How to counter Americans. Zulu/Chinese

MorteEterna

Prince
Joined
Nov 10, 2008
Messages
332
Chinese:

Start with Writing
+1 population
Literacy
½ price libraries
No anarchy


All bonuses are worth to beat americans, but you have to use skill to stop them:

Start with the usual warriors. Horsemen could help you but build them only if you are sure. You can see strategies around the forum. If you don't want to use horsemen, maybe you are doing a better choice, but risky. If you got 3 forests work on 3 forests the first turn, then 2 forests 1 grassland, then 3 forests and again, 2 forests, 1 grassland. You will get 2 warriors in 4 turns and 4 food. Not bad, however if you want you can build 3 warriors in 5 turns working only on trees. That's good and you can explore more, and work more on food later. Wok until you see 'growth in 11 turns' working only on one grassland, only when you got 3 population. After that you can build a settler. I suggest not rushing it until you got your free settler. Research bronze working and if you fear horsemen, put warriors in choke points and put everything on science to research it as fast as possible, then defend. It's easy to have 4 cities in 15-20 tuns in this way with 3 population. Remember about defending and you will be safe. If they got only 1 capital and the free settler, it's usually only 2 population that means 6 pop, while you got 12. 12 could mean 36 trade/food/hammers per turn and that's really good. You can tech then to code of laws, building some archers and building new settlers. Use the 2 trees - 1 grassland trick and where you got more trees then grasslands (like 3-1) build archers. Obviously if you don't need them, it's better to build new cities. The key is to get every bonus before them, and if you don't let them having irrigation first, you are getting a nice bonus and leaving them with bad cities. After 7 cities at least go for irrigation then; you can skip masonry. The problem comes with knights if you let them building them, but the trick is still to expand and build units only where needed. Press them before they press you. If you can have navigation fast, research it, build a catapult army, 1 legion army and 2-3 archers. It's like 120 hammers but not hard to have. Maybe 3 legions armies could do a better job, because you can attack one more time. You wouldn't overrun with +3 then legions could be ok. Press them, and also a galley could be ok, then, take some cities if possible and put only 1 unit per city. Use these cities to produce units and damage him in some way, while you don't go ahead, but choose another city to attack. I mean, attack him where he doesn't expect it and you will do the trick. He would spend gold and would stop expanding, while you can easily poduce all this thank's to +1 population and finding nice spots with 4 forests, or perhaps 2-3 hills, oak, etc.. Reach medieval era if possible before them, so you will have another tech advantage. Get monarchy before them and navigation, and expand to islands before them if possible. Choose nice spots and defend these cities, while you keep sending more units to press him. Also if he beats your units, keep pressing in some way giving him more problems. Kill units to damage his economy or science while you get the tech lead. Start building libraries everywhere and research industrialization, corporation and railroads (if possible first), then, combustion could be ok if you are still leading. Remember, if you keep pressing them with some cities, you can produce a lot of science with only few cities. Island cities can give you 30-40 science in democracy. If he is staying in democracy like you, defend and don't attack him if you got tanks, just wait. You can also build oxford after industrialization and all its pre-reqs (industrialization as last tech), getting bombers. Then, you can do everything. Build some wings and armies before you try to finish him off, then if you are in modern era you can switch to fundamentalism and at the end of the turn you switch again getting the libraries bonuses (and the attack bonus). That's simple to do, however it's not like democracy, but you can attack him and get a little advantage. If you want you can stay in republic (another worth bonus to attack), but expanding while attacking is not easy to do. Then you can choose your victory, but remember, more time you give them, more they can build units, unless you already got corporation, industrialization, railroads (2 hammers are 10 gold, then it's not bad) and keep building units while you choose the path. Economic and Tech victory are not hard to do, but keep in mind the Americans get x3 production.

Zulu:

Overrun 3:1
+1 movement to warriors
Rapid Growth
+50% gold
½ price riflemen


All bonuses are worth, some are better and some worse, but Zulu are as funny as good (if you play them in the right way). I have wrote a strategy linked here:
http://forums.civfanatics.com/showthread.php?goto=newpost&t=330840

You can follow it, it's not hard to do and it is the same you should do against an American player. Just remember, you have got the warriors to defend at the start to horsemen, you can build horsemen yourself overrunning militia or knights (it's much better), then press them with galleons. It's the best way to press Americans and to damage them. Remember also about some legions armies to kill more units in one turn (if you can't overrun).

There aren't other civs working really well against Americans. At least these civs are the best to counter them, I hope this could help you.
 
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