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This strategy is designed to quickly and cheaply kill/conquer a neighbour who is some turns behind in military technology in any kind of ffa/Ironman game. Like with any Ironman/ffa strategy its not something you decide to do at the beginning of the game, but something that needs specific circumstances to become a viable option, which I am going to explain as well.
The General Idea
The Idea is to upgrade 20-30 Knights to Cavalry once they become available and add some
Even though the title suggests different, there are basically no just good or just bad unique buildings (and units). Every UB and UU has to be evaluated in the context of the game settings and overall strategy itīs supposed to be used in. A (fictional) unique unit archer that gets +100% against melee units is useless in an game played on Islands, where you have no (military) contact with your opponents until Astronomy is researched and archers are long obsolete. A unique building is good if it significantly
Prelude for Apolyton: This is one of the most extensive articles I did for fastmoves and I want to especially recommend it also to singleplayer focused civplayers. While you will probably never actually play this, this article, containing a complete rundown on everything important for industrial multiplayer settings, gives a deeper view into a completely different kind of civilization 4: Later Era Teamer Multiplayer, which is fully understandble for everyone as it starts from scratch and shows an
After I had some fun with the Top 7 List of Unique Units now a Flop 5 of those. Thanks to Moineau for the idea
The idea is to evaluate in what possible scenarios each unique unit can be of help and how much so. Those that have the fewest scenarios where you want to have them are the weakest, the floppiest . That does not mean that each of those units is generally useless. Actually all unique units have a place in a possible scneario in a game, unlike some unique buildings which
Updated September 4, 2010 at 09:46 by jobe
This article continues my series about Ironman&ffa, taking my previous articles on Traits in ffa and Ironman and Ironman/ffa: maps, difficulty, settings How to adapt as a basis. I recommend reading them first.
So after those two, what is this article still about: I want to explain why picking certain trait combinations isnīt good, though the single traits are. For example on Grid Ironman Fin and Philo are good traits, but Elizabeth isnīt a good pick (though not a bad one as well).
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