A short guide to succesful rushing

slowcar

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The most important thing when rushing is your economy.
The second most are your troops. It is helpful when you start with an agressive civ but everyone is manageable.

I usually play tasunke, even in builder games :king: and he may be a good start to try a agressive playstyle.

Target of rushing is to take out a neighbour and expand without ruining the economy.

Hippus start with agriculture and can usually build some farms. Depending on the surroundings you should either go mining to improve production or directly to education. While mines allow more troops to be produced education allows a free promotion. If you have an agressive leader that means shock1 from the start. City states are a must anyhow, no chance to support a growing empire until you aquire other means to lower maintanance like courthouses, law mana and the like.

Barbarians are an asset, not a threat. Every barbarian killed means free xp. Try to attack more often then to defend to get more xp.

A shock1 warrior has about 1/3 winchance against an unpromoted or combat1 warrior defending a normal city. If you stack your troops 2:1 you are well set, bring some extra to defend captured cities and protect weakend units.
The target promotions are: shock1, combat2+3, shock2, march.
(helps a lot if orthus shows up, too)

The capital is usually better defended, you can either bring more troops or capture the rest until you have shock2 warriors.

After mining and education you most likely need exploration to build roads.
Depending on the civs in game i either try to go for RoK or go for festivals to build markets. Even if RoK is founded by some dwarves it is no bad idea to research it.
Every captured citiy builds an obelisk, followed by a market. If you spread RoK now you generate quite some income which is sufficient for a good number of citites.

Bronze working and warfare are high on the priority list next. Your elite warriors upgraded to axement and equipped with bronze weapons can easily defeat hunters. With a few extra xp they can learn cover1+2 and/or city raider.

Catapults are most likely not needed in this phase of the game as a few axemen with the proper promotions defeat every other unit in the game.

You have to produce quite some fresh axemen in your core citites to allow your elite forces to continue their conquest. Due to march they heal on the way to the next target, some fresh forces take the task of defending the new cities.

Normally a builder phase is needed after conquering a civ. After the first you need to build market places and RoK-temples, after the second conquered civ a forbidded palace and a lot of courthouses,


If you think smashing your neighbour is boring and like building stuff better think again. To wage a successful war you have to be a good builder first or your units will go on strike after conquering your first enemy.
Playing on high difficulties it is always better to begin a war yourself though, the ai tends to defend cities very equally and you won't meet too many SoDs (stacks of doom). If you are on the receiving end of a deity rush there is not much to do most of the time, remember that "it is more blessed to give than to receive", especially true if it is time to give some good smackdown on your neighbour.

Due to buildings like market places and elder councils a big number of cities produces a big output of science and gold. combined with city states you can easily say "the more the better" - up to a certain point.
In the end games vs AI are most often won by sheer production power. An early empire is in a good position here.


I hope the one or other found this inspiring to try a more agressive playstyle. Especially when moving from king/emperor up the builder strategies tend to become a lot harder and if you have difficulties playing on a higher level you should try to take 1-2 enemies out fast.
 
I usually play tasunke, even in builder games :king: and he may be a good start to try a agressive playstyle.
(bolding mine)

May be, yea, just maybe...

Umm, hippus is so good at this you pretty much have to do it to capitalize on the civ's advantages. +1str and +1 move to all existing units is a worldspell with diminishing returns on waiting to use.

Most civs you need to rush a neighbor early to win on higher difficulties. With Hippus (or Dov or Clan) it can sometimes be a game ending romp :)

Quick speed limits the rush effectiveness some. On slow speed, a hippus warrior (4str 2mv) rush could conquer the earth!
 
i don't use the worldspell early, its most efficient by the time you have chariots and/or mounted mercenaries. 7 move units with blitz are a real nice addition to some air-mages.

the game ending romp does not happen on high difficulties. even if you could continue warfaring the economy is going down if you don't raze the cities.
on deity the AI fields extremely high numbers of units, while your 50xp+ axes can easily defeat a couple they may be overrun. i just happened to lose a game against the now again exploding pyrozombies. the first one was 99.8% and caused 15% exploding damage, the second was 85% and caused 12% exploding damage, the third one was suddenly too strong. and there were 15 others waiting :)


kandors fir would be another excellent leader to rush (triboks are awesome).
or auric ulvin with his 4xp palace (which may be the quickest as you don't need education).

building more then 1-2 own cities is a waste of time :)
 
i don't use the worldspell early, its most efficient by the time you have chariots and/or mounted mercenaries. 7 move units with blitz are a real nice addition to some air-mages.

the game ending romp does not happen on high difficulties. even if you could continue warfaring the economy is going down if you don't raze the cities.
on deity the AI fields extremely high numbers of units, while your 50xp+ axes can easily defeat a couple they may be overrun. i just happened to lose a game against the now again exploding pyrozombies. the first one was 99.8% and caused 15% exploding damage, the second was 85% and caused 12% exploding damage, the third one was suddenly too strong. and there were 15 others waiting :)


kandors fir would be another excellent leader to rush (triboks are awesome).
or auric ulvin with his 4xp palace (which may be the quickest as you don't need education).

building more then 1-2 own cities is a waste of time :)

I agree (except early hippus worldspell is max benefit - with warfare ftw). Deity depends on luck. Immortal is a challenge.

I do small pangea "play now!"

Join us at hamachi or #erebus for MP vs AI and PvP.
 
What's the difference?

XP is based on percentage (and modified by target?). Defending you are often 99.9% (defensive bonuses), but attacking you get those valuable 91-97% odds.
 
You get twice the XP for a successful attack as you would for the same battle as a successful win.

wow

Is this because of raider trait, or in general? I never noticed raider only working on attack, and I've definately gotten plenty of 1XP attacking success with non-raider civs.

That's 2 n00b moments for me today!
 
It is in general. Each unit has a value stored for XP Attack & XP Defense. Relatively certain it is meant to be how much XP it grants the other units when defeated in that manner. The only values are 4/8 or 16/32, with the 16/32 showing up on most of the Hero units (Hence thinking that it means this is what is granted to the OTHER unit).


It is weighted more by Relative Levels, which could just be a part of Combat Odds, or it could be included as well AS Combat Odds. But it boils down to most units in FfH quickly getting to the point where the calculation comes out so far below 1 that you only get the 1 XP per fight.
 
auric ulvin with his 4xp palace (which may be the quickest as you don't need education).

Auric Ulvin is terrifying with Apprenticeship and Conquest. Every single melee unit that comes out of his capital has 3 levels right off the bat. Add Form of the Titan and God King and he quickly amasses an extremely powerful army.
 
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