Too bad it only works with one civilization.
monti has often jungel and a advantage SoPos wise
bismark has more units and pikes which are like improved hoplits
france should get faster the important strat resources
russia will build more units (and faster!)
egypt can get horsemen with fast movement archers (plus some wonders normally)
japans normal spearmen plus every other unit act like a UU
persia has improved spearmen
and so on. every nation got something which counts, and the greece bonus for CS is kinda expensive in early game. without their UUs they would be kinda handycapped.
Mohawk Warriors thats how I deal with them.
I usually have most all of my cities in or near forest. With mohawk warriors those forest spots in my territory count as roads so I can catch this horsemen, and if he is on a forest or jungle tile or flat tile the mohawk warrior has equal or more strenth.
Unless he can reach an open hill spot the campion calvery is easily defeted by mohawk warriors. So make sure you camp a unit on nearby open hills and pick off the champion calvery with mohawk warriors.
The thing is that Alex can do this too! The Honor tree will give him extra flanking bonuses, double XP and a GG.then take the normal honor/tradition path and get some combat boni from social policies.
what a stupid idea, to take away a nations strengthwould be like not allowing france to settle fast some fresh cities or to stop aztecs rushing the jungle with jaguars
Civil Service slingshot.
1. Writing
2. Buy library
3. Run 2 scientists
4. Trapping
5. Philosophy
6. Bulb Civil Service
7. Spam pikemen
QUOTE]
This is good stuff. But maybe a little too late for an early rush. And don't buy library. Never. Not in multi at least.
I usually go for animal husbandry, mining then bronze working, IN ANY CASE/GAME. This is the best. Happiness can wait. Rush 1 or 2 cities and spam/buy spearman. You can easily have 4-5 of them by 2000 b.c. Scout his cap to see if he has horses in. If he does, follow this strategy.
At this rate, 2 companions can knock your door at that time(2000 bc.). But they are toast with such many spearmen.And honor tree need 2 policies right of the bat to see a GG or the 15% bonus, wich is hard to get so soon, unless you pop-up 2 culture ruins.
A better way to leverage a great scientist from a library is to bulb steel around turn 60 and upgrade to longswordmen. With a good preparation you can throw 6-8 of them if you have ressources plus a GG around turn 70 and in 95% of cases nobody can resist this powerful blow, probably the most powerful strategy in the b.c. turns.![]()
yeah, because he can't pillage your iron with his 5 move CC, right?
As long as all players agree to the house rule I don't see the problem? If the "nation's strength" is such that it just creates unbalanced, unfun gameplay, then yes, removing it is the correct decision.
yeah, because he can't pillage your iron with his 5 move CC, right?
It definitely fits the sirlin.net definition of a gaming "scrub", but if everyone agrees on pretend rules then they become real rules :/.
I find it dubious that such a rush is unstoppable, or even more consistently awkward/annoying to counter than say civ IV skirmisher chokes. In practice, it will take considerable resources to take down spears on hills/forest with CC AND capture cities, and ZoC won't let them just blow by you. MP is simultaneous moves, too, so they are at considerable risk that one of your spear columns just times it and kills them. Beyond that, things like roads can allow you to run them down, and if GREECE is trying to kill someone, any other players in the game (if there are any) would be foolish not to consider sticking a knife in their back.
All of this and we haven't even touched on chokes/harassment that will seriously delay their horses unless they settle straight on them, or that if they go too gung-ho on early settlement for horses that they're decidedly vulnerable to losing a city to a couple warriors outright.
You're talking about banning something WAY too early in the development of MP gameplay and tactics. From a competitive standpoint, that is utterly foolish, but if pretend rules are your schtick, float your boat.
When the best option for stopping something is "rush them before they can launch the attack" or "try to get an ally to backstab them while they're attacking you" then don't you think there's a problem there? It's not like CC are a late-game unit that takes a long time to come online, either- the only units which come earlier are warriors, archers, chariot archers, and spearmen.
Praetorians were also just 1 move, so you could easily adjust to defend against whatever they were attacking. The mobility of a CC is half it's power! You're saying "they have to use their mobility to be cost effective" as if that's some sort of major handicap, when any player who's good at all will abuse their 5 moves like crazy. And of course, catapults are the ultimate answer to a stack of praetorians, whereas there's no such hard counter to a large force of CC.To compare, think about civ IV praetorians. At 8 str, they had more power w/o promos than their basic counter, the axe, AND could be stacked up such that wounded ones wouldn't tend to die easily. At 14 str, CC essentially fight evenly with spears before modifiers, so they HAVE to use their mobility or they are not cost effective at all.
3 CC can easily kill 5 spears. The only advantage of the spears is that they dont' require resources, so the defending player can keep building them forever to replace his losses. However it's really, really hard to actually kill a CC with defending spearmen. The CC can just attack and retreat forever, building up experience and promotions (quickly popping a GG), and pretty soon they'll be a lot stronger than a spearmen, even on rough terrain. Alternatively, they can dodge past the spears and blitz a city (3 CC will kill a city in one turn). The only way to kill CC with spears, really, is to take advantage of lag to kill them before they can move away. The defense strategy shouldn't have to rely on lag.Don't forget, you can produce almost 5 spears for the same price as greece can make 3 CC, and you can start on them sooner...with plenty of time to scout a nearby greece and switch tech, if they're actually nearby. Unless you screw up big time, the CC are probably going to fail to kill much and have a good chance at getting themselves killed, esp in simultaneous turns. You take any early tree except liberty and you can come up with something to help your defenses.
I always thought the best use for a hoplite would be to counter a CC rush, lol.Hoplites are annoying but would also really struggle to actually take cities + spears.
What are these possible responses? Rush the Greek player with warriors/archers, spam endless spears and hope he makes a mistake, or hope for someone else to backstab him?So actually, you have a number of possible responses to CC without any major concessions or special beelines. A Greek player is not going to enjoy taking on 1.6x the #spears as he has CC!
If he *does* go somewhere else, you get to be the one that stabs him.
3 CC can easily kill 5 spears. The only advantage of the spears is that they dont' require resources, so the defending player can keep building them forever to replace his losses. However it's really, really hard to actually kill a CC with defending spearmen. The CC can just attack and retreat forever, building up experience and promotions (quickly popping a GG), and pretty soon they'll be a lot stronger than a spearmen, even on rough terrain. Alternatively, they can dodge past the spears and blitz a city (3 CC will kill a city in one turn). The only way to kill CC with spears, really, is to take advantage of lag to kill them before they can move away. The defense strategy shouldn't have to rely on lag.
I always thought the best use for a hoplite would be to counter a CC rush, lol.
While I agree with you that a CC rush isn't "unstoppable" and that it can take a long time for MP tactics to develop enough to really determine what is and isn't overpowered, I do think the CC is a problem. When the best option for stopping something is "rush them before they can launch the attack" or "try to get an ally to backstab them while they're attacking you" then don't you think there's a problem there? It's not like CC are a late-game unit that takes a long time to come online, either- the only units which come earlier are warriors, archers, chariot archers, and spearmen.
Or think about it this way- is it balanced to rush someone with regular horsemen? If yes, how is it also balanced to rush someone with extra-powerful, extra-fast horsemen?