Oddball Strategies?

rewster1 said:
Get guerilla 2 as well, park on a forest hill, and you get... a strength 11 unit! I think? The bonuses are all additive right? Now fortify for five turns, you're at 12. And there is no unit that has a bonus against recon units. Nice. If you wait long enough, you could probably eventually get up to combat 5, just sitting there, and then you are at str 14. Riflemen would be an even match for that. Well, unpromoted rifles. Sadly though, you can't upgrade them to anything. Oh well.
Yeah, Guerilla 2 helps, though forested hills are not always where you need them and besides at that stage it's hard to have 2 extra promotions, so it's more of a niche option.
 
Well, explorers start with both guerilla and woodsman I. So one barb hit (if you built in a barracks) will bring your explorer up to guerilla II/woodsman II. As for finding a forested hill, yeah, not always in convenient spots but if they are, an explorer is a solid defender for a long time. Odd use of an explorer though, I must say. Almost as odd as defending a pillaging keshik.
 
I've been lurking off and on, but I haven't seen anyone post a Great Engineer strategy.

I like to knock out the pyramids if possible. Then I head toward mathematics and build an aqueduct in the pyramid city. Usually, about that time, a great engineer pops out from the Pyramid GPP. He immediately builds the Hanging Gardens, which doubles the city's Engineer GPP. I find that with this start, I pump out a steady stream of engineers and end up building many more wonders than otherwise.
 
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