TheOverseer714
Overseer
A Spear army is my choice as well, it will allow the swamp to be drained and then can be used as a pillager and defense for the horde army. With adherence to AW guidelines, there will be more armies to come.
A town needs at least 10 culture (or size 2), otherwise it gets auto-razed. So this means in 10 turns from now we can take Utrecht. You may be right that there's a saltpeter resource. The AI can see the entire map. And why else would they settle up there in the desert? However, it could be oil as well...I also hoped having it be the capital, it would have made some culture but it self destructed on capture.
Comment: don't upgrade catapults to trebs. It's not even close to worth it.
Are you sure about that? In those games where I actually use artillery type units (Demigod and above), I make sure to upgrade them asap. A cat has many misses,a treb almost always hits, until the opponent has musketmen. And 30g is not that much?!
Perhaps you are right in an AW game, where one has to research every single tech himself. But here we have the luxury of the GLib, so we should be able to spare a few coins?!
And after all: upgrading is much cheaper than rushing! An upgrade is 3 gold per shield, a rush 4 gold per shield. So I think rushing things makes even less sense. (Unless in critical situations.)
The corrupt towns (once we have any...) can build settlers, 1 shield per turn. These will slowly ICS the conquered land, reduce unit cost and serve as science farms.
Lurker's comment:
If you have played or read many AW SG games
Lurker's comment:
Could you please send me those trebs that almost always hit, mine need to attend that class.
May not be "almost always", but nevertheless the difference is significant. Cat vs spear: 66% hit chance, treb vs spear: 75% hit chance. And treb vs archer/horse goes up to 86%.
Which of course we don't have.lurker's comment: Yes, but by the time you have trebs, you're in the middle age. I think you should really be using pikemen for the comparison.