This post was made due to me viewing a couple of others, kinda inspiring those...
I will here assume an Archipelago map start, with probably some 2 civs on an island/continent, or so. I'll mostly assume a two-civ land.
From our current info base, it seems that an early game rush is the best thing to do. It lets you control all of the starting land, thus getting more cities, and also being in control of more strategic and luxury resources. It can't also be omitted that there's a chance of getting leaders in the early game, and that's crucial. You can use the leader to get your Forbidden Palace in a good position, slightly minimizing waste and assuring an easier mid-game.
Now, on to the civs of choice. It seems to me that the Iroquois will be a favorite among all, at least for start. The Expansionist trait is actually useful here, since the Scout gives you a slight upper hand in finding enemies to engage. Generally, you can quickly understand where exactly your rival is, and what are the best approaches to his land, as well as seeing whether he has some really tasty areas within his borders. Also, as soon as you get The Wheel and Iron Working, you will determine the Iron situation in the world, due to the large percentage of world explored by now.
Second, it’s the Mounted Warrior, without a doubt. These guys have nice movement of 2, attack of Swordsmen that is 3, and the retreat ability, if lucky. The only resource required for building Mounted Warriors are the Horses, and from my personal experience the Horse resource is much more common that the Iron one. In most cases, I assume the Iroquois player should go straight for Horseback Riding (Mounted Warriors come instead of Swordsmen), possibly taking Warrior Code. The Expansionist bonus provides a nice chance to grab the Warrior Code or some other useful tech from a nearby goody hut.
Then, it’s just as easy as to mass those Mounted Warriors. Actually, you don’t even need much of a mass. Three Mounted Warriors for a city is more than enough. Take in account, most enemies will probably not have proper defense and wild expansion by now, since the Mounted Warrior comes pretty early, given you have the Horse resource nearby. Consider that, even if defended by two Spearmen, an enemy city stands about zero chance against three Mounted Warriors. And, even though the units will not be retreating always, it’s still a very important advantage and can’t be understated.
Thus, it’s easy to see why the Iroquois will be the civ of choice, mostly. Conquest with them is as easy as sweeping through enemy territory, and should leave you with entire control of your landmass.
Surprisingly, I see the Babylonians pretty much of a good counter to the Iroquois. It’s because of the infamous Bowman unit. While I do still think Bowman is nothing great, and the early Golden Age isn’t too good, vs. the Iroquois Bowmen are of use. First, they’re cheap. Second, they need no natural resources. Third, unlike Mounted Warriors, they have both good defense and offense. Well, the offense isn’t too good, but it is there, as well as defense. Put Bowmen in your cities, and if only the Iroquois player fails to take your city in one turn (or stations troops right outside the city), strike in with Bowmen! They’re likely to kill Mounted Warriors. And the early Golden Age can be of some use here, actually – you should be able to get more Bowmen than he has Mounted Warriors, especially taking in account that Bowmen can be usually build before Mounted Warriors.
Now, on to the Greeks, a very formidable civ, especially during the Ancient Age, where the rush is going to occur, and the ultimate counter to Iroquois. You get the ability to build Hoplites since turn one and that’s the key to your success. Build these guys, build a few more, and then build some more. Consider this: if your enemy has no Iron, he has no hope of conquering you, even with a 2:1 city ratio. Simply put, Archers (attack 2) can’t get through Hoplites (defense 3). Basically, such an attack will even favour you, since you will just get the combat experience upgrade for your Hoplites. It has been my experience thus far that it’s pretty easy to get Elite Hoplites early, if at all attacked, and it has also been my experience that these guys are damn annoying to attack.
Next, Masonry is an extremely important technology for the Greek player. Consider the abilities to wall your cities. Walls are no longer an attack stopper, like in Civ 2, but for the Greeks they are, even with the 50% defensive bonus. Each of your Hoplites has 4.5 defense then, possibly more defensive bonuses added. 3 is Middle Age defense already, while 4.5 is more than Knight’s attack, consider that for a moment. A walled Greek city is nearly impossible to take, and the enemy is welcome to crush his entire army here, and actually lose. And you can always build more of these Hoplites – put two in a city, and if there’s a city the enemy is desperately taking to take, put three there! Not too easy, if in unfavourable terrain, but well worth it. Swordsmen will die to Hoplites quite often, while a walled city will be very hard even for the Swordsmen to take.
If you also build offensive units of some kind, then, once the enemy army is gone, you can skirmish him.
Finally, a few words about the Persians. Personally I love the Immortals a lot, and consider that to be hell of a unit (and a nice graphic, too). If only you get Iron, you’re set up fine. If you have no Iron, actually, you’re pretty much screwed up with any civ, except the Greeks, who can hold on even without Swordsmen. It is obvious that Immortals cut through Spearmen easily. The enemy will have to wall his cities, if he wants to survive, and still, that’s only 3 defense for the Spear-Chucker, while you get 4 offense. Impressive, pretty much, no?
Immortals are also able to get through the annoying Hoplites, generally Persia is the only civ who has a nice chance of beating Greece early one. OK, they get Middle Age defense so early, but you get Middle Age attack now! It still will not be easy, especially since Greek guy is also likely to have high experience for his Hoplites, but that’s at least a fight you can win.
This has been pretty short, and I have notes on early battles in open field in my mind, and that’s something slightly different. But that’s something for another time here…
I will here assume an Archipelago map start, with probably some 2 civs on an island/continent, or so. I'll mostly assume a two-civ land.
From our current info base, it seems that an early game rush is the best thing to do. It lets you control all of the starting land, thus getting more cities, and also being in control of more strategic and luxury resources. It can't also be omitted that there's a chance of getting leaders in the early game, and that's crucial. You can use the leader to get your Forbidden Palace in a good position, slightly minimizing waste and assuring an easier mid-game.
Now, on to the civs of choice. It seems to me that the Iroquois will be a favorite among all, at least for start. The Expansionist trait is actually useful here, since the Scout gives you a slight upper hand in finding enemies to engage. Generally, you can quickly understand where exactly your rival is, and what are the best approaches to his land, as well as seeing whether he has some really tasty areas within his borders. Also, as soon as you get The Wheel and Iron Working, you will determine the Iron situation in the world, due to the large percentage of world explored by now.
Second, it’s the Mounted Warrior, without a doubt. These guys have nice movement of 2, attack of Swordsmen that is 3, and the retreat ability, if lucky. The only resource required for building Mounted Warriors are the Horses, and from my personal experience the Horse resource is much more common that the Iron one. In most cases, I assume the Iroquois player should go straight for Horseback Riding (Mounted Warriors come instead of Swordsmen), possibly taking Warrior Code. The Expansionist bonus provides a nice chance to grab the Warrior Code or some other useful tech from a nearby goody hut.
Then, it’s just as easy as to mass those Mounted Warriors. Actually, you don’t even need much of a mass. Three Mounted Warriors for a city is more than enough. Take in account, most enemies will probably not have proper defense and wild expansion by now, since the Mounted Warrior comes pretty early, given you have the Horse resource nearby. Consider that, even if defended by two Spearmen, an enemy city stands about zero chance against three Mounted Warriors. And, even though the units will not be retreating always, it’s still a very important advantage and can’t be understated.
Thus, it’s easy to see why the Iroquois will be the civ of choice, mostly. Conquest with them is as easy as sweeping through enemy territory, and should leave you with entire control of your landmass.
Surprisingly, I see the Babylonians pretty much of a good counter to the Iroquois. It’s because of the infamous Bowman unit. While I do still think Bowman is nothing great, and the early Golden Age isn’t too good, vs. the Iroquois Bowmen are of use. First, they’re cheap. Second, they need no natural resources. Third, unlike Mounted Warriors, they have both good defense and offense. Well, the offense isn’t too good, but it is there, as well as defense. Put Bowmen in your cities, and if only the Iroquois player fails to take your city in one turn (or stations troops right outside the city), strike in with Bowmen! They’re likely to kill Mounted Warriors. And the early Golden Age can be of some use here, actually – you should be able to get more Bowmen than he has Mounted Warriors, especially taking in account that Bowmen can be usually build before Mounted Warriors.
Now, on to the Greeks, a very formidable civ, especially during the Ancient Age, where the rush is going to occur, and the ultimate counter to Iroquois. You get the ability to build Hoplites since turn one and that’s the key to your success. Build these guys, build a few more, and then build some more. Consider this: if your enemy has no Iron, he has no hope of conquering you, even with a 2:1 city ratio. Simply put, Archers (attack 2) can’t get through Hoplites (defense 3). Basically, such an attack will even favour you, since you will just get the combat experience upgrade for your Hoplites. It has been my experience thus far that it’s pretty easy to get Elite Hoplites early, if at all attacked, and it has also been my experience that these guys are damn annoying to attack.
Next, Masonry is an extremely important technology for the Greek player. Consider the abilities to wall your cities. Walls are no longer an attack stopper, like in Civ 2, but for the Greeks they are, even with the 50% defensive bonus. Each of your Hoplites has 4.5 defense then, possibly more defensive bonuses added. 3 is Middle Age defense already, while 4.5 is more than Knight’s attack, consider that for a moment. A walled Greek city is nearly impossible to take, and the enemy is welcome to crush his entire army here, and actually lose. And you can always build more of these Hoplites – put two in a city, and if there’s a city the enemy is desperately taking to take, put three there! Not too easy, if in unfavourable terrain, but well worth it. Swordsmen will die to Hoplites quite often, while a walled city will be very hard even for the Swordsmen to take.
If you also build offensive units of some kind, then, once the enemy army is gone, you can skirmish him.
Finally, a few words about the Persians. Personally I love the Immortals a lot, and consider that to be hell of a unit (and a nice graphic, too). If only you get Iron, you’re set up fine. If you have no Iron, actually, you’re pretty much screwed up with any civ, except the Greeks, who can hold on even without Swordsmen. It is obvious that Immortals cut through Spearmen easily. The enemy will have to wall his cities, if he wants to survive, and still, that’s only 3 defense for the Spear-Chucker, while you get 4 offense. Impressive, pretty much, no?
Immortals are also able to get through the annoying Hoplites, generally Persia is the only civ who has a nice chance of beating Greece early one. OK, they get Middle Age defense so early, but you get Middle Age attack now! It still will not be easy, especially since Greek guy is also likely to have high experience for his Hoplites, but that’s at least a fight you can win.
This has been pretty short, and I have notes on early battles in open field in my mind, and that’s something slightly different. But that’s something for another time here…
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