great artist, that should happen 75% of the times or more, at least it does on me. Use the humanitarian to get +1 population or the artist to defend against rushers. If you don't need defence, then you can flip a city, but remember, look at the flag, and if you see it is really huge, it means the enemy has got a lot of units (it's sure), and flipping it would be a good idea. Remember also, flipping a city you get the best unit in it, nothing else.
Never stop expanding, keep building cities, and if the enemy could defend, you can still use catapults or knights to finish him. Don't let your enemy expand and reach modern era, you can still do a lot of things, but you would lose many of your advantages here.
I will improve it soon, it's too old and it's about their advantages and what to do until industrial at least