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>>Strategies<<

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Pre History Basics: Units, Econmy, Civilization, Military

I.) Introduction

In my strategy list I will include age-by-age strategies giving you the breakdown on units, economic starts and combat strategies that will make you the ideal EE player.

Below is a list of vocabulary that you might want to know before you read my strats

Combat units - Combat units are units that engage the enemy directly, in the early ages, melee units. They tend to have higher HP and can stand hand to hand combat for a pretty long time. They attack fast and can defend themselves.

Support units - Units that don't engage the enemy directly. Ranged units that have a longer range than combat units. They cause a lot of damage to enemies from afar but do not engage the enemy directly because this could endanger the unit. They tend to have lower defenses and lower HP.

 

A.) Pre History Basics

1.) UNITS

Clubmen - The basic combat unit of the Prehistoric age. As one of my friends said: "They're cool little guys that beat people with sticks! Why wouldn't you use them? This should be the prime shock unit of your army. Clubmen are strong against citizens (citizens are arrow users) so they make a good rushing unit. They are also hearty, extremely cheap and upgrade to very effective units.

Rock Thrower - The only ranged shock unit in the game (I wish this would upgrade.) They make good support for clubmen and other units that will come in the stone age. You can also make them independently of clubmen because they cost gold instead of iron. They are also cheap. Because of their range they do a better job of running away than Clubmen, but their range is small, and their attack is also small so they shouldn't be used alone, but as a supplement to Clubmen.

Prophet - The seige weapon of the early ages. Prophets are powerful, destructive, and little can prevent them from wreaking havoc. Prophets can do major damage when accompanied by an army that can wipe out any enemy temples. Prophets are also hearty with a large number of HP and even though they do a bad job of running away, your army can attack enemy units that are attacking your prophet (people will almost always chase a prophet, even if enemies are beating on them.)

Priest - Priests make excellent support units. They can convert enemy units to join your cause. Bring them in with an army and have them convert as many citizens as they can. If a priest can convert 4 citz, it has been worth the cost. Going in with only priests is dangerous, so you should use them as an army support. Have one or two priests with your army and convert all the citz you can. With citz in your enemy base you can build a military post, and maybe even on economic post right in your enemy's starting city. Priests also have fairly high HP and can survive for a pretty long time. Just stay away from towers.

2.) ECONOMY

The way you handle your economy in Pre depends upon the kind of game you're playing.

Standard RM: Use your first citizens to build any buildings you might need. If you're planning on rushing in Pre or Stone, build two barracks. Otherwise just build one. If resources allow build a temple. Then have your citizens build settlements next to your forage patches. Fill up the forage patches with all 6 citizens because you want to get as much food as quickly as you can. Have other citizens chopping the straggler trees close to your capitol. This clears out the area for later use. Make sure you have 12 citizens chopping (you may need to build some, or many, or all 12) Then, use 6 of the 12 citizens to go hunting. Hunting is important because citz hunt faster than they forge and it is an alternate source of food. No, wait until you have enough food to get to Stone and you're on your way

- Preparing for rush: If you think you're enemy is planning a rush, or don't want to take any chances, build towers near your forage sites to protect your citizens. You may also want to build some houses so your citizens can handle an attack.

Tournament RM: Do the same thing as above, only get to Stone as soon as you can. You may want to make a TC to build citizens and have your capitol aging (or vice versa) so you can get to stone more quickly.

On the way there: Once you're on your way to the Stone age you should make two TCs (one for forage patch) and refill your forage patches to 6 citizens again. This way you can make many citizens at once when you get to the stone age. The food it may cost will make up for itself later. Another option is to make only one TC instead of two (or even none) but it's up to what you plan to do.

Deathmatch: Get far in the ages fast and build as many upgrading units as you can. Keep in mind, though, that DM resources don't last forever. Start working on your economy as soon as you get to Copper.

3.) CIVILIZATION

Well, the Civilization builder includes some bonuses that are absolute necessities.

- Citizen cost reduction: This will save you so much food you won't know what to do with it. If you have this and your enemy doesn't, you have a major 1up on them. For every 5 citz you make, your enemy makes 4. That is to say that when your enemy has 20 citz, you have 25, and when your enemy has 80 citz, you have 100, which is a huge difference. In games where all your enemies have this bonus it is negated, but you don't want to take the chance of having a disadvantage. This is also a benefit to saving wood in fishing games.

- Building cost reduction: Essentially the same as above. More wood saved means more buildings built.

Additions for Pre-Nano

-Farming, Gold and Iron mining bonus (ALL THREE!!) I've played RMs with and without these bonuses. In the ones with, I usually finish my enemies in Industrial while they are hanging around in Middle. In the one without (I still won) but I couldn't click for the next age as soon as i had gotten to the previous one. Even though it says gold and iron are mined 15% faster, the amount of gold/iron you get is about 200% more (no exageration) You can fly through the ages with these bonuses and still build a plentiful army (as long as you have a steady economic base.) With the farming bonus your food will fly up once you reach copper and peak to 20,000 in Industrial.

-Upgrades for units? I don't suggest this because the scope of units you use is so broad. Unless you inted to use one unit for a long time (Ranged infantry, Siege weapons are some examples) this won't benefit you much. If you have any leftover points after picking all of the other above bonuses you can upgrade some units, but spend the points wisely. Make sure you use those units.

Rush additions:

-Prophet cost reduction: If you're going to rush with prophets, or use them in your army pick this! It'll save you the cost of a citizen and is a very cheap bonus compared to other cost reduction bonuses.

-Cost reduction on units you want to rush with: When attacking in Pre, saving resources is everything. Reducing the cost of units you intend to rush with will allow you to make more of them for less.

Other suggestions:

-Citizen build time decrease: Using this also gives you an advantage over your enemy's, but the benefit isn't as great as you might want (reason being that you usually don't build many citz at a time in such games,) and picking this bonus may leave you without enough points to get other bonuses above. Choose wisely.

4.) MILITARY
Early Prophet Rush Or Lone Prophet Rush -