Mujadaddy
Geheim Grammar Polizei
- Joined
- Oct 19, 2005
- Messages
- 1,082
Ancient Domination = Horses
Likely Candidates:
Persia (Creative/Expansive; Immortals; Agriculture/Hunting)
Egypt (Creative/Spiritual; War Chariots; Agriculture/The Wheel)
Mali (Financial/Spiritual; Skirmishers; The Wheel/Mining) (This one is questionable as to whether it fits with the strategy)
This strategy is for an ancient-era warmonger. It depends only on TWO things:
1. Having Horses
2. Proper Execution
#1 is random--I can't help you there; but #2 is what I'm here to try to expound upon. Comments and constructive criticism welcome.
The strategy is simple-- (one worker)+(HORSES)+(Roads)+(Animal Husbandry) and then you are ready to roll to victory.
No mussing about with tech after tech after tech to get rolling...no need to rush-chop (immediately--the option is still there of course) or make settlers right away---TAKE what you want
Step ONE--- 4000BC--- "W" your settler, move your warrior. Has your warrior found horses yet? If so, make sure the settler will create a city very near the horses (in order to create a camp, your worker must be inside your cultural border). No horses? Found your Capital, MAKE A WARRIOR, tech to Animal Husbandry.
Step TWO--- That first warrior is on a mission--- FIND HORSES.
Step THREE--- Once the warrior is finished, make a worker, then a barracks.
Step FOUR--- If you haven't found horses by now, it's time to ABANDON this strategy and go for something more traditional. Tech Bronze, chop rush a settler or something. Go find another guide
(Note--- the rest of this assumes you found horses)
Step FIVE--- If you HAVE found horses, but they're way far from your capital, tech bronze & chop-rush a settler, OR just get a settler and tech to something else important to you (I like religions--good cultural foundation for your imminent conquests)
Step SIX--- By now, your worker has built a camp on some horses and has built a road to your capital, allowing you to build CHARIOTS and their UU equivalents.
Step SEVEN--- Once that first warrior has secured the horses, it's time for him to find your first victims. If you find multiple civs, this is the order in which to attack them:
Aztecs (no resource Jaguars), Greeks (Phalanx), Rome (Legions!), then everyone else...
Step EIGHT--- Make two Chariots; meanwhile, your Warrior has scouted around the victim's empire, paying special attention to resource locations. Your worker is BUILDING A ROAD toward the victim's empire.
Step NINE--- Once BOTH Chariots are finished, declare war (I always like to make an outrageous demand first...more personal that way
), have your warrior enter the enemy territory, preferably sticking to defensive terrain and continuing to look for enemy resources (Bronze, Iron, Horses, especially).
Step TEN--- Those Chariots are swarming toward the enemy down the road you built, right? Keep building them. Seriously. Don't stop until you run out of enemies on the continent.
Step ELEVEN--- The Chariots (initially) DO NOT ATTACK. They DENY resources to the enemy. Pillage his resources.
Step TWELVE--- Wait for 3:1 unit superiority (more if he built some spearmen before you spiked his bronze mine) before attacking his city. The strongest thing he can support is Archers without resources. Kill them all. Take his city.
Step THIRTEEN--- Make more chariots. Find more cities. Repeat ad naseum.
ADVANTAGES---
LIMITATIONS--- OK, I've played enough to let you know this: Once you start seeing Longbows, Crossbows, Pikemen and Macemen, it's time to sue for peace and work on your infrastructure. The chariot rush is over; The raw strength of the enemy is now enough to blunt even Combat 5 Chariot's charges. Tech up. Bide your time. Consolidate your Empire---you've earned it.
Did I neglect anything? I tried to be thorough. Let's discuss this
Likely Candidates:
Persia (Creative/Expansive; Immortals; Agriculture/Hunting)
Egypt (Creative/Spiritual; War Chariots; Agriculture/The Wheel)
Mali (Financial/Spiritual; Skirmishers; The Wheel/Mining) (This one is questionable as to whether it fits with the strategy)
This strategy is for an ancient-era warmonger. It depends only on TWO things:
1. Having Horses
2. Proper Execution
#1 is random--I can't help you there; but #2 is what I'm here to try to expound upon. Comments and constructive criticism welcome.
The strategy is simple-- (one worker)+(HORSES)+(Roads)+(Animal Husbandry) and then you are ready to roll to victory.
No mussing about with tech after tech after tech to get rolling...no need to rush-chop (immediately--the option is still there of course) or make settlers right away---TAKE what you want

Step ONE--- 4000BC--- "W" your settler, move your warrior. Has your warrior found horses yet? If so, make sure the settler will create a city very near the horses (in order to create a camp, your worker must be inside your cultural border). No horses? Found your Capital, MAKE A WARRIOR, tech to Animal Husbandry.
Step TWO--- That first warrior is on a mission--- FIND HORSES.
Step THREE--- Once the warrior is finished, make a worker, then a barracks.
Step FOUR--- If you haven't found horses by now, it's time to ABANDON this strategy and go for something more traditional. Tech Bronze, chop rush a settler or something. Go find another guide

Step FIVE--- If you HAVE found horses, but they're way far from your capital, tech bronze & chop-rush a settler, OR just get a settler and tech to something else important to you (I like religions--good cultural foundation for your imminent conquests)
Step SIX--- By now, your worker has built a camp on some horses and has built a road to your capital, allowing you to build CHARIOTS and their UU equivalents.
Step SEVEN--- Once that first warrior has secured the horses, it's time for him to find your first victims. If you find multiple civs, this is the order in which to attack them:
Aztecs (no resource Jaguars), Greeks (Phalanx), Rome (Legions!), then everyone else...
Step EIGHT--- Make two Chariots; meanwhile, your Warrior has scouted around the victim's empire, paying special attention to resource locations. Your worker is BUILDING A ROAD toward the victim's empire.
Step NINE--- Once BOTH Chariots are finished, declare war (I always like to make an outrageous demand first...more personal that way

Step TEN--- Those Chariots are swarming toward the enemy down the road you built, right? Keep building them. Seriously. Don't stop until you run out of enemies on the continent.
Step ELEVEN--- The Chariots (initially) DO NOT ATTACK. They DENY resources to the enemy. Pillage his resources.
Step TWELVE--- Wait for 3:1 unit superiority (more if he built some spearmen before you spiked his bronze mine) before attacking his city. The strongest thing he can support is Archers without resources. Kill them all. Take his city.
Step THIRTEEN--- Make more chariots. Find more cities. Repeat ad naseum.
ADVANTAGES---
- Chariots are fast--fast to build, fast to tech for, and have a move of 2, which means they can pillage two improvements per turn.
- Horse Archers (and Horseback riding) take FOREVER to tech for--if you have yours out functioning first, they'll never get any horses. (Horse Archers also cost TWICE what chariots cost)
- YOU CAN STILL TECH WHATEVER ELSE YOU WANT!! This strategy was developed so that I could tech to my offensive unit EARLY, and not have to spend lots of time teching military. This makes your empire MUCH stronger and more stable in the long run, after your military conquests.
- It stops your enemy from playing on HIS terms and forces him to play on YOUR terms. He might have been trying for a wonder, or a settler rush. Who's going to send out a worker to chop-rush when you've got chariots pillaging across his country?
- Requires total commitment. The price of failure is lots of p'o'ed neighbors.
- Requires PATIENCE. Pillaging is Job #1---you don't want to have to face a bunch of Spearmen. ONLY WHEN STATISTICALLY ASSURED OF VICTORY should you siege the city. This requires waiting for the odds to be all on your side.
- Chariots, and mounted units in general, DO NOT GET DEFENSIVE MODIFIERS (EDIT: apparently Immortals DO get defensive modifiers); therefore, they are ill-suited for garrison duty. "Stick and move."
LIMITATIONS--- OK, I've played enough to let you know this: Once you start seeing Longbows, Crossbows, Pikemen and Macemen, it's time to sue for peace and work on your infrastructure. The chariot rush is over; The raw strength of the enemy is now enough to blunt even Combat 5 Chariot's charges. Tech up. Bide your time. Consolidate your Empire---you've earned it.
Did I neglect anything? I tried to be thorough. Let's discuss this
