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Post by Magzi on Mar 4, 2006 6:43:27 GMT -5
Well, I'm no expert (far from it ) but I can answer the tech query. If more in a team research the same tech it is researched faster. Hence we pick same techs to speed up the discovery of them for the team.
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Post by tommynt on Mar 4, 2006 8:33:42 GMT -5
teching of all team member adds - so it s best to do allways all same - so just allways do the tech captain is doing and tell him if u r interested in some special tech (for example u got fishes - just say u need fishing as fast as possible)
basicly war pays of much more as in ctons - your main target is not to have higest score but to have higher score as your opponent - usually teamers are decided by kills not by score - so choking your closest opponent by slowing down yourself a bit is a good idea - best to happen in a teamer is to suround some1 s cap with superior units - even if yourself are looking not to good by doing so he ll be afterwards a easy meat for the catas of a teammate
wonders are kinda even better as in ctons as the effects affect all team - but build em only if u can afford to buiuld em without getting prssured yourself or some teammate.
what should for example not happen is that u start building pantheon - while your close team member is getting attacked and dies or gets pillaged hard - helping teammate is as good as helping yourself
getting resource as fast as possibe is superimportant - in a 5-5 anc u can nearly bet that some opponent ll try chariot rush - so better be prepaired for it
on desicions where to attack it s most times best to follow cap orders - pressuring your closest opponent is kinda allways good idea - fight clever .. if u loose 10 units but opponent loose 12 u have kinda won fight even as u lost
another thing is to know basics of civ - u just need to know em to play teamers - teammates and captains arent their to tell u how to get a worker and connect a resource. Sure u get helped out in though situations but basicly u need to know how to play to do good
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Post by friedrichpsitalon on Mar 4, 2006 13:54:43 GMT -5
If I can find time soon I'll try and put something together, though I suspect it'll be a longer-winded version of what Tommy said with slightly different tidbits thrown in.
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Post by zzZhenon on Mar 4, 2006 21:28:49 GMT -5
lol get to work Fried, then charge $5.95 for the PDF file hehe
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Post by Sidhe on Mar 5, 2006 6:16:07 GMT -5
I'd say it's about teamwork 1st and foremost do that well and the rest comes naturally. Keep your eyes open learn when to obey without question and when to question ideas of other players, and keep an eye on what others are doing so you can be in a position to support not react. Don't start long arguments with team mates as well, if you have to argue for more than five minutes it can wait till the end of the game, I hate it when that happens
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Post by DrShot on Mar 8, 2006 16:09:28 GMT -5
There are a few major changes in c4 team games.
First you will notice that you can see EVERYTHING your team sees. This is nice.
Most team games are played on only a few map styles. This is from weeding out some less preferred ones(to date). There are set styles of teching that get used routinly in most Era. Example: In a Renn Era start most start with Natinalism to get an early wonder (Taj) for a GA. conversly the other team could go for Gunpowder in hopes of a mil advantage for a few turns. Perhaps for a rush on a weak front. From here there are other choices as well. Does one goto Education to Liberalism(gives free tech to First to disco)using it for Milatary Tradition<MT>(cossacks are very nice for most players). Some go straight for MT without delay and a fast kill. Most maps have water. On occasion a nice trick is to skip the 'traditinal' channels of teching and get astronomy (galleons) for a surprise naval landing on an unsuspecting 'back' city. Taking risks, as usual, are overwhelmingly rewarding when successful. Yet in failure they can make for a quick trip to the lobby. Knowing your opponant and what he will(usually) do is an advantage in my book. Combine these factors with teams experience, positions of players and resources and so on can make for a great game experience every time...win lose or... well winning is still fun.
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Post by mrsaturn on May 16, 2006 1:52:23 GMT -5
If you're in a 3v3 and you're in the middle, you're relatively safe for a while. If your border partner is under siege, obviously send military help... but also send workers and settlers. Border players have to focus on defense much more than building, so the center person should help them out in any way possible. If they lack a military resource, hook one up and give it to them.
Often when I'm in the safe center spot, I build military and gift them to my border partners, so they can coordinate their defense/attack easier.
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Post by tommynt on May 16, 2006 2:40:58 GMT -5
i d say boarder players should focos on killing not on defence - at least as i m not on other side BETTER GO FOR SOME1 ELSE NEXT TIME
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