TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995

Perhaps my presence in this discussion is mostly because I rarely see players running caste/workshops for medieval beatdowns in the series games on this forums, despite that often being the optimal production approach. When I first got worker improvement timing (and of course correct # of workers) down, I was amazed at how easy things like intercontinental invasions became by just building galleons in 1-2 cities while producing units in others. This has been especially true in my isolation games, where a large # of cities wind up coastal (less hills!) but with enough seafood. That seafood can certainly be used for specialists or early whipping, or even cottages. However, it's a great time for caste hammers too. Wooden navies are too neglected IMO (having considerable power in early gunpowder intercontinental assaults), and later on workshop coastal cities own even outside of caste thanks to dry docks. This is especially effective because the AI seldom does it, getting its navy dominated. Good synergy with TRE too.
But ALWAYS? Of course not. Few things are always superior in this game. ALWAYS check the victory screen to make sure you won't lost by culture surprise or something maybe, but actual strategies? I can't think of one that always works other than adaptation, but that's not a strategy unto itself, but merely flexibility of strategies.