MasterMishi
Warlord
- Joined
- Jan 16, 2011
- Messages
- 251
brief:
to build up the strongest (sci/ prod) while able to switch to total war machine when/ if needs be.
method:
cap:
mon, scout, war, settler, settler, settler, war, war/ sword, worker, worker, worker, sword, gran, watermill, library, NC, stonworks, circus , colluseum, hagia (eng), notre (rush), PT, (rush w/ lib eng), uni, workshop, himeji, ironworks, barracks, armory, forge, rifles, sci buildings, prod buildings, happiness buildings, arty
other cities:
mon or library, gran, watermill, stonworks, circus , colluseum, uni, workshop, barracks, armory, forge, rifles, sci buildings, prod buildings, happiness buildings, arty
policy:
liberty, settler, worker, production, GA, finish (eng), honour, generel, 10%, xp, the prob commerce
Tech:
to iron, to writing, happy tech, to wheel, to theology, to education, to metalcasting, to chiv, to chemistry, (bulb metalurgy and rifles), to dynamite, to sci theory, to plastics, to nukes, to mech inf
notes:
growth focus until happy cap then prod focus or gold focus if losing gold
may need to hard build 2 swords and maybe an archer or 2 early to stay with military might and show some units to look strong, if isolated dont worry about the military
make 3 new cities for a lux each if you can so 4 total
puppet a city state for gold and unique lux with rifles if target civ is too strong
make sci specialist in at least 1 city with enough food so you have 2 sci with the PT one, ideally more so you can bulb dynamite, or just burn for GA if you need production/ gold NOW
try and get a feel for your opponents by offering trades and judge their mentaility, always try to get a 2 v1 on your rival, get info ask if they are attacking them now etc, what units do they have,
keep an eye on opponents gold and res to guess what units they got and how many cities they have.
dont worry if you dont get any of the intended wonders, save lib GP for sci and make another in cap for 2x rilfe bulb.
Kill your close rival with rifle spam then sit back and grow to arty then push or build up for nukes.
I rarely stick to this but it's a pretty good basis to deviate from
weaknesses: any medieval unit rush, bulb steel or x bows with PT sci if under pressure.
MM
to build up the strongest (sci/ prod) while able to switch to total war machine when/ if needs be.
method:
cap:
mon, scout, war, settler, settler, settler, war, war/ sword, worker, worker, worker, sword, gran, watermill, library, NC, stonworks, circus , colluseum, hagia (eng), notre (rush), PT, (rush w/ lib eng), uni, workshop, himeji, ironworks, barracks, armory, forge, rifles, sci buildings, prod buildings, happiness buildings, arty
other cities:
mon or library, gran, watermill, stonworks, circus , colluseum, uni, workshop, barracks, armory, forge, rifles, sci buildings, prod buildings, happiness buildings, arty
policy:
liberty, settler, worker, production, GA, finish (eng), honour, generel, 10%, xp, the prob commerce
Tech:
to iron, to writing, happy tech, to wheel, to theology, to education, to metalcasting, to chiv, to chemistry, (bulb metalurgy and rifles), to dynamite, to sci theory, to plastics, to nukes, to mech inf
notes:
growth focus until happy cap then prod focus or gold focus if losing gold
may need to hard build 2 swords and maybe an archer or 2 early to stay with military might and show some units to look strong, if isolated dont worry about the military
make 3 new cities for a lux each if you can so 4 total
puppet a city state for gold and unique lux with rifles if target civ is too strong
make sci specialist in at least 1 city with enough food so you have 2 sci with the PT one, ideally more so you can bulb dynamite, or just burn for GA if you need production/ gold NOW
try and get a feel for your opponents by offering trades and judge their mentaility, always try to get a 2 v1 on your rival, get info ask if they are attacking them now etc, what units do they have,
keep an eye on opponents gold and res to guess what units they got and how many cities they have.
dont worry if you dont get any of the intended wonders, save lib GP for sci and make another in cap for 2x rilfe bulb.
Kill your close rival with rifle spam then sit back and grow to arty then push or build up for nukes.
I rarely stick to this but it's a pretty good basis to deviate from
weaknesses: any medieval unit rush, bulb steel or x bows with PT sci if under pressure.
MM