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>>Strategies<<
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
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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.
-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 -
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