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Post by cv431410 on Jan 11, 2007 15:20:50 GMT -5
Farms, sweet farms, nothing but farms, ...
Thanks moineau. Another two questions:
(1) You get to this point (all farms) immediately? or you build something else first, and eventually convert them into farms?
(2) where are the 240P (good enough for 1 nuke per turn, when will Civ4 add nuclear winter to the game? ) production from?
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Post by cv431410 on Jan 11, 2007 13:11:34 GMT -5
Help me to understand this:
You have 35 guys (city size = 35):
20 guys working on land 6 scientists
Where did the other guys go? picnic somewhere?
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Post by cv431410 on Nov 20, 2007 13:13:30 GMT -5
Wait, wait, wait, ... I have an idea ;D
;D"Might makes it right" ;D; wouldn't you agree?
So The Bad seed and The Great Satan will have a Ladder 1 vs 1, winner wins the arguments.
To be fair, it has to be at least a 2/3 win, or even 3/5 win.
;D ;D ;D
PS. I have no clue what your guys are arguing with except knowing your guys are arguing
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Post by cv431410 on Oct 19, 2007 11:41:23 GMT -5
... you're pulling "facts" out of your anus . is ... that ... bad ...?
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Post by cv431410 on Oct 19, 2007 11:39:46 GMT -5
... you're pulling "facts" out of your anus. is ... that ... all ...?
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Post by cv431410 on Oct 16, 2007 14:17:02 GMT -5
Also supplied equipment and training to Osama Bin Laden in Afghanistan. ... That was the bad seed.
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Post by cv431410 on Mar 2, 2007 16:35:39 GMT -5
If there wasn't something strange about the whole situation surrounding the video, why would google, BBC, Digg, and a others, be making a huge attempt to remove and delete the video? Finding a video will soon be done by machine so it will not be a huge attempt. See attrasoft.com/videofinder70/
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Post by cv431410 on Dec 3, 2007 16:01:44 GMT -5
This is rare but did happen to me the last medieval game. It was 5v5 and I was a front player, meeting opponent on turn 1, so I settle immediately.
My capital has one single big farm with 3 food, ALL other tiles has 2 food. With a single 3F tile, I can work on 1 hill (0F4H) and has 1 food left for growing, or no hill with 3F left for growing.
My front city does not have a single hill and has two 3F tiles. Workshop at this point will take 1 food away and add 1 hammer. I slave to a point that no citizen is working. How do you work this kind of sh*t?
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Impis
Oct 9, 2007 14:48:14 GMT -5
Post by cv431410 on Oct 9, 2007 14:48:14 GMT -5
Curiously, how many units will you use for impis rush?
4; 6; 8; 10; 15; 20?
And when do u stop expansion so all of your cities are producing impis?
2 cities 3 cities 4 cities 5 cities?
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Post by cv431410 on Oct 3, 2007 12:59:15 GMT -5
TBG Strategy 1 1. Scouting 1 2. Optimal Starting Position 1 2.1 OK Starting Position 3 3. Other Starting Position 3 3.1 Case Study 1 3
TBG Strategy
This thread is for TBG strategy only. No tactics discussion please.
If you want to add a section to this article, please do, I will credit the section to you.
This article assumes (1) There is a team captain. (2) Teams are equally matched.
1. Scouting
Before your scout dies, you will need answer these questions:
Where is the capital of each of the opponents? If I were he, where do I place the cities? Does he or she have metal/horse? Do we have an optimal start? Do they have an optimal start?
This is very important for the later discussion.
It is important to keep track of where your opponents are; this in turn will determines the entire game strategy. Without this important information, it is very hard to make a strategic decision because half of the equation is missing.
A new player’s city placement may be unpredictable. An experienced player city placement is quit predictable. See section 2 and 3 below.
2. Optimal Starting Position
The optimal starting position is all teammates are equally spaced:
00100002000030000400
Where, 1, 2, 3, and 4 are players.
The optimal start allows quick expansion. Each player, in turn will build 4, 5, 6 cities following a very standard pattern:
(1) Zigzag Placement, 4 to 5 cities
x000 0000 000x 0000 x000 0000 0000 000x 0000 x000
(2) Triangle-line Placement
0x00 0000 0000 x00x 0000 0000 x00x 0000
(3) Double-triangle placement, 6 cities
0x00 0000 0000 x00x 0000 0000 x00x 0000 0000 00x0
Comments:
(1) Point defense for all teammates; (2) Easy support for all teammates, with double line road, one line links all front cities and one line links all middle city, the teammates are easily defendable. (3) Easy point win, due to the fact that 50% of games come down to points, this starting position is the best for point win; because every inch of land is utilized at the earliest convenience. (4) Coordinated attack, when players are equally match. 1 vs. 1 is suicidal. The reason is cats and best-defender-best-attacker arrangement. In the first round of attack, the attacker will be met with the best defender, i.e. the attacker will likely to die; assuming cats are used on both sides or no cats are used on both sides. In the second round, the defender will be met with the best attacker, i.e. the defender will likely to die. It is a number’s game; therefore, 2 vs.1 is better; 3 vs. 1 is preferred. Hint to Captain: never assume that players can make city placements that is optimal to your team. If you want overall optimal city placement for a point game, you have to manage it. This can change a single column zigzag city placement to a double column city array; therefore increasing one additional city per player in a very good location.
2.1 OK Starting Position
There are cases that are not optimal, but the experience players can make it optimal:
00100020000003000400
In this case, player 2 and 3 should expand toward the empty space and the overall placement is close to the optimal placement in the last section:
00100000200300000400 00100002000030000400 00100020000003000400
This is still OK.
2.2 Global Adjustment of Starting Position
This is straightly captain's job.
There are cases that are not optimal, but can be made to optimal in a single turn. This can be also very dangerous because of loosing 6F tiles. But when all conditions are right, the advantage of optimal starting position is huge :
00100020000003000400 One turn later
00100002000030000400
3. Other Starting Position
Life is not fair, optimal start might be rare.
Non-optimal starting position has many disadvantages. For example:
(1) When teams are equally matched, the optimal starting team will win point match. That is determined from turn 1. (2) Some player has no place to expand; (3) Point defense for players are not possible, i.e. very long defense line (4) Large sections of land are open for chariots rush directly into rare cities; (5) …
This is why section 1, scouting, is very important. If you have lost a point-race from turn 1, you should know it and act accordingly.
3.1 Case Study 1
This is a sh*t start:
00000000000000000000 00100200300000000000 00000000000000000000 00000400000000000000
Why? (1) Player 1 and 3 will have long front line to defend; (2) Player 2 is circled in; (3) Player 4 does not have much food initially because of back area; (4) Player 4 will have high city maintenance cost;
Even players do their best, this is just about as good as it gets:
10000200003000040000 11100200333330040011 10000200000300040000 10000444444444440000
If the scouting reveals that your opponent has an optimal start; will you win the point race? Not if the two teams are equally matched.
So, the game strategy is very clear: no point race, your team has to rush someone out via 3 vs.1. Assuming the following pattern:
00000000000000000000 00000000000000000000 00500006000070000800 00000000000000000000
00000000000000000000 00100200300000000000 00000000000000000000 00000400000000000000
This pattern is very bad for point game, but very good for rushing. That is your advantage. Player 1, 2, 3 must rush out either player 5 or 6. Now the team captain must answer these questions:
Where is the capital of each of the opponents? If I were he, where do I place the cities? Does he or she have metal/horse?
Which in turn decides an archer rush, chariot rush and sword rush.
00000000000000000000 00000000000000000000 00500006000070000800 00000**0000000000000
000*0*0*000000000000 00100200300000000000 00000000000000000000 00000400000000000000
On the other side, the team captain can make player 8 can rush several players:
00000000000000000000 00000000000000000000 00500006000070000800 00000000000000000*00
0000000000000000*000 001002003000000*0000 00000000000000*00000 000004000****0000000
To be continued.
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Post by cv431410 on Nov 8, 2007 20:11:21 GMT -5
LOL, the whole thing is a fiction to get you laugh.
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Post by cv431410 on Nov 8, 2007 1:13:24 GMT -5
I was in an elite ladder 5v5 teamer today, my opponents are all ladder elites: no-head, no-brain, no-ear, no-eyeball, and no-heart, no-brain is their captain. Half of my team are elites and half are noobs. The elites are half-brain, half-eyeball, the noobs are quarter-head, and no-tail.
The map is just unfair for my team, 4 are close together and I am far way from four of them. Being elites, no-brain noticed this soon and ordered a 3-1 rush against me. My closest teammate is a noob, quarter-head.
When I looked at his city, he is producing two cheerleaders. I ask him if he could send some horsearchers, he said later. I told him 3 vs. 1, I will be deleted soon. He said "you are such a noob, choosing a location far away from all of us. Look, you have six units: axeman, swordsman, spearman, postman, gentleman, and bowman. You need some cheerleaders to pump your men up. Plus, I did not say anything when you produce a gentleman, why you tell me what to do."
Meanwhile, three columns of swordsman, lead by no-brain, together with no-eyeball and no-heart, are approaching. I slave like crazy, get 1 axeman every three turns (I have only farms and 1 hill only, what a starting location). My hill city, 5 turn fortification and two newly slaved axeman helped. Out of 3 columns of swordsman, 6 units in each column, I killed 14 units, and dead on the turn the cheerleader arrived. Judging from the results, the cheerleader unit might helped, but if this noob send me two fasting moving horsearchers, I might have survived a 3-1 rush.
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Post by cv431410 on Oct 15, 2007 12:35:38 GMT -5
Here is "What I Saw In a Teamer Today". It is painful, but every funny:
Teamer starts 4v4, the captain was talking to a noob, which I did not really pay attention. Then the captain quits. Now we found out why, a warrior is 2 squares away from the noob's capital, which is guarded by a worker.
He has pop2 city with 3P and 2F1P tiles, so we asked him if he know how to produce a warrior in 2 turns. He said "No", he can produce a warrior in 5 turns. We helped him to relocate tiles so he learned to produce a warrior in 2 turns.
It turns out he wasted 1 turn already, and the warrior is 1 step away. So we told him that you don't have 2 turns. You have only 1 turn, can you slave it? He is very very slow to answer, and the turn ends.
His worker is no match for the attacking warrior.
I suppose it was our fault, we should have paused the game, and explain how to use slavery to him; or it could also be the game's fault, a worker should kill a warrior occasionally.
The game is over. Four reports: ;D ;D ;D ;D
Lesson learned: pause the game! Lesson learned: people will get better, but tuition must be paid, which is your reports.
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Post by cv431410 on Jan 8, 2007 13:28:46 GMT -5
I have been losing 8 team battles in a line and I am starting to get tired of it.
The captain’s role is the most important factor in the team player. When teams are equally matched, it is the good captain who will cast a deciding vote.
The captain must treat the entire territory as his own and take ownership of every city under his control.
The most common mistakes are:
(1) Attack
Background:
Attacking is obviously is most difficult task in the team play and must conduct under leadership of a good captain.
Attack for necessity, not for fun.
In a 5v5 match, a single player has little chance of succeed by attacking alone. On top of that, most players are “slow” attackers; many players are good defenders.
(1A) it is a matter of life and death for each captain to assume his front teammates are “slow”, unless he knows his team. Therefore, attacking must be conducted under captain’s supervision. The mistakes I have seen are unbelievable; as results, I have to report non-stop, because someone lost 40 knights ... he does not know what he is doing. Attacking is not knight rushing.
(1B) it is the captain role to coordinate attack;
(1C) withdraw
All attack stacks will meet the collateral-damage units; such damaged stack must be protected. For example, 20-knight stack are attacked by 15 catapults. Generally speaking, the knight are damaged, but not killed. This requires three immediate actions:
(1C1) the damaged stack must be covered by 10 fresh new knights; (1C2) the damaged enemy catapults, if outside the city, must be killed by your knights; (1C3) this is where most mistakes take place repeatedly, as if players have no brains, withdraw.
In this battle, you have killed a large amount of enemy catapults without losing many knights; this battle is over. It is time to heal. Pushing forward with knights of health 6.0 is nothing but disaster. Order should be given to withdraw. If the enemy decides to attack you, then you have shifted the attacker’s disadvantages by confronting them with fresh units.
If you do not have force to cover this:
(a) Stack designed to be damaged (b) Force covering damaged stack (c) Force for retreat.
then you should not have attacked.
(1C4) When all units are healed, attack immediately, the enemy catapults will be less lethal this time.
(1D) it is the captain’s decision to inform the team which style he choose to attack:
(a) Use double movement units strike at city directly via 2:1 number superiority, without reducing the culture defense; (b) Use collateral damage units to reduce the culture defense, and then attack; (c) Use collateral damage units to attack without reducing the culture defense (save 1 turn).
Option (a) is implemented in less than 5 seconds (move stack to position in the last 3 seconds of first turn and strike within the first 2 seconds of the next turn); therefore, there is no communication time within this period (<5 seconds).
Option a is bad if the city has a large numbers of pikes/elephants (so sentry units are important), but you can strike in 2nd turn, sometime even first turn ("stealing one turn"); Option b uses single move stack, which is also bad.
The unit compositions are different for each of these two styles, and therefore, the preparation will be a bit different. Option b, collateral damage units, uses single movement stack; the units should contains anti-pike units (crossbow) and anti-elephant units (muskets), unless you are Spain.
(1E) When attacking, withdrawing is always an option. Withdrawing need be covered by reserve force (5-7 units). Suicide? What’s the point? The bottom line is this: you do not have to.
(1F) Informing team in advance you want to attack 1 city, or 2 cities, or 1 city + 1 diversion.
(2) Defense
(2A) Pro-economy vs. Pro-defense
Defense is a bit simpler than offense, but it still demands captain’s design. Leaving to the front player alone, there are two types of front player:
Pro-economy Pro-defense.
Both types, without captain’s intervention, can get into deep trouble.
Let
X = city I = iron F = fish 0 = tiles
Assume the current situation is this
00000 I0000F 00000 00000 00X00
Pro-defense player will place a city here (Single Point Defense)
00000 I0X00F 00000 00000 00X00
This placement wastes fish and many resources.
Pro-economy player will place two cities here (Double Fronts)
00000 IX00XF 00000 00000 00X00
This placement, double front cities, can run into trouble easily.
If you think pro-defense is good, let me share my experience with you: in one 5v5, both teams play defense and our team leads in 108 turns out of 110 turns. Unfortunately, our luck run out in the last 2 turns; we have to file 5 reports because we lost less than 100 points. Well, you have guessed it, our front city placement is:
00000 I0X00F 00000 00000 00X00
and there is a significant waste of land.
If you think pro-economy is good, surely you have seen double front cities means death. We have seen them many, many times. Well, you have guessed it, our front city placement is:
00000 IX00XF 00000 00000 00X00
The front guy is dead.
If the economic benefits are truly justified, then there is only one way out of this, the captain. Captain will need to order a pro-economy city placement to the front player:
00000 IX00XF 00000 00000 00X00
At the same time, order the supporting player to defend the one of the two cities and leaving the front player to defend a single city.
Without captain, it is very rarely to get this done right. It is so obviously that if there is a double-front, the supporting guy need to take care of one of the two cities, is it? In reality, nothing like this will happen on its own.
(2B) Troublemakers
There is a particular type of players:
(a) They love to attack; (b) They lost ALMOST all the time.
You would think they could learn, would you? I suppose they do win sometime so they keep doing it.
If your team is winning, then offense is merely an option. If the captain does not want to attack, then he must stop his teammate, if the front line player is a “slow” war warmonger, which happens quite often.
(3) Economy
The easiest time to take city is early rush; as a result, early rush happens quit often. It does not matter whether you are the attacker or defender; the economy suffers quite a bit.
It is the captain job to help them to build back up. This means
(a) Strengthen their defense (obvious); (b) Build city for them (less obvious); (c) Build workers for them (less obvious).
Had you own your land and his land, would you send workers there? Would you send settlers there? If you do, then gift workers/settlers to front players or order teammates to do so.
Remember, for the same amount production, it is more productive to gift him settlers/workers than units. Why? Settlers/workers stop him from growing. He can produce units while growing (This is so hard for people to understand).
Again, take ownership of the whole territory. Treat every city as your own. If you do this and your opponent does not, it is quite possible you will put a distance in scores between you and your opponent, therefore, forcing him to attack you. It is my believe that 5 strong players is better than 3 very stronger players + 2 week players.
(4) Planning
If you attack because you have to (low score), chances are your opponent's army is just as large as yours. You will have the advantage in unit number for a very short period of time.
(4A) Explain the attacking procedure before you attack. This is like a sport; your team is entitled 2 breaks just as any other sports.
Captains need to cover basic plans:
* Which side is offense, which side is defense?
* In 3v3, 1 defense + 2 offenses are common. In 5v5, 1.5 defenses + 3.5 offenses are common.
* If you want all out attack in the last a few turns so your opponents cannot counter attack, let teammates know in advance.
*If your team is losing and you want to mount a complicated plan such as sending 5 - 7 mostly empty boats (They do not know boats are basically empty) to one side in the last few turns and concentrate 4 players to attack the other side; then take the time to explain the strategy early, because it take many turn to put a complicated process together.
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Post by cv431410 on Dec 4, 2006 12:39:48 GMT -5
why would u slave at all... the settlers are like 1 turn Second to this statement. The whole point of modern game is to have every production-city producing 1 unit per turn. For that, you need large cities with strong production (many workshops if not enough hills); strong economy (several good commerce cities) to support Universal suffrage (without it, most production cities should pump out a unit every 2 turns); and 0% research for Universal suffrage (each future tech gives you +1 happiness and + 1 health and hopefully you can live without them for a period of time). Will Slavery delay reaching this point?
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Post by cv431410 on Nov 30, 2006 12:18:46 GMT -5
Trust me on this one. Slavery owns future. I have been taught: Slavery for early eras; Drafting for middle eras; Universal suffrage for late eras; For example, in the Future era, drafting costs 3 pupolation to produce a Mech Inf. and therefore, is unrealistic. Can't image how you produce a mech Inf. with slavery. On the other hand, if you produce $600 per turn and set research to 0%, the $600 can make several cities producing 1 mech inf. per turn under Universal suffrage. Trust but verify .
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Post by cv431410 on Nov 29, 2006 22:27:31 GMT -5
About civ3 vs civ4 future i cannot comment this as i didnt play activily mp civ3. But on general i can say i enjoy civ4 future..they are very fast and furious. In my playstyle i have like max 0.5 sec to make decisions for each of my workers (and there are actually options considered) i usually barly manage to finish my turns with all units moved. And for me this is fun as it pressures me to think fast. I kinda agree fighter has a very high line of sight and I do abuse this to its fullest if i expand mad to make sure nobody is attacking me that turn in weaker parts of my empire. Also tommynts comment on the settler beeing incredible powerfull in future is spot on - its such an incredible bargin getting so much for just 67 hammers. If they want to turn down the pace of futures make the city pop limit lower, or reduce number of starting settlers. After first 10 turns, you really only need to make sure you build enough workshops; other than that, the workers really should be automated. If workers do not behave as you expected, use quantity to compensate quality. There are a lot more activities in the future games so managing workers should not be one of your tasks.
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Post by cv431410 on Nov 13, 2006 13:44:07 GMT -5
My 2 cents:
I have not played this era for a long time and there are several very important tips that are not listed here, so I thought it might help:
I. Production General Principle: Production, production, and production. Goal: 1 unit per turn per city. How:
(1) WorkShops Get as many workshops as your food support.
(1A) Plain Workshop : Tech Required: Metal Casting FPC Value: -1F 1P Tech Modifier 1: Guilds +1P Tech Modifier 2: Chemistry +1P Railroad: +1P Civic: State Property (Communism) +1F
==> Production: 4P + 1F - 1F (Guilds, Chemistry, Railroad, State Property)
*** 4P ***
(1B) Terrain
Plains 1F 1P Terrain Features: Hills -1F +1P Let us put a workshop on plain.
*** 5P ***
(1c) Multipliers
Forge, +1 unhealth, +25% hammers Factory, +1 unhealth, +25% hammers +50% hammers with power
Coal Plant provides power with Coal (+2 unhealthy) so the factory use +50% hammers
Ironworks, +2 unhealth National Wonder (1 allowed) +50% hammers with Coal +50% hammers with Iron
Maximum multiplier: 175%
*** 5P x 2.75 = 13.75 ****
(1D) Sorry I could not remember what Print Press supposes to do here except it helps production. Someone can help here.
Well, you got the picture, It does not too many 13.75P to get a rifleman. A few workshops means 1 unit per turn.
(2) State Property State Property is workshop's younger brother. It gives you +1 food from Workshop & Watermill. It increases the availability workshops because the limitation for workshops are food.
(3) Universal Sufferage + 0% Research
As agoodname stated earlier: “Universal sufferage is great mid game in an industrial. Never underestimate how much gold you can bring in in an industrial teamer, each city has a market+ grocer by default so you get +50%, if you get a bank thats +100%.
I find that with the kremlin and 0% research i can buy riflemen or artillery almost every turn in every one of my cities.”
When you combine these three and your opponent does not, well…you get your goal, 1 unit per turn. Wait ..., I forgot drafting, for a short period of time ( 3 - 5 turns) , you will get 2 units per turn per city (well 3 cities).
II. Machine Gun: (1) In classic era, you saw a stupid archer with double hill defense just sitting in your hill; later, you saw a stupid longbow with double hill defense just sitting in your hill. Well, there is a similar unit now, machine gun. Use it often. It is like a Spanish horse sitting in a forest hill, you really need cavalry to handle it. A machine gun sitting in a forest hill, you really need tank to handle it. Machine gun is a very important unit, never ignore its huge role in this era.
(2) Attack: First stack = 5 machine gun + 5 cannon; second stack = 10 inf + 3 machine gun. That will get your stacks to enemy city safely. Machine gun does not attack, but IT PAYS TO HAVE THEM IN EVERY stack. When your stacks are attacked by cannon, the machine guns will be the one at work. What? they block your attack ..., ctrl+1 and ctrl+2, the machine guns get their own number ..., they do not block your attack, you block your own attack.
III. Drafting Drafting, equivalent to slavery in early eras, is really at its best for this era, because the cost is 1 (population 6). The cost for the next era (Modern) is 2 (population 7) and the cost for the one after (Future) is 3 (population 8), which really make drafting useless.
The points are: slavery for early eras, draft for middle eras, and Universal Suffrage for late eras.
IV. "Real Joke"
Get 60 units out of a single city in 120 turns for nothing.
(1) Build 5 cities; (2) Build 5 theaters; (3) Select 1 city, which has a lot food to grow population very fast*, build global theater; (4) Draft every turn**.
* Size 1 to 2: 20 food /2 Size 2 to 3: 22 food /2 Size 3 to 4: 24 food /2 Size 4 to 5: 26 food /2 Size 5 to 6: 28 food /2 Size 6 to 7: 30 food /2 ...
"1/2" factor comes from granary.
** A city with 3 - 4 seafood is certainly not common, nevertheless it does happen. When you have a city like this, try this crazy idea:
City of Size 5: city = 2 food 4 seafood = 24 food 1 farm = 3 food Total = 29 food Population 5 requires 10 food ==> 19 left over. 19 Food grow size 5 to size 6 in 1 turn. Drafting reduce city from Size 6 to Size 5. Global Theater ==> they are happy to join your army. Get one rifleman every turn!!!
It will be slower for inf. because the cost is 2. But it will still be good.
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Post by cv431410 on Nov 7, 2006 11:55:27 GMT -5
Yes, Sir. >>You are quite right that most second line players dont understand this. If I was behind you on the front and you asked for workers and settlers I would think we have no chance of winning. << My point is that each player will play in such a way that it optimally increases the power of whole team, not a single team member. I do believe these two goals (single player vs. team) do not always overlap in short run. Should an optimal operation require enhancing the power of the front line player because he has been heavily hassled, so be it. This is not at all to excuse a new front player who simply does not know how to play well, nor the game should be evolve around the front player. You are quite right joining Ladder is something, even library is optional, only forge and barrick are required, what a change.
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Post by cv431410 on Nov 7, 2006 9:25:01 GMT -5
>>However, you're incorrect in that being placed on the front-line is not an excuse to beg for Workers and Settlers and build none for yourself. It's not like you're going to be under immediate attack ... unless you're up against Arabia the only units you need to worry about early are Longbows. No big deal, they are slow moving and not too strong. Build a Catapult and/or a Mace and build your own Workers.
<< Timing, my friend, it is all about timing. It is not that I do not want build settler, I just can't build them on time. I want my third city up asap. I think it will be benefical to the entire team if the second line player build my third city brfore his 5th city.
A team is strong if there is no low power player in the team. Cooperation between team is not only for units, resources, and tech, which all players know, but also for strategy (N:1 attack vs 1:1 attack, when, whre, how to attack, reponsibility in artist production, units production, gold production, research cities, ...), workers, great people, city placement, and cities. Basically, a team must act like 1 peron, instead of 5.
Lacking cooperation between team member in strategy, workers, great people, city placement, and city are really problems.
Also, I found this is really help, instead of calling the front line player newbie, treat the front city as your own, and consider defending the front line city as defending your own city. Treat front line player's city as your city, and treat front line land as your own land. If you can do this, you will help front liner to build third city before you build your own 4th or 5th city.
Here is my best lines:
Me: "India, can I have 1 settler and 2 workers?" India: "Who do you think I am, Santa Claus?"
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