As it applies to Team Merc, that is.
Given that we cannot receive payment until at least Alphabet, our goals early should revolve around grabbing resources to build units, self defense, and getting alphabet and currency ASAP.
Techs needed for seeing resources:
Bronze Working.
Animal Husbandry.
Iron Working.
Techs needed for self defense:
Bronze working.
Archery.
Bronze, animal husbandry, and archery should most likely be our 3 early goals IMO. With the wheel coming next for hook up, and Iron a little later, and a little dependant on whether we got copper or not or need some worker enabling techs.
Chances are very good we will have at least one resource of bronze, ponies, or Iron. Haven't seen a map that isn't true yet.
The specific order will be somewhat dependant on map and civ choice. In the longer run, we need to focus on getting the trade enabling techs ASAP.
IF quick wins out, we MUST beeline to gunpowder units after that. And when I say beeline, I'm talking of perhaps picking up drama if we don't have a religion from a neighbor, but otherwise heading straight for it.
If normal wins, Axe/swords will be viable selling material for a decent time, and we can detour a little while beelining for gunpowder. I would skip the maceman/knight era units to go right for gunpowder units.
Given that we cannot receive payment until at least Alphabet, our goals early should revolve around grabbing resources to build units, self defense, and getting alphabet and currency ASAP.
Techs needed for seeing resources:
Bronze Working.
Animal Husbandry.
Iron Working.
Techs needed for self defense:
Bronze working.
Archery.
Bronze, animal husbandry, and archery should most likely be our 3 early goals IMO. With the wheel coming next for hook up, and Iron a little later, and a little dependant on whether we got copper or not or need some worker enabling techs.
Chances are very good we will have at least one resource of bronze, ponies, or Iron. Haven't seen a map that isn't true yet.
The specific order will be somewhat dependant on map and civ choice. In the longer run, we need to focus on getting the trade enabling techs ASAP.
IF quick wins out, we MUST beeline to gunpowder units after that. And when I say beeline, I'm talking of perhaps picking up drama if we don't have a religion from a neighbor, but otherwise heading straight for it.
If normal wins, Axe/swords will be viable selling material for a decent time, and we can detour a little while beelining for gunpowder. I would skip the maceman/knight era units to go right for gunpowder units.
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