Well finally at last, tacit admission that people like me and Angry and others are right and have a right to complain. Especially as this is NOT spelt out in the system specs.
Yes, Generaldoktor is righ, lets get back on topic. My apologies as well.
I copied and pasted this from the AOM forum, posted by stancarp. It will give you some ideas.
"I have a few milestones in my strategy.
Turn 50; at least 5 cities (I budget on one from ruins), explore as much as possible, avoid conflict, get ceremonial burial and projectile weapons ASAP, go for stonehenge.
Turn 70. 4 defenders minimum including a slinger for every city if possible. I sometimes pull back a few explorers if necessary, especially if they are close and I have enough units out exploring. Avoid war.
Turn 100. 8+ cities, going for Code of Hammurabi, Temple of Solomon, Valley of the Kings. Avoid war. Switch to 10% PW after getting Stonehenge or before if you have to because of barbarians hitting the cities. Think about a nomad for military advances (copper smelting/horse riding) if you have lousy neighbours.
Turn 150. 12 cities, getting close to VOK, going for Hanging Gardens, Avoiding war. Hammurabis is killing barbarians for prisoners and slaves. A nomad or 2 for military advances.
I find if I remain peaceful (and that really hurts my ego as David (Hex) will tell you), I can go for many of the good wonders. Go to war and that means military units and PW and less effort in wonders. Don't rush buy after the first 3 units (using about 1500-1700 gold). Save to bribe AI and beat the AI to wonders by rush buying. Only rush buy units and only if absolutely desperate.
Outposts are the best tile improvement, so I build little else until after the Dark Ages. Especially on goods. Even better on a good in the city radius. Around turn 175 I start thingking of a few caravans for the best trade routes.
To avoid war, give 100 gold immediately to an AI on meeting. Avoid tresspassing on their land as this will drop their regard for you very quickly".
someplace else. Thanks again to StanK for finishing the masterpiece.
) , but I dumbed down the game while leaving "pollution" and "bloodlust" on to try to win one time early in my experience, using some semblance of the AOM rules and I didn't come close. My experience is similar in the AOM II games I played. The production times don't seem unrealistic given the scope of the game, but it is hard to get nomads out, so all this talk about "expanding" to the city cap and building lots of outposts on strategic goods, (nomad required,) seems pie-in-the-sky to me. Warriors/hoplites take a lot of planning to get out in sufficient numbers too. Then are the flanker/missle guys and some most be horses, because a walking warrior before turn 50 can cover, well, 49 squares and that don't tell you much about the world. I'm not seeing any ruins and when I do encounter other civs, they tend to attack me within a few turns even if I give them 200 gold. Embassies and receptions don't seem to help much either.
) I was particularly complacent about only building one horse, when it is clear they are the only reliable scouts. My scouting was inadequate and I feel, though that seems to contradict the advice here, that I should have saved my nomads for more cities instead of building on strategic goods to build up military tech for units I wasn't producing anyway. Phalanx in particular seems to be a two-edged sword (or spear
) , as I tripped frenzy and maybe the barbarians too by acquiring the technology, but only had two of the units by the time of my fall to barbarian invaders, (having never met any other civ.
)
That must mean its a good game.
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