Cromagnus
Deity
- Joined
- Sep 11, 2012
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NOTE: I'm going to be filling in and adding photos as I go, so bear with me.
The purpose of this guide is to demonstrate how to achieve sub-t150 Domination with Attila. Even t100 victory is possible with perfect play, but the good news is, this strategy does not require perfect play. It is, in fact, a fairly simple strategy, and in my opinion, is easier than CB/XB rush, so Deity Domination newbs might want to try this first.
I'll start with an introduction to Attila's strengths and weaknesses. I've put each section in a spoiler to make it an easier read for those who wish to jump to a particular area of the guide, but I advise you read the intro first if you're unfamiliar with Attila. Succeeding on trickier map rolls requires that you understand his UA and UUs.
Attila for newbies:
Attila is the early domination king. Two ancient Era UUs, neither of which require a resource, and three Ancient Era-relevant UA bonuses.
#1) The Horse Archer - This unit replaces the Chariot Archer, with 4 key differences:
* Does not require horses.
* Starts with Accuracy I - "+15% Ranged Combat Strength against Units in OPEN Terrain."
* Does not have the Rough Terrain Penalty - "Entering rough terrain consumes all movement."
* 7 combat strength against melee attacks. (Instead of 6)
These are each significant advantages, but combined they're extremely powerful. In a nutshell, here's why:
* Build as many as you want.
* 40 less XP to achieve Logistics.
* Enter rough terrain and fire in the same turn.
#2) The Battering Ram - This unit replaces the Spearman, and is different in every way. It is undoubtedly the best Ancient Era unit for capturing cities, but it has many weaknesses:
* 10 Combat Strength. (weaker than the Spearman, which is 11)
* Can ONLY attack cities.
* 33% defensive penalty.
* No defensive terrain bonuses.
* 1-tile visibility.
But it has three key strengths:
* Warriors upgrade into them from ruins. (just like a spearman)
* Cover I (+33% ranged attack defense)
* +300% damage vs cities.
This unit is 40 strength vs cities, which is enough to capture an undefended plains capital *solo* before t20. Generally though, they need assistance.
#3) Scourge of God - Attila's UA is actually 3 UAs:
* +1 production from Pastures.
* Starts with Animal Husbandry.
* Raze cities at double speed.
These are all extremely valuable. More on that in the following sections.
The Strategy:
Basically, the plan is to spawn Horse Archers as fast as you can, and nuke down the AI before you lose advantage. The Horse Archer is the strongest ranged unit you can build prior to Construction. They're 10 Ranged Strength, and you can have your first army up around t30. Composite Bows are 11 Ranged Strength, and you generally don't get them until t55. The difference in those 25 turns in enemy military strength is significant. Battering Rams flat out *own* cities until t60 and stay relevant until about t110.
So, your goal is to take out the entire map before it can get strong enough to do anything about it, diplomacy be damned! (kind of)
Build order, basic tech path, scouting, social policies and decisions on turns 1-20:
(Work in Progress)
Tech Path:
1) First tech is always The Wheel, unless you can start on a mining hill luxury. In that case, Mining first.
Why this first? Attila rush is all about getting lots of Horse Archers fast, and you can't build them until you tech the Wheel. Pretty simple.
2) After The Wheel, you should tech a luxury resource. You're going to be stealing workers early and improving resources to sell ASAP. You also need the happiness, because you're going to capture cities early and often.
Prioritize Mining so you can chop down forests and rush-build Horse Archers. If you don't have forests or mining luxuries, but do have camp luxuries, I recommend Trapping, because this leads to earlier Horsemen, which *can be* very important depending on the map.
3) Next, I would go with Bronzeworking, but only if you have the happiness headroom to delay a second luxury tech. Here's why:
In general, strategic resources are going to be the backbone of your economy. The AI values strategics at roughly 1.6g/turn when you're on good terms, meaning that a 6-iron tile generates at least 9g/turn, which is actually worth more than a lump-sum trade for a luxury, and doesn't cost you any happiness. Even when they start to hate you, you can still get 1g/turn for a strategic. Most importantly, you can sell these resources piecemeal, maximizing your gpt when no single AI can afford all of them. Furthermore, this sometimes has the side benefit of getting your enemies dependent on your strategics, resulting in a *very* significant combat penalty for them when you attack.
Early Bronzeworking allows you to make these 30-turn trade deals before everyone hates you. It also allows you to build The Battering Ram.
Social Policies:
Full Honor: Military Tradition -> Professional Army
If my capital has a ton of great tiles, with lots of resources in the third tier, I will open Tradition first. Otherwise, it's just full Honor until game over.
It's a trade-off: Opening Tradition first will delay the Honor closer, so you're trading early-game gold spent on tile expansion for late-game gold from kills. There's really not much delay in getting the all-important Military Tradition though, because culture from barbarian kills is almost always zero for the first 10 turns or so.
Why Honor? Well, two reasons. Faster promotions and faster generals. Logistics almost doubles the speed of capture. (Minus travel time) Faster Logistics, etc. shaves time off the victory.
The real question is, Why not Liberty? Here's why: There isn't time to build the Pyramids because we're building Horse Archers all day long, and when we're not, we're building happiness buildings. We don't need to repeatedly pillage-heal because Horse Archers can pillage multiple tiles in one turn, and by then you're moving on to the next city. We also don't need a settler. We also don't need all the extra workers. We capture so many it's actually a bad thing. In fact, when I have opened Liberty for the Pyramids with Attila, I've ended up deleting those 2 free workers, because they're back at the capital, far from the front, and I'm usually over the unit supply cap anyway. You're also not going to build 15-tile roads between your cities, and most of your cities are puppeted, so most of the perks from Liberty disappear.
I will say, there is an argument for opening Tradition to Monarchy and Landed Elite, to boost happiness and the unit cap. (Via growth) However, this guide is centered around Honor. Beyond Logistics, there are advantages to getting further promotions quickly, but I'll leave that to the late-game section of this guide.
Capital Build Order:
1) Scout - you need this to find ruins (but not necessarily grab them unless they're contested) and City-States.
2) Scout, Warrior or Monument?
Your first big decision is whether to build a second scout, a warrior or a monument. This really depends on the map. If I get a culture ruin, I'll delay the monument and build a second scout. If I get a battering ram upgrade ruin *AND* there's a nearby flatland city with a good approach vector, I'll delay both of those to build a warrior, so I can rush over and capture that city ASAP. On most maps, I'm going to build a monument second.
3) Granary or Horse Archer?
If you haven't yet built a monument, you need to do it now. If you've already built a monument, and have The Wheel, build a Horse Archer. Otherwise build a scout unless you have a great need for a Granary. You must grow your capital fairly quickly at first to get production and unit supply up.
Scouting:
First priority is to find ruins, nearby CS and your nearest neighbor(s).
If you find a Military or Faith CS before meeting anyone, DoW it. This will be a source of free workers starting on t20 and there's no diplomatic penalty for Acts of War that occur prior to meeting someone. Any other CS you probably want to be nice to at first. Culture, Happiness, Growth... all good things. (Extra food is less valuable in the mid-game, but great early on)
When you meet your first civ, try to get an easy worker steal in immediately. If you can't, but you deem them a good first target, and can DoW them before meeting anyone else, do so. (Another diplo hit you can avoid)
Otherwise, wait to DoW until you get a good opportunity for a worker steal or you're ready to attack.
If you find a ruin with your scout that you believe is "safe" from other AI, because, for example, it's on the peninsula behind you, or at least in a spot where you'd see the AI coming from a long way off, leave it for the warrior. We *don't* want CB upgrades. We *do* want a battering ram.
NOTE: If you are isolated on one end of the Pangaea, with only one AI neighbor, consider not scouting past him at all. Instead, take him out ASAP. You can often eliminate him before meeting anyone else, and pay zero diplomatic penalty for your first capital. This is a gamble, but it can really pay off.
I'll be updating this periodically over the next few days.
The purpose of this guide is to demonstrate how to achieve sub-t150 Domination with Attila. Even t100 victory is possible with perfect play, but the good news is, this strategy does not require perfect play. It is, in fact, a fairly simple strategy, and in my opinion, is easier than CB/XB rush, so Deity Domination newbs might want to try this first.
I'll start with an introduction to Attila's strengths and weaknesses. I've put each section in a spoiler to make it an easier read for those who wish to jump to a particular area of the guide, but I advise you read the intro first if you're unfamiliar with Attila. Succeeding on trickier map rolls requires that you understand his UA and UUs.
Attila for newbies:
Spoiler :
Attila is the early domination king. Two ancient Era UUs, neither of which require a resource, and three Ancient Era-relevant UA bonuses.
#1) The Horse Archer - This unit replaces the Chariot Archer, with 4 key differences:
* Does not require horses.
* Starts with Accuracy I - "+15% Ranged Combat Strength against Units in OPEN Terrain."
* Does not have the Rough Terrain Penalty - "Entering rough terrain consumes all movement."
* 7 combat strength against melee attacks. (Instead of 6)
These are each significant advantages, but combined they're extremely powerful. In a nutshell, here's why:
* Build as many as you want.
* 40 less XP to achieve Logistics.
* Enter rough terrain and fire in the same turn.
#2) The Battering Ram - This unit replaces the Spearman, and is different in every way. It is undoubtedly the best Ancient Era unit for capturing cities, but it has many weaknesses:
* 10 Combat Strength. (weaker than the Spearman, which is 11)
* Can ONLY attack cities.
* 33% defensive penalty.
* No defensive terrain bonuses.
* 1-tile visibility.
But it has three key strengths:
* Warriors upgrade into them from ruins. (just like a spearman)
* Cover I (+33% ranged attack defense)
* +300% damage vs cities.
This unit is 40 strength vs cities, which is enough to capture an undefended plains capital *solo* before t20. Generally though, they need assistance.
#3) Scourge of God - Attila's UA is actually 3 UAs:
* +1 production from Pastures.
* Starts with Animal Husbandry.
* Raze cities at double speed.
These are all extremely valuable. More on that in the following sections.
The Strategy:
Basically, the plan is to spawn Horse Archers as fast as you can, and nuke down the AI before you lose advantage. The Horse Archer is the strongest ranged unit you can build prior to Construction. They're 10 Ranged Strength, and you can have your first army up around t30. Composite Bows are 11 Ranged Strength, and you generally don't get them until t55. The difference in those 25 turns in enemy military strength is significant. Battering Rams flat out *own* cities until t60 and stay relevant until about t110.
So, your goal is to take out the entire map before it can get strong enough to do anything about it, diplomacy be damned! (kind of)
Build order, basic tech path, scouting, social policies and decisions on turns 1-20:
(Work in Progress)
Spoiler :
Tech Path:
Spoiler :
1) First tech is always The Wheel, unless you can start on a mining hill luxury. In that case, Mining first.
Why this first? Attila rush is all about getting lots of Horse Archers fast, and you can't build them until you tech the Wheel. Pretty simple.
2) After The Wheel, you should tech a luxury resource. You're going to be stealing workers early and improving resources to sell ASAP. You also need the happiness, because you're going to capture cities early and often.
Prioritize Mining so you can chop down forests and rush-build Horse Archers. If you don't have forests or mining luxuries, but do have camp luxuries, I recommend Trapping, because this leads to earlier Horsemen, which *can be* very important depending on the map.
3) Next, I would go with Bronzeworking, but only if you have the happiness headroom to delay a second luxury tech. Here's why:
In general, strategic resources are going to be the backbone of your economy. The AI values strategics at roughly 1.6g/turn when you're on good terms, meaning that a 6-iron tile generates at least 9g/turn, which is actually worth more than a lump-sum trade for a luxury, and doesn't cost you any happiness. Even when they start to hate you, you can still get 1g/turn for a strategic. Most importantly, you can sell these resources piecemeal, maximizing your gpt when no single AI can afford all of them. Furthermore, this sometimes has the side benefit of getting your enemies dependent on your strategics, resulting in a *very* significant combat penalty for them when you attack.
Early Bronzeworking allows you to make these 30-turn trade deals before everyone hates you. It also allows you to build The Battering Ram.
Social Policies:
Spoiler :
Full Honor: Military Tradition -> Professional Army
If my capital has a ton of great tiles, with lots of resources in the third tier, I will open Tradition first. Otherwise, it's just full Honor until game over.
It's a trade-off: Opening Tradition first will delay the Honor closer, so you're trading early-game gold spent on tile expansion for late-game gold from kills. There's really not much delay in getting the all-important Military Tradition though, because culture from barbarian kills is almost always zero for the first 10 turns or so.
Why Honor? Well, two reasons. Faster promotions and faster generals. Logistics almost doubles the speed of capture. (Minus travel time) Faster Logistics, etc. shaves time off the victory.
The real question is, Why not Liberty? Here's why: There isn't time to build the Pyramids because we're building Horse Archers all day long, and when we're not, we're building happiness buildings. We don't need to repeatedly pillage-heal because Horse Archers can pillage multiple tiles in one turn, and by then you're moving on to the next city. We also don't need a settler. We also don't need all the extra workers. We capture so many it's actually a bad thing. In fact, when I have opened Liberty for the Pyramids with Attila, I've ended up deleting those 2 free workers, because they're back at the capital, far from the front, and I'm usually over the unit supply cap anyway. You're also not going to build 15-tile roads between your cities, and most of your cities are puppeted, so most of the perks from Liberty disappear.
I will say, there is an argument for opening Tradition to Monarchy and Landed Elite, to boost happiness and the unit cap. (Via growth) However, this guide is centered around Honor. Beyond Logistics, there are advantages to getting further promotions quickly, but I'll leave that to the late-game section of this guide.
Capital Build Order:
Spoiler :
1) Scout - you need this to find ruins (but not necessarily grab them unless they're contested) and City-States.
2) Scout, Warrior or Monument?
Your first big decision is whether to build a second scout, a warrior or a monument. This really depends on the map. If I get a culture ruin, I'll delay the monument and build a second scout. If I get a battering ram upgrade ruin *AND* there's a nearby flatland city with a good approach vector, I'll delay both of those to build a warrior, so I can rush over and capture that city ASAP. On most maps, I'm going to build a monument second.
3) Granary or Horse Archer?
If you haven't yet built a monument, you need to do it now. If you've already built a monument, and have The Wheel, build a Horse Archer. Otherwise build a scout unless you have a great need for a Granary. You must grow your capital fairly quickly at first to get production and unit supply up.
Scouting:
Spoiler :
First priority is to find ruins, nearby CS and your nearest neighbor(s).
If you find a Military or Faith CS before meeting anyone, DoW it. This will be a source of free workers starting on t20 and there's no diplomatic penalty for Acts of War that occur prior to meeting someone. Any other CS you probably want to be nice to at first. Culture, Happiness, Growth... all good things. (Extra food is less valuable in the mid-game, but great early on)
When you meet your first civ, try to get an easy worker steal in immediately. If you can't, but you deem them a good first target, and can DoW them before meeting anyone else, do so. (Another diplo hit you can avoid)
Otherwise, wait to DoW until you get a good opportunity for a worker steal or you're ready to attack.
If you find a ruin with your scout that you believe is "safe" from other AI, because, for example, it's on the peninsula behind you, or at least in a spot where you'd see the AI coming from a long way off, leave it for the warrior. We *don't* want CB upgrades. We *do* want a battering ram.
NOTE: If you are isolated on one end of the Pangaea, with only one AI neighbor, consider not scouting past him at all. Instead, take him out ASAP. You can often eliminate him before meeting anyone else, and pay zero diplomatic penalty for your first capital. This is a gamble, but it can really pay off.
I'll be updating this periodically over the next few days.