How to beat Settler, Chieftain, Warlord

It can actually backfire on levels where the AI doesn't start with Archery.
 
It can actually backfire on levels where the AI doesn't start with Archery.

Not really. They become the functional equivalent of aggressive warriors in that case. And how many AGG warriors does one need to take a capitol prince and below? You can pretty much warrior rush anybody below monarch using 5 warriors built straight away ----> how would quechas be weaker? They wouldn't. They can do it longer, too, since archers don't screw you. Just blow metal ftw.
 
I didn't mean that it would always, but that it can. Once the AI starts with Archery, Quechuas become pretty much a sure thing.
 
Archers are at worst superior defenders to warriors vs quechas on a hammer to hammer basis, unless you have cover (but you could just go shock so w/e). They are just not cost effective compared to warriors. For AIs that start with archers and get an increased production bonus, monarch + does NOT make quecha rushing easier (especially with more maintenance and AI tech rate). It's just that quecha rushing is the only version of the warrior rush that remains viable vs the AI. Do not confuse the two. Even with quechas, I'd prefer the target to have an equal amount of warriors vs archers.
 
I can see Dave's intention (written in a somhow ironic way) as I repeatedly see posts from players seeking highly sophisticated advince on some minor details of the game (not saying that this is a bad thing) but when you open their saves there are like 3 workers running around in a 12-city empire (just an example).

The basics (which will let you play up to let's say monarch/emperor level) are rather straightforward.
 
Archers are at worst superior defenders to warriors vs quechas on a hammer to hammer basis, unless you have cover (but you could just go shock so w/e). They are just not cost effective compared to warriors. For AIs that start with archers and get an increased production bonus, monarch + does NOT make quecha rushing easier (especially with more maintenance and AI tech rate). It's just that quecha rushing is the only version of the warrior rush that remains viable vs the AI. Do not confuse the two. Even with quechas, I'd prefer the target to have an equal amount of warriors vs archers.

Out of curiosity -- that would be because the +100% actually subtracts from the defending unit when all is said and done?
 
quecha vs unfortified:
warrior 2.2 vs 2.5
archer 2.2 vs 2
quecha vs fully fortified
warrior 2.2 vs 3
archer 2.2 vs 2.4

So it is not true that archers are better at defending against quechas unless you have hill cities...

quecha vs fully fortified on a hill
warrior 2.2 vs 3.5
archer 2.2 vs 3.75

And seriously though the post should have included such obvious things as improve resources(for settler) and work improved tiles(for warlord).
 
quecha vs unfortified:
warrior 2.2 vs 2.5
archer 2.2 vs 2
quecha vs fully fortified
warrior 2.2 vs 3
archer 2.2 vs 2.4

So it is not true that archers are better at defending against quechas unless you have hill cities...

quecha vs fully fortified on a hill
warrior 2.2 vs 3.5
archer 2.2 vs 3.75

And seriously though the post should have included such obvious things as improve resources(for settler) and work improved tiles(for warlord).

Sure, that looks pretty.

Until you factor in the culture defense (will boost the archers a little due to higher base str), city garrison (only archers can take it), the base first strike on archery units, and the possibility of protective. Then it's not so flagrant in favor of the warrior.

There's also the :hammers: bonus from difficulty levels where the AI has one or the other.

The point I was trying to make, and it holds for damned certain, is that quecha rushing does NOT become easier as difficulty increases. It becomes more difficult at a MUCH slower pace than regular warrior rushing. Quecha rushing at prince and below is as laughably easy as any warrior rush at those difficulties ----> you can probably take down at least one if not multiple civs this way, and the maintenance paid isn't extreme...nor is the barb pressure after doing so.
 
In order to beat a Settler, I'd simply kick the everloving crap out of him by disarming him and throwing his babies at him. Break his back, make him humble, and then--... let it stay this way. :lol:
 
Scout. Pop huts. Settle in place each settler, to earn time. Your cities should only build scouts until all is explored. Then build 5 workers, as well as 1 defender per city. You won.
 
Scout. Pop huts. Settle in place each settler, to earn time. Your cities should only build scouts until all is explored. Then build 5 workers, as well as 1 defender per city. You won.

My first game of Civ IV saw my economy crash exactly because of that. :eek:

I popped two settlers with a scout that roamed very far and the city maintenance costs kept me from researching anything. And that was before I had Writing, so no scientists to get my research going either!
 
My son wants to learn how to play civ. I think I'll give him this guide if I can get over the fear that his school work will go into the tank as he gets addicted.
:dunno:
 
My son wants to learn how to play civ. I think I'll give him this guide if I can get over the fear that his school work will go into the tank as he gets addicted.
:dunno:

If you get him addicted I'm calling Children's Services. :lol:

I missed this "Strategy Article" last month. Dave's got a sense of humor dry as the Gobi. Nice. :goodjob:
 
On settler/marathon settling in place is a bad idea. You want to use your starting settler to get you more settlers, too. Amass as many as possible so you can have 8+ cities ASAP w/ no maintenance haha. You don't even need to build the settlers, just pop them all............
 
Best guide on the forum, but still has too many long words and not enough pictures to keep my interest up :D
 
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