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Post by boorules60 on Jul 23, 2007 15:48:24 GMT -4
Patrick, what do you think of this: If we start off with 100 food or wood, we do this coyote thing as usual... you ship the coyote thing and then the 4 ax riders. If we start with 100 gold, we send 700 food then build a corral and build 5 ax riders with the 200 gold we started with. Instead of the 12 coyotes, you now have 5 ax riders. Then you still get the second shipment of 4 of them. You aren't spending the 600 food on coyotes so we can still keep up with the war club production and have 20 of them in either scenario. The otto always sends 300 wood because you need it for the war hut (corral) and the 20 war clubs.
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Post by pcups on Jul 23, 2007 21:16:20 GMT -4
so are you saying 9 axes and 20 war clubs. Again, same thing with the Jans, i don't think the axe riders are useful. If we get their TC down by 4:30 they wont build units... so no need for axe riders. I mean having 9 axe riders would be nice, but its unnecessary.
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Post by d on Jul 29, 2007 10:25:21 GMT -4
My recommended Otto/Sioux strat:
The Turks always get a 300 wood shipment at 3:00. The Turks always send their sheep to the Sioux (Calif). The Turks always gather as food as they can.
The Sioux always foward base near the first opponent trade post. Send a vill there at the start of the game. Send a vill to collect the Turks crates. These vills collect wood when done. The Sioux gather all sheep.
With an extra gold start, the foward base vill builds a corral at the start of age 2. The Sioux builds 5 axe riders. The XP will allow a second shipment of 4 axe riders. The first shipment is 7 war clubs. Start building war clubs at 2:10. You'll need some of the 300 wood shipment to complete the second batch of 5 warclubs. Build 5 axe riders and ship 4. Build 10 war clubs and ship 7. Military pop of 35 ready to go at 4:30.
With extra wood start. Foward base a war hut as before but no corral this time. You should be able to build 20 war clubs and ship 7 more. Second shipment of 4 axe riders. At 4:40 you have a military pop of 35.
With extra food, no corral again. After getting the food for age 2 build 2 more vills and put them on wood. (The Sioux always build 2 vills at the start.) The Sioux will have 2 vills on food and the rest on wood. With the extra wood start, only the uncrater and foward baser is on wood. Again it's build 20 war clubs and ship 7. Ship 4 axe riders.
The Turk gets any wood treasures so he can get a house. The Turk's second shipment is cheap schooners and he's on his way.
Pcups the warchief coyote shipment has little use. The coyotes can't siege or kill vills. There will never be many military unit at 4:40. Killing their vills is what will win the game.
I don't recommend attacking the second town. He may be beat your army and get you. With 2 towns, you should be able to really out boom him - especially with the Turk schooners.
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Post by pcups on Jul 29, 2007 16:10:36 GMT -4
ok if you dont want the coyote thing, you can quit out once every 3 games until you get california. The coyote thing kills units, and its cheap. cheap cheap cheap!
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Post by d on Jul 29, 2007 16:46:58 GMT -4
The hardest resource start is extra food (not wood or gold.) Here's what can happen with a food start. DED at 5:30. I'm working on what to do with other maps. Still say axe riders and war clubs are better than coyotes.
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Post by pcups on Jul 30, 2007 12:29:30 GMT -4
When ben and i started out with the extra food we had their TC down by 4:30. With just warclubs and coyotes. I still think you can get more out of the 1260 food that is used to build the axe riders.
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Post by pcups on Jul 30, 2007 12:30:22 GMT -4
sorry, dumb mistake, you get 4 from the shipment so its 700 food to build the 5.
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Post by boorules60 on Jul 30, 2007 15:21:27 GMT -4
Done. Pumas are better... period.
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