Originally posted by mad-bax
I don't object to Rome, but just for the hell of it..
I was being facetious when I said I liked the English start. My vote was really for the Persians. I should have used more smilies, or better still, proper English.
But Rome it is. Hail Caesar Spaceous!
If we had been asked to rank them by easiest start Persia would have gotten my vote. However, Rome looks very winnable, and I have a soft spot for the Baccus. Furthermore, the defense of our UU will come in very
handy me thinks. And if the RNG is in a giving mood our UU's offense may get us the Pyramids

as well as the GL.
Originally posted by TedJackson
Barracks as first or second build for every city except capital. Dense build (not quite ICS) to allow units to support more than 1 city.
Build Warriors not Spears.
Build Horses not MDI.
Don't upgrade Legions, use them instead of Pikes for defense (they're just as good).
Beeline for IW, Great Lib, Maths then Monarchy. We might get lucky with some first contacts to get something we need.
Build Markets then Libs ASAP as we'll have to do all our own research after the initial contact trading.
Ted
I'm mostly in agreement.
Handy is a team player, I will speak my mind (in
of course) before the decisions are made, but if the team decides to go in a certain direction, Handy will stick to the plan.
* Dense build is a must. Are we under Lkender¡'s "RCP rules" in this game. The lower corruption of RCP is a big plus in AWM.
* I would
strongly suggest walls as the first build in our cities near the front, even before barracks.
* We cannot push our front too far from the capital early on unless it is well fortified (like 12 defense points) with a "bait city" further bask in our lands. It takes too long to build walls & barracks in a low corruption city far from home, and the AI will attack with little pause. We will have to build production cities in safe locations.
* Must plan & build a
kill zone with ample bait to force/lure the AI there. For the lurkers out there, a kill zone is flat land next to our fortified position (city, hills or mountains). AI walks to the flat land (no forests allowed) & we kill AI units after the cats bombard. We kill the AI units on the turn they walk up before they can fortify. Best if the kill zone has roads so our horses can retreat after they kill the last AI unit. We never leave one of our units exposed on the flats by itself for the AI to attack.
* I also
less strongly suggest spears for the areas near our kill zone, at least until our UU comes on board. Spears upgrade all game long, and since we are at war all game long... well I tend build
a lot of spears. Muskets & rifles kill a lot of cavalry in a city on hills behind walls.
*Good idea to build horses & no upgrade of legions. Horsemen knock off the last low hp enemy in our kill zone then retreat to safety. Useful upgrades too.
*
GL is the top #1 priority Suggest we set aside a city (on a river if possible) with hills & plains very early for the pre-build. Then improve & join workers into the city. If we miss the GL in a continents game, degree of difficulty increases dramatically. We'll be trying to move troops to the other continent while we are attacked by everyone's ironclads.
If get a really early leader we can consider the Pyramids. Pyramids help us, and also deny the use to the AI.
* In solo games I build
lots of catapults. I set one aside at least one city as a cat factory. Cats will miss often, but the bombardment will
catapult the kill ratio & leader production to high levels.
* Build a lot of workers. You must make yourself do this as your inclination is to build military. An early worker factory is a good idea. After the obvious city builds, build high corruption cities near the north of our empire will enough food to produce 1 workers each 10 turns worst case.
Let loose the dogs...