Post by churchill1 on Jul 4, 2006 9:54:36 GMT -5
I and lots of others have been playing and enjoying a lot of medieval teamers of late. So here are a few things I have gleaned. Thanks go to Mookie for much of this.
Tech route:
I think tech is pretty flexible but my preferred route (on tbg [my fave map] anyway, on inland sea things are a lot different):
Feudalism,
(Music - if u can be confident u will get the great artist first, i.e. they went feud or CS 1st and ur teching better.)
Civil Service
Machinery
Theology (possibly before machinery - it's cheap and really worthwhile. It's also a good idea to spend a great artist on this unless u really need him for a culture bomb. And if u scout well and know how to make culture then u shouldn't)
Engineering
Guilds
Banking
Paper + Printing press (may be)
May be education if u have a GS to put towards it, then liberalism.
Gunpowder, possibly earlier if u have a France.
Then military tradition, if u get that far.
As u can see teching is really important, all of these are wonerful techs.
Wonders:
There are 3 really nice wonders to be had in this era:
Great Library
Hanging Gardens
Chicken Itza
It's worth racing for these when u can afford the lapse in unit production. With an industrial civ and the resource and the organized religion civic (not to mention forges) they are phenonemally quick to build.
Leader choices:
As per usual the 4 killer traits in this era are: Industrial, financial, spiritual and philisophical. With aggressive not far behind. (btw, organized civic sucks )
IMHO spiritual is the greatest, this is because u will want to be changing civics all the time:
1. to adopt slavery and org religion
2. to adopt ur religion.
3. to adopt feudalism and serfdom
4. to adopt civil service
5. to adopt theocracy
6. Swapping from theo to org rel when u need missionaries and buildings.
7. Swapping back again.
8. Adopting mercantilism
9. Adopting slavery and nationhood when ur up nuts (LOL - I always wondered why nuts was such a popular word, now I know why) creek.
etc. etc.
I think a philisophical leader can be used to good effect, especially if he builds the great library. Pretty well all ur great people will be coming from the great library city (which should have a national epic in it, of course). These will be mostly great scientists, which can be used for paper, education and/or for academies in ur best science cities. It makes sense to make the academies early so you will gain from them for a longer amount of time.
He can also pop an early great artist, which can be either used for theology or for a quick bomb.
U should only NEED one philisohical civ. Since they will be getting all the GPs and the other guy will be playing catch up.
So here are my favourite medieval leaders, though it's pretty obvious from what I've already stated:
Gandhi
Saladin
Qin
Huayan Capac
Napoleon
Early doors:
Explorers used correctly are real nice. If they grab a forest next to a city they will take some shifting (esp if the guy doesnt have an elephant - and chances are he won't). Put ur archer in with him and enjoy grabbing those workers. Xplorers provide excellent cover for incoming units.
Make an early catapult and put it in the forest and he will just have to sit and watch u bombard his defences. It doesnt matter whether ur gonna rush him or not, ur scaring the poo (or nuts if you prefer) out of him and that is good enough on its own. If u do intend to rush him u obviously gotta road up. Horses can really do a nice job esp if he is only making catas himself. Other 1 move units take a little too long to get there. I tried rushing like this today, just as I got enough units on him to take the city, he got a long bow . Horses can wreak total havoc as always.
If I can (and unless ur in the back it's hard to say how much u will get choked) I will go worker first in both cities. Chop one in one city and use the same worker to chop the one in the other city. I can't say exactly, but may be 7 turns in u have 3 workers (not including the ones u stole ). Two to improve each city and/or chop units (if u think the rush is viable- which is very hard to judge, but having a load units on ur opponent is never a bad thing. That said whilst ur rushing one guy another might be building happily away ready to throw a stack at u.). One to road between cities.
Of course it totally depends on circumstances and u just gotta use ur nouse.
As for attacking on tbg, almost always go for the guys at the side, they are the hardest to support. U gotta fight especially clever, cutting roads etc (something i need to improve). And working as a team is especially profitable (as if it wasn't already).
Oh well. Please add ur own stuff. Feel free to criticize and pick at it, but be nice .
Winston.
Tech route:
I think tech is pretty flexible but my preferred route (on tbg [my fave map] anyway, on inland sea things are a lot different):
Feudalism,
(Music - if u can be confident u will get the great artist first, i.e. they went feud or CS 1st and ur teching better.)
Civil Service
Machinery
Theology (possibly before machinery - it's cheap and really worthwhile. It's also a good idea to spend a great artist on this unless u really need him for a culture bomb. And if u scout well and know how to make culture then u shouldn't)
Engineering
Guilds
Banking
Paper + Printing press (may be)
May be education if u have a GS to put towards it, then liberalism.
Gunpowder, possibly earlier if u have a France.
Then military tradition, if u get that far.
As u can see teching is really important, all of these are wonerful techs.
Wonders:
There are 3 really nice wonders to be had in this era:
Great Library
Hanging Gardens
Chicken Itza
It's worth racing for these when u can afford the lapse in unit production. With an industrial civ and the resource and the organized religion civic (not to mention forges) they are phenonemally quick to build.
Leader choices:
As per usual the 4 killer traits in this era are: Industrial, financial, spiritual and philisophical. With aggressive not far behind. (btw, organized civic sucks )
IMHO spiritual is the greatest, this is because u will want to be changing civics all the time:
1. to adopt slavery and org religion
2. to adopt ur religion.
3. to adopt feudalism and serfdom
4. to adopt civil service
5. to adopt theocracy
6. Swapping from theo to org rel when u need missionaries and buildings.
7. Swapping back again.
8. Adopting mercantilism
9. Adopting slavery and nationhood when ur up nuts (LOL - I always wondered why nuts was such a popular word, now I know why) creek.
etc. etc.
I think a philisophical leader can be used to good effect, especially if he builds the great library. Pretty well all ur great people will be coming from the great library city (which should have a national epic in it, of course). These will be mostly great scientists, which can be used for paper, education and/or for academies in ur best science cities. It makes sense to make the academies early so you will gain from them for a longer amount of time.
He can also pop an early great artist, which can be either used for theology or for a quick bomb.
U should only NEED one philisohical civ. Since they will be getting all the GPs and the other guy will be playing catch up.
So here are my favourite medieval leaders, though it's pretty obvious from what I've already stated:
Gandhi
Saladin
Qin
Huayan Capac
Napoleon
Early doors:
Explorers used correctly are real nice. If they grab a forest next to a city they will take some shifting (esp if the guy doesnt have an elephant - and chances are he won't). Put ur archer in with him and enjoy grabbing those workers. Xplorers provide excellent cover for incoming units.
Make an early catapult and put it in the forest and he will just have to sit and watch u bombard his defences. It doesnt matter whether ur gonna rush him or not, ur scaring the poo (or nuts if you prefer) out of him and that is good enough on its own. If u do intend to rush him u obviously gotta road up. Horses can really do a nice job esp if he is only making catas himself. Other 1 move units take a little too long to get there. I tried rushing like this today, just as I got enough units on him to take the city, he got a long bow . Horses can wreak total havoc as always.
If I can (and unless ur in the back it's hard to say how much u will get choked) I will go worker first in both cities. Chop one in one city and use the same worker to chop the one in the other city. I can't say exactly, but may be 7 turns in u have 3 workers (not including the ones u stole ). Two to improve each city and/or chop units (if u think the rush is viable- which is very hard to judge, but having a load units on ur opponent is never a bad thing. That said whilst ur rushing one guy another might be building happily away ready to throw a stack at u.). One to road between cities.
Of course it totally depends on circumstances and u just gotta use ur nouse.
As for attacking on tbg, almost always go for the guys at the side, they are the hardest to support. U gotta fight especially clever, cutting roads etc (something i need to improve). And working as a team is especially profitable (as if it wasn't already).
Oh well. Please add ur own stuff. Feel free to criticize and pick at it, but be nice .
Winston.