I'd like to share my 4 corners MP tactics, and hopefully get some input how to improve it.
Basicly I can go with several starting civilizations but I find it to work best with france for the free culture. (I tried it out with egypt too but find the only usfull bonus of egypt beeing one. Getting an early wonder not loosing the production to another player)
This is, thought, countered by france who will get the +33% wonderproduction from trad. tree + the border expansion etc. Later on I only tend to produce wonders with GE so bonus doesn t really matter.
Anyhow.
Playing four corners can be a bit tricky and the game can develop in several directions.
Usually I find players to take one of two roads.
Agressive rusher: Usually do an early swordrush in order to make an opponent rage quit, getting not only one or two puppet cities but also rape the AI for gold and resources for upgrades and happines. If a player succed in doing so with two of the players and you are left facing him then you are basicly dead, he will outproduce you with superior economy and map control and it will just be a question of time before he move in to steamroll.
Tech-builder: The other is building up a good fortyfied defence while trying to get a techlead building NC fast, expand to 4-5 cities with maxc growth.
The noob: Of course you have the noob aswell, that doesnt know what he is doing.
If you don t know the players you will have to asume the oponents beeing any mix of agressive-rusher, tech builder, I-do not know what to do noob.
Those 3 player types can also be devided into 3 seperate cathegories when talking about how they will react to loosing a city or units/possitions to another player.
The rage quitter: He quits when loosing a city or even sometimes a worker
The rage offender: (He took one city, I will make his life a hell for the rest of this game. I may loose but I-will-damn-sure-make-him-loose-aswell)
The tactical strategist (Loose-fall-back-re-group- build up)
You don t know the constelaion here either.
What you do know is this. If all are noobs, of any type, you will win, obviously)
If all are tech builders, they are not very likely to attack or expand outside of thier corner of the map adn you can try to take a part of the centre for more happines res-+ the benefit of a larger kingdom. You will thought eventually have to try to take them down and that will be more costly the longer you wait.
You can either try to take one out early and hope that he is the rage-quitter type. But if all are good players you will most defenetly have a long game ahead of you and it is important to not loose to much if playing offensive and not to fall to much behind in tech.
If all are agressive rushers, hell will brake loose and you need to be strong early to not make you all players no 1 target.
But usually the players are a mix.
If the agressive rusher get a rage-quitter noob early he will get a good advantage. And if you don t want to fall behind you must break a player yourself or attack him in the back while his army is bussy. If there is no such player close to him or he misjudge the player he might get stuck in a war where he can not advance loosing units, or not beeing able to pull back to attack someone else risking a counter attack. In this case you can benefit from not beeing at war building up a strong economy and tehc advantage and get a few more cities.
Since you can not know the mix of players you are facing I have tried to develop a strategy that I think work pretty good in beeing flexible.
It is not the best offensive swordrush, but it is possible to make on if an oportunity arise.
It is not the tech-builder. But you can rather fast switch into beeing one if there is no good targets.
So this is my starting strategy.
Civ; france
Policy: prio 1, tradition for 33% wonder construction, 33% str within own border, prio 2 honor tree for 15% bonus when lining military up and later a GG.
Building order.
Capital: worker construction until size 2, even thought the worker is not finshed switch to settler.
Tech: straight for calendar.
Your settler will be ready at the same time or a bit before calendar. Start stonhedge (the extra culture will make it able to get both the trad + honor very early)
Beeline ironworking
Build second city not to faar from capital but try to settle it at a good location. build worriors in the second city and contiune with that.
When stonhedge finish switch to the worker in capital and finish it. After that try to cram in a worrior but make sure to switch to a settler to have it finished with ironworking.
When you get ironworking you should have this: a settler, two cities 4-5 worriors, 1 worker, gold to upgrade the worriors.
While doing this I don t stand still with the worriors I scout. You should by now, using demographics, scouting and the points of the players have a pretty good idea of what you are up against.
If there is no danger for an emediate rush and no good targets to my left or right I Dont settle on top of the iron but choose a good location close to it and move the owrker there. Preferably a 6 iron tile.
If there is I settle on top of the iron and upgrade the worriors.
After this I get all the basic tech for improvements, I either expand to 5-6 cities or build libraries in the first 3 for NC. All depends on what I am up against.
But I find this to be flexible. If someone beeline iron from scratch you will be vonourable for a few turns. Other than that you will come out almost as strong as the agressive rusher, but you can quite easy fall back to tech.
Any imputs???
suggestions??+
flaming...??
Basicly I can go with several starting civilizations but I find it to work best with france for the free culture. (I tried it out with egypt too but find the only usfull bonus of egypt beeing one. Getting an early wonder not loosing the production to another player)
This is, thought, countered by france who will get the +33% wonderproduction from trad. tree + the border expansion etc. Later on I only tend to produce wonders with GE so bonus doesn t really matter.
Anyhow.
Playing four corners can be a bit tricky and the game can develop in several directions.
Usually I find players to take one of two roads.
Agressive rusher: Usually do an early swordrush in order to make an opponent rage quit, getting not only one or two puppet cities but also rape the AI for gold and resources for upgrades and happines. If a player succed in doing so with two of the players and you are left facing him then you are basicly dead, he will outproduce you with superior economy and map control and it will just be a question of time before he move in to steamroll.
Tech-builder: The other is building up a good fortyfied defence while trying to get a techlead building NC fast, expand to 4-5 cities with maxc growth.
The noob: Of course you have the noob aswell, that doesnt know what he is doing.
If you don t know the players you will have to asume the oponents beeing any mix of agressive-rusher, tech builder, I-do not know what to do noob.
Those 3 player types can also be devided into 3 seperate cathegories when talking about how they will react to loosing a city or units/possitions to another player.
The rage quitter: He quits when loosing a city or even sometimes a worker
The rage offender: (He took one city, I will make his life a hell for the rest of this game. I may loose but I-will-damn-sure-make-him-loose-aswell)
The tactical strategist (Loose-fall-back-re-group- build up)
You don t know the constelaion here either.
What you do know is this. If all are noobs, of any type, you will win, obviously)
If all are tech builders, they are not very likely to attack or expand outside of thier corner of the map adn you can try to take a part of the centre for more happines res-+ the benefit of a larger kingdom. You will thought eventually have to try to take them down and that will be more costly the longer you wait.
You can either try to take one out early and hope that he is the rage-quitter type. But if all are good players you will most defenetly have a long game ahead of you and it is important to not loose to much if playing offensive and not to fall to much behind in tech.
If all are agressive rushers, hell will brake loose and you need to be strong early to not make you all players no 1 target.
But usually the players are a mix.
If the agressive rusher get a rage-quitter noob early he will get a good advantage. And if you don t want to fall behind you must break a player yourself or attack him in the back while his army is bussy. If there is no such player close to him or he misjudge the player he might get stuck in a war where he can not advance loosing units, or not beeing able to pull back to attack someone else risking a counter attack. In this case you can benefit from not beeing at war building up a strong economy and tehc advantage and get a few more cities.
Since you can not know the mix of players you are facing I have tried to develop a strategy that I think work pretty good in beeing flexible.
It is not the best offensive swordrush, but it is possible to make on if an oportunity arise.
It is not the tech-builder. But you can rather fast switch into beeing one if there is no good targets.
So this is my starting strategy.
Civ; france
Policy: prio 1, tradition for 33% wonder construction, 33% str within own border, prio 2 honor tree for 15% bonus when lining military up and later a GG.
Building order.
Capital: worker construction until size 2, even thought the worker is not finshed switch to settler.
Tech: straight for calendar.
Your settler will be ready at the same time or a bit before calendar. Start stonhedge (the extra culture will make it able to get both the trad + honor very early)
Beeline ironworking
Build second city not to faar from capital but try to settle it at a good location. build worriors in the second city and contiune with that.
When stonhedge finish switch to the worker in capital and finish it. After that try to cram in a worrior but make sure to switch to a settler to have it finished with ironworking.
When you get ironworking you should have this: a settler, two cities 4-5 worriors, 1 worker, gold to upgrade the worriors.
While doing this I don t stand still with the worriors I scout. You should by now, using demographics, scouting and the points of the players have a pretty good idea of what you are up against.
If there is no danger for an emediate rush and no good targets to my left or right I Dont settle on top of the iron but choose a good location close to it and move the owrker there. Preferably a 6 iron tile.
If there is I settle on top of the iron and upgrade the worriors.
After this I get all the basic tech for improvements, I either expand to 5-6 cities or build libraries in the first 3 for NC. All depends on what I am up against.
But I find this to be flexible. If someone beeline iron from scratch you will be vonourable for a few turns. Other than that you will come out almost as strong as the agressive rusher, but you can quite easy fall back to tech.
Any imputs???
suggestions??+
flaming...??