Things you never build...

As for units, Horse Archers, Muskets, Cuirassiers, Ironclads, Airships, Paratroopers (that last one is all my fault, I didn't quite grasped the strategy yet).

You who said to never build castles was probably not attacked by Shaka with Trebuchets by AD 1800.
 
I never build Spearmen, because the AI doesn't seem to use mounted units early on. I do rush with Impies, though.
 
I built bunkers once, I was in a space race and Musa was building a huge army and he was advanced in tech. I ended up building a huge army too to make sure he didn't attack me. He ended up attacking and nuking the hell out of Korea... So, if he had decided to attack me, maybe I would have had a use for the bunkers? I had SDI too. Naturally, I got all the global warming.

I can't say I ever built nuclear plants... Hmmm... What else... Industrial parks? Don't often build these. I still haven't found a use for the National Park as I seem to chop all forest. It seems It'd come handy if I settled a city late where there was still forest... So I haven't done many forest preserves either. I can't think of much else.
 
I bbuilt a nuke plant once, in last months minor gauntlet (conquest win, quick speed, modern start). I won in 76 turns. Needless to say, the nuke plant had a meltdown about halfway through the game. It destroyed my only coal source, it was warlords expansion so I couldn't build railways afterwards ;)
 
In Terra maps, I always build explorers only because I always get the huts in the New World.

Units: Ironclad and Paratroopers are the only ones I can really think of.

Wonders: Stonehenge, I usually start as a Leader with Creativity. Versailles.

Buildings: The ones named so far, as before, I can't think of any others.
 
I rarely build monestaries....however my view is that if I never build them then it shows I`m not understanding something

So maybe you better players can explain the benifits to me?

I tend not to found religions and am happy to wait till org. rel. to spread what I may have recieved

it seems alot of hammers for a temporary 10% science boost

I can see that if the AP is of the same religion or maybe you have the Uni of Sangkor they would be handy

What am I missing?

I really dont understand the dislike for horse archers ? two flanking HA`s take care of the spears, the rest flank the seige and the city is yours , the two movement provides for a mobile defence aswell......add stables into the mix for the 5 xp.....they are an important part of a balanced ancient age stack. You just have to keep them alive to make it worthwhile
 
Explorers are not useless. They make the best medic great general units, since they have 2 movement, but their strength is low enough that they never get chosen to defend in a stack. I always build one or two explorers and promote them to Medic III; really helps fighting extended campaigns.
 
Why would you put a worker in a stack while in war? Would it to be able to built a Fort on your units stack if your cultural borders extended all the way to the city you're attacking?

I'm just confused, as I don't see the reason for a worker to be in a stack.
 
I bring a worker cause the AI cottage spams....once I take the city I need buildings ASAP and that means whipping like crazy. I farm over the cottages (leave the towns). I mean even if you whip the existing pop down to one or two you will need the worker to build it back up. I admit its not essential though but it does help.

I dont want to waste the valuable pop. to whip a worker by the way
 
My war workers build roads to other cities for my troops... handy when you take a city that isn't swamped with culture.
 
Monasteries. Unnecessary with Organized Religion.

But you won't be running organized religion forever and you'll need your own religion in conquered cities. Besides, there is that 10 percent science bonus and a +culture.

I don't think I've ever built a bomb shelter. I dislike coal plants and all that unhealthiness. I avoid the Angkor Wat like a plague because the governor will assign as many priest specialists as possible, resulting in countless great prophets and pretty much nothing else. I have enough micromanagment reassigning those spy specialists as it is.
 
Ironclads. Too slow to really make a difference in any naval war.

Cuirassiers, since I tend to beeline Rifling and leave Military Tradition until later.
 
Buildings: Nuke plants, Bunkers, Nuclear Shelters, Stables, Walls, Castles, Culture, Research.
I only build such things (except nuke plants, seriously, they're run by Homer Simpson) when there is nothing left to build

Units: Curriasier, Knight, Horse Archer, Catapult, Trebuchet, Pikeman, Spearman, Cruise Missiles, Submarines, Attack Submarines, Marines (except Navy SEALs, high priority there!) Tanks, Modern Armour, Sam Infantry, Mobile SAM, Triemes, Ship of the Line, Ironclad, Grenadiers, and several others

Wonders: Chichen Itza, Sistine Chapel, Temple of Artemis
 
But you won't be running organized religion forever and you'll need your own religion in conquered cities. Besides, there is that 10 percent science bonus and a +culture.

By then monasteries are obsolete (another reason they are unattractive builds). Actually there is seldom any reason to switch out of organized religion, even in the late game. There is very little that beats a 25% production boost, particularly when you're building space ship components and modern wonders.

I admit I've built a monastery now and then because of the culture or science boost, but it's rarely worth it.
 
Never: castles, bunkers, bomb shelters, manhattan project

Rarely: walls, nuclear plants, stonehenge, other early wonders (except the pyds),
ironclads, paratroopers, explorers, tacnukes, icbms.
 
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