Multiplayer Strategy N v S first 60 turns

...egypt and india are great defenders and can turn the tide after your first wave. i wanna see, how you handle the massive range combat bonus these both offer.

especially a elephant is nearly undestructible in indias home land combined with oligarchy and the chariot is nearly as effective in combat as an archer (just no good defense but cheaper and faster). also i would strongly suggest as egypt to rush one wonder atleast, for example like stonehenge an grab fast additional policies even if its only oligarchy plus honor.

In duel, assuming playing vs human, going for wonders is very risky unless you know what you are doing,
fail wonder = gold you cannot use to buy the equivalent army for defense when the invasion arrives @ the door

the problem with India/Egypt is their tech path to their UU is relatively later than other aggressive civs...there isn't really a good civ to pair up with India or Egypt to provide early game protection while allowing Chivalry beeline. Would be in serious trouble if human opponents are aggressive civs of any kind and have a clue of what they are doing. Most players simply won't let Indian get there.
 
In duel, assuming playing vs human, going for wonders is very risky unless you know what you are doing,
fail wonder = gold you cannot use to buy the equivalent army for defense when the invasion arrives @ the door

the problem with India/Egypt is their tech path to their UU is relatively later than other aggressive civs...there isn't really a good civ to pair up with India or Egypt to provide early game protection while allowing Chivalry beeline. Would be in serious trouble if human opponents are aggressive civs of any kind and have a clue of what they are doing. Most players simply won't let Indian get there.

? india and egypt get their UU with wheel, 2nd tech if you beeline for it. dont know why this is late
 
IMO the problem with their UUs is that they cannot move after attacking (I think) so whatever they attack can retaliate and kill them. And horsemen chew them up.

especially a elephant is nearly undestructible in indias home land combined with oligarchy
The elephant has strength 6, same as a warrior. I have never heard anyone say that warriors are "undestructable".
 
IMO the problem with their UUs is that they cannot move after attacking (I think) so whatever they attack can retaliate and kill them. And horsemen chew them up.


The elephant has strength 6, same as a warrior. I have never heard anyone say that warriors are "undestructable".


the strength of war elephants lies in hilly terrain, where you can retreat, then shoot, or advance, then shoot. Also, 3 movement makes it much easier to focus fire on open ground on the offensive
 
what the tw is posting is the "standard play" of medicore (whats better then 100% of guys posting here) mp players.

Its a good strat but can be beaten by good players with multiple build orders. f.e.:
1. spam warri/spears (unseen), trap starting units into 2vs1 and kill (keep) new built cities
2. worker 1. --> then 1 warri + scout to trap units again --> start settler spam in turn 15 with worked hill and at size 3 and a worker for choping = more settler = more of everything in medium run + possibility to work nearby res faster

but te is right to neglect rubish like monuments or libraries, also there isnt a single uu strong enough to be decicive - upgraded swords and spears is all u really need - not saying that some uu cant be helpful
 
what the tw is posting is the "standard play" of medicore (whats better then 100% of guys posting here) mp players.

Its a good strat but can be beaten by good players with multiple build orders. f.e.:
1. spam warri/spears (unseen), trap starting units into 2vs1 and kill (keep) new built cities
2. worker 1. --> then 1 warri + scout to trap units again --> start settler spam in turn 15 with worked hill and at size 3 and a worker for choping = more settler = more of everything in medium run + possibility to work nearby res faster

but te is right to neglect rubish like monuments or libraries, also there isnt a single uu strong enough to be decicive - upgraded swords and spears is all u really need - not saying that some uu cant be helpful

yes, this is an effective strategy. hoplites can be decisive. or CC when opp inevitably goes swords to counter.

sometimes it is better to build settler first and never worker. just capture one or 2 from cs.

by the way, its only standard play in duel
 
All strategies are valid. It always depend of map. Sometimes you are very far away from your opponent, making warriors/spears rush useless. You can also get a strechy and sinuous land, a choke point, lot of hills, etc.

There is no unique strategy. Some can be stronger than others depending of situation. The goal is to maximize what the land and civ offers you and stay alert from all kind of threats.
 
absolutely right.

if you know how to play you can always survive a swordmen rush without going for iron yourself. imho sword rushes are like a 6 pool in a famous rts. ;)
 
more like a 2 base stim timing attack. upgrading swords dosent exactly hurt yoru econ
 
if you use 240 gold for upgrading warriors to swords you dont hurt your eco? also if u build so many warriors. (imagine you could use your hammers for more defensive oriented archers plus buildings)
 
if you use 240 gold for upgrading warriors to swords you dont hurt your eco? also if u build so many warriors. (imagine you could use your hammers for more defensive oriented archers plus buildings)

If the rush fails, well yes it hurts. :p
 
absolutely right.

if you know how to play you can always survive a swordmen rush without going for iron yourself. imho sword rushes are like a 6 pool in a famous rts. ;)

disagree. More like 1 hatch speedling rush... its not quite as bad as 6pool :lol:
 
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