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Post by mrgametheory on Nov 7, 2006 11:31:37 GMT -5
In MRGameTheory's case, opinion is like the Sun, Illuminates all, is uncontrollable, unavoidable, gives Super man his Strength, Kills Vampires, and persuades Gorgeous Women to take off their clothes.....
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Post by mrgametheory on Jun 6, 2006 23:35:48 GMT -5
exactly thats what Im talking about, obviously I know the above two, but I would love to have alist for the entire tec map thats my goal.
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Post by mrgametheory on Jun 6, 2006 20:58:03 GMT -5
OK This is what I mean.
Is there a direct order that you get tecs from great people. Do they always gie the same tecs if you have the same tecs already completed? Sometimes I notice my great prophet giving me philosophy and sometimes theology and sometimes civil service, what determines it and by that I mean what Specific tecs do I need to get the spec iifc one I want or it it random. I want to build a Map that gives a detailed list of what tecs you need to have as a prerequist before you get to have a certain tec as the one a certain great person gives. I know it seems like an insane amount of work and It kinda is, but if we could somehow get our hands on a designer of the game he might be able to easily give us that list and I believe that the list would dramatically change the strategy in this game and possibly balance it out. heh could also destroy the game, but hey, thats what I do best ;D
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Post by mrgametheory on Jun 6, 2006 15:47:48 GMT -5
Would it be possible for someone who "helped to design" the game or a bunch of people who really know the great person game to provide a great person break down of the tecs. Like what great people give at certain stages of the game when you have and dont have certain tecs. I know at first glance this may seem ridiculous, but it really isn't too bad and if you were looking at the actual structure of the game it wouldn't be difficult?
Lets make it and add another dimension to strategy.
This Will be a gradual process unless someone from the game can actually help us out, but I think that this chart would completely change this game when it is finished.
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Post by mrgametheory on May 11, 2006 21:54:01 GMT -5
I only use it in 2v1's And currently im 13 / 16 in 2v1's and ive won the last 8 2v1's
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Post by mrgametheory on May 11, 2006 3:06:29 GMT -5
Can you please wait 30-48 hours before you move this thread. considering this involves a vast majority of the ladder community I would appreciate it if everyone was allowed to know it exsists due to everyone checking the general boards more often than the other sections. ;D thanks a bunch
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Post by mrgametheory on May 11, 2006 3:00:57 GMT -5
1) No matter your location, set the following Civics on the first Turn. ¡V Monarchy ¡V Bureaucracy ¡V Serfdom ¡V Mercantilism - Organized religion -
2) No matter what, set your technology to the Tec your team captain has decided on the first turn.
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If you are furthest away from your enemy than you need to follow this Post:
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1))))))))))) Look at your starting location and place your cities around a combination of 1) Food resources - (Corn, wheat, etc) 2) Strategic resources ¡V (Iron, Copper, Horse, Elephant) 3) Mountains ¡V Only if a lot of grass or flood plains or Food resources are around them.
2)))))))))))) You need to constantly be assessing the game and keeping track on both sides and providing support to the sides that you think need the most help in either defending or killing an opponent.
3))))))))))))) You should constantly be talking with the captain of the team providing insightful information on a constant basis to how you feel the game as a whole is progressing and where resources need to be allocated. If you feel that you don¡¦t grasp the game enough to make these assessments than just keep your mouth shut.
4)))))))))))) Use your brain and try to get as much green grass/flood plains/Mountains in a single square. All of your first cities should be placed in areas where there are the most trees so you can cut them and build lots of workers and settlers very quickly. You are than going to place settlers in locations where there are the best combinations of food, strategic, and special resources.
5)))))))))))) Don¡¦t just go for mountains or you wont have enough food to work them and if there is an area with no mountains but tons of grass than place a city there and build nothing but cottages and farms. In these types of cities you are going to build nothing but (Forges-Graneries-Banks-Librarys-Universities-Grocers-markets-Barracks-Military troops-settlers-workers-missionaries)))) 6))))))))))))) In every single city besides the ones designed for only food and cottages only, you should be building nothing but (Forges - Barracks ¡V Granaries - Military units - workers ¡V Settlers - Missionaries). If your capital or any other city looks like it has enough food to work all the mountains and still have some extra remaining, build cottages in that city. If you realize that there are around 5 cottages being used in a city beyond all the strategic and mountain resources, than build a bank in that city.
7)))))))))))) Try to utilize as many squares as possible in your capital due to Bureaucracy. This means that it may be necessary to build an aqueduct in your capital and extra military units in order to keep this city healthy and happy. You are definitely going to want to put a bank in your capital if you are going to make it a source of great wealth.
8)))))))))))) When possible you need to analyze every single team mates situation and allocate the strategic, luxury, and health resources among them according to their need. This means telling people to trade with other people when they have 2 furs or 3 elephants or 5 health when they only need 1 health.
9)))))))))))) Build as many cities as it takes to fill the land around you. I would suggest building 2 cities capable of great production for every 1 city that is capable of great wealth. You have to balance your cities out.
10))))))))))))))) Starting turn 6 - Watch the Power graph, MFG Graph, gold graph on every turn and never let the enemy on the opposite side of your front row guy ever exceed your front row guy and never let the Support front row guy on the other side ever exceed your power graph / MFG graph. Never let the combination of all the opposite guys exceed your team.
11))))))))))))))) If there are more than one front row guys on the map than you need to make sure that a great artist is in the process of being made for both of them. They each need to have a great artist by turn 30.
12))))))))))))))) (build heroic epic in the city with the best production) and build the national epic and a library in the city you feel you are going to be building your wonders or having the most specialists in.
13))))))))))))) In the beginning, if it is possible, get out regular warriors before you hook a metal so you can have a cheap city cover to avoid unhappy faces from lack of military protection.
14)))))))))))))) When choosing what to improve with your worker in a new city, improve food land first in order to help your cities grow as fast as possible.
15))))))))))))) Constantly talk with the people around you and make sure everyone is ok on all sides of the map.
16))))))))))))) If the map is inland sea it is your job to get out a caravel by at least turn 35 in order to explore the waters and check for surprise attacks. You may even want to disrupt production or plan your own surprise attacks.
17)))))))))))))) Always try to stay on the offensive on both sides and if you feel the war is going to one of your front row guys on one side of the map, than you need to start producing more military units and help that side because that could mean the introduction of the middle man on the other team helping that side. You may also want to make an attack on the other side that the middle man is not helping on and ask your side being heavily attacked to just focus on defenses.
18)))))))))))))) There are different styles of playing. If you are the type of middle person that likes to expand a ridiculous amount in the beginning and take the initial loss in power for a long term secure victory if you can make it that far, than you need to tell your team what you are doing and tell them to focus on defense. This means having your team build nothing but catapults, knights, and longbow men. If both sides can defend while you are doing this you will take the long-term lead with your amazing info structure and you will be able to push ridiculous MFG and Gold in the second half of the game.
19)))))))))))))) On the turn the team gets religions you need to figure out a way for everyone to either share religion or for you to send them religion. You are also going to need to build More missionaries for your self to place in your cities and the second after you build the missionaries you are going to need for your cities you switch over to theocracy civic if you are heavily involved in war or Pacifism if you are going for great people for new tecs, buildings, culture bombs, etc.
20) I highly suggest you count on the culture from religion to expand your borders. If you are not getting it fast enough I suggest you plant all your cities quick and switch over to caste system for 5-10 turns and put an artist specialist in each city. If you do go and do this you might as well set several artist specialists in 1 city in order to get a quick great artist and give that to a front row person. It is also smart to just plant cities and use the culture from the new cities to expand your culture overall.
21) Don¡¦t forget to impose your religion which means going through anarchy if you are not spiritual.
22))))))))))))))) Every one your team should have a religion by turn 20.
23))))))))))))))) Make sure you have a completed road to the persons around you by turn 20
24))))))))))))))) Make sure every single trees and Jungle in cut around your front guy¡¦s front city ASAP or within 15 turns of it being built. You don¡¦t want places where your enemy can stash units and attack him later on.
25))))))))))))) On your first 15 turns the only thing you should be building is workers, settlers, forges, granaries, missionaries, warriors. This means doing nothing but cutting down trees surrounding your cities and improving food and strategic resources. You better have 5 cities and 7 workers (at least) by turn 15. If the enemy directly across from one of your front row guys is Saladin, you need to verify that your front row guy is in a strategically sound position to defend himself from a quick loss. If you feel you have breathing room that go for 8 cities and 10-12 workers and stop expanding and go for nothing but the buildings you are supposed to building and military units.
26)))))))))))) Build as many cities as it takes to cover all the land and If your captain tells you to build more cities than build more. If you notice there is a lot of room between you and your surrounding guys that that is evidence to build more. Don¡¦t be afraid to build near your neighbors land and cut into their culture. Before you place a city analyze their land and make sure that they are not going to be using any of the squares you are going to be taking away from them. You want to use every square in the game to your advantage so you can build more and have more points than your opponent.
27))))))))))))) It is also your job to constantly be analyzing the game as a whole and updating everyone on important matters. If one side seems to be falling, but the other side is stable, you need to force that side to take drastic measure and attack in hopes that the other side following was dependent on the middle guy on the other side helping in on the attack. The goal of the attack on the other side is to force the middle guy to switch sides and protect the side being damaged.
28)))))))))))) You need to start contributing military to one side or both sides as soon as possible. I highly suggest you gift the military units to the guys closest to you in order for you to focus on analyzing the game and maintaining the balance of your team. If you feel that it is going to take you a long time to get military units to either side you need to give them an advanced notice of how long you think it is going to take to get them reinforcements so they can judge on how to approach their situation. It is always wise to trust the people around you and I they are saying they are engrave danger than it may be necessary to drop what you are doing and provide them great support.
29) Keep in mind that it is smart to build lots of musket men if you are going to go straight for rifling. Keep in mind that it is smart to build lots of knights if you are going to go straight to military tradition.
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If your captain ever asks you to do anything he better have assessed your situation and you have to assume he has. If your captain tells you to build or do something than you do itl this includes everything from units to wonders to great people. If you feel he isn¡¦t a good captain than in future games you better not play with him or vote him a captain, but unless you know for a fact that he is absolutely wrong in a situation, follow him and do what he says. Before the start of any game you need to assign a person to be a captain of the team and that person becomes a general assessor for the entire game. This means you follow what he says and you don¡¦t argue unless it is urgent. If you start fighting on your own team you will make more mistakes due to lack of concentration. If the Captain doesn¡¦t want to be a captain any longer they can give up their duty and assign someone else to be a captain. The captain should constantly be paying attention to what technologies the team should be going for and who should be building wonders and great people. Every team should be allowed 1 time out for 2 minutes in any given game for any reason. If there is a RL emergency than it an be a little longer.
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Post by mrgametheory on May 11, 2006 3:00:10 GMT -5
1) No matter your location, set the following Civics on the first Turn. ¡V Monarchy ¡V Bureaucracy ¡V Serfdom ¡V Mercantilism - Organized religion -
2) No matter what, set your technology to the Tec your team captain has decided on the first turn.
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If you happen to start (directly behind) a (front row guy) read this:
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1))))))))))))))) Look at your starting location and place your cities around a combination of 1) Food resources - (Corn, wheat, etc) 2) Strategic resources ¡V (Iron, Copper, Horse, Elephant) 3) Mountains ¡V Only if a lot of grass or flood plains or Food resources are around them.
2)))))))))))) Use your brain and try to get as much green grass/flood plains/Mountains in a single city radius. All of your first cities should be placed in areas where you can get the most hammers and strategic resources.
3)))))))))))) Don¡¦t just go for mountains or you wont have enough food to work them and if there is an area with no mountains but tons of grass than place a city there and build nothing but cottages and farms and mountains if there are any. In these types of cities you are going to build nothing but (Forges-Graneries-Banks-Librarys-Universities-Barracks-Military troops))))
4))))))))))))) In every single city besides the ones designed for only food and cottages only, you should be building nothing but (Forges - Barracks ¡V Granaries - Military units - workers ¡V Settlers - Missionaries). If your capital or any other city looks like it has enough food to work all the mountains and still have some extra food remaining, build cottages in that city. If you realize that there are around 5 cottages being used in a city beyond all the strategic and mountain resources, than build a bank in that city.
5)))))))))))) If you feel that your capital has extra food than it would also be wise to build cottages in the capital and throw a bank in the capital. Utilize bureaucracy to your advantage.
6)))))))))))) Build as many cities as it takes to fill the land around you. After you have 4 cities, only build new cities when your power is higher than your direct across the line opponents. If your captain tells you to build more than build more.
7))))))))))))))) Starting turn 6 - Watch the Power graph and MFG Graph on every even turn and never let the enemy on the opposite side of your front row guy ever exceed your front row guy and never let the Support front row guy on the other side ever exceed your power graph / MFG graph. Never let the combination of both opposite guys exceed both of you.
8))))))))))))))) If you notice that you are following behind in power or it is even, you need to switch to military units and build nothing but military units to balance out the enemy. If you think you are falling way behind in military power than build more catapults / Longbow men / Knights. Defend with the Longbow men in cities and use Catapult and knights on all stacks and the knights will be able to kill anything the catapults attack. Including ones with pikes in them.
9))))))))))))))) If the front row guy you are supporting is not philosophical, you need to build him a great artist by turn 30. This means building a theater in a city and setting your mercantilism specialist to an artist. If you get religion in all cities it is also ok to switch to pacifism in order to get the artist out faster and just gift your military units to the front row guy to save money. If neither you or your front row guy are philosophical, but 2 out of the 3 guys on your team on the other side of the map are philosophical, than ask them to each build a great artist for you if you don¡¦t think you can afford to go through anarchy to get Philosophical.
10))))))))))))))) (build heroic epic in the city with the best production) ¡V
11))))))))))))) In the beginning, if it is possible, get out regular warriors before you hook a metal so you can have a cheap city cover to avoid unhappy faces from lack of military protection.
12)))))))))))))) You are going 100% production and food in all major production cities. This equals 100% Military after you build the necessary building in the designated cities. so you will only need to build farms and Mines and on all Special resources like pigs and silk and copper (ETC), you build the correlating special improvement.
13)))))))))))))) When choosing what to improve with your worker in a new city, improve food land first in order to help grow your city as fast as possible.
14))))))))))))) Constantly talk with the person behind you and the one on the front lines.
15)))))))))))))) Always try to stay on the offensive and bring the war to your enemy and if you feel that the war is coming to your front line guy¡¦s land, than build more catapults and weaken there units and than attack with your own stacks. Never let your enemy sit at your front line guy¡¦s home base for prolonged amounts of time.
16)))))))))))))) If you are lucky enough to get a religion and your front line guy doesn¡¦t get one, than send him religion immediately. If neither you or your front line guy get a religion than ask for a religion from the team non stop and the second you get a religion build a missionary and send the religion to the front line guy. You are also going to need to build More missionaries for your self to place in your cities and the second after you build the missionaries you are going to need for your cities you switch over to theocracy civic.
17) I highly suggest you count on the culture from religion to expand your borders. If you are not getting it fast enough I suggest you plant all your cities quick and switch over to caste system for 5-10 turns and put an artist specialist in each city. If you do go and do this you might as well set several artist specialists in 1 city in order to get a quick great artist and give that to a front row person.
18) Don¡¦t forget to impose your religion which means going through anarchy if you are not spiritual.
19))))))))))))))) Every one your team should have a religion by turn 20.
20))))))))))))))) Make sure you have a completed roads to the persons behind you and the person in front of you by turn 20
21))))))))))))))) Make sure every single trees and Jungle in cut around your front guy¡¦s front city ASAP or within 15 turns of it being built. You don¡¦t want places where your enemy can stash units and attack him later on.
22))))))))))))) On your first 12 turns the only thing you should be building is workers and settlers. This means doing nothing but cutting down trees surrounding your cities and improving food and strategic resources. You better have 4 cities and 6 workers at least by turn 12. If the enemy directly across from you front row guy is Saladin, you need to be connecting iron or Elephant resources before turn 9 and you need to be giving him elephants by turn 12 or trading him iron or Elephant by turn 11 if he doesn¡¦t have either and you need to have a pike or an elephant by turn 11. If you feel you have breathing room that go for 5 cities and 7 workers and stop expanding and go for nothing but the buildings you are supposed to build and military units.
23)))))))))))) Build around 4-8 cities If your captain tells you to build more than build more. If you notice there is a lot of room between you and the front line guy than that is evidence to continue expanding forward. Try to use every square possible.
24))))))))))))) If you realize there is some great land on the front lines but it is too risky for the front line guy to place 2 cities on the front line, than get a settler and place on the front line also. Who gives a flying f**k if you lose like 7 gold because of that city. Its strategically better to provide that extra line of support for your front line guy.
25))))))))))))) It is also your job to constantly be analyzing the game as a whole and updating your front line guy on relevant matters
26) Keep in mind that it is smart to build lots of musket men if you are going to go straight for rifling. Keep in mind that it is smart to build lots of knights if you are going to go straight to military tradition.
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If your captain ever asks you to do anything he better have assessed your situation and you have to assume he has. If your captain tells you to build or do something than you do itl this includes everything from units to wonders to great people. If you feel he isn¡¦t a good captain than in future games you better not play with him or vote him a captain, but unless you know for a fact that he is absolutely wrong in a situation, follow him and do what he says. Before the start of any game you need to assign a person to be a captain of the team and that person becomes a general assessor for the entire game. This means you follow what he says and you don¡¦t argue unless it is urgent. If you start fighting on your own team you will make more mistakes due to lack of concentration. If the Captain doesn¡¦t want to be a captain any longer they can give up their duty and assign someone else to be a captain. The captain should constantly be paying attention to what technologies the team should be going for and who should be building wonders and great people. Every team should be allowed 1 time out for 2 minutes in any given game for any reason. If there is a RL emergency than it an be a little longer.
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Post by mrgametheory on May 11, 2006 2:58:44 GMT -5
1) No matter your location, set the following Civics on the first Turn. ¡V Monarchy ¡V Bureaucracy ¡V Serfdom ¡V Mercantilism - Organized religion -
2) No matter what, set your technology to the Tec your team captain has decided on the first turn.
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If you happen to start closest to the enemy, meaning you are a (Front Row). Read this:
1))))))))))) Look at your starting location and place your cities around a combination of 1) Food resources - (Corn, wheat, etc) 2) Strategic resources ¡V (Iron, Copper, Horse, Elephant) 3) Mountains ¡V Only if a lot of grass or flood plains or Food resources are around them.
2))))))))))) Place on a mountain when possible in order to receive the extra added defense bonus.
3)))))))))))) Use your brain and try to get as much green grass/flood plains/Mountains in a single city radius. Don¡¦t just go for mountains or you wont have enough food to work them and don¡¦t go for flat areas with lots of grass or you won¡¦t have any production coming in to build anything.
4)))))))))))) Build no more than 4 Cities. If your captain tells you to build more than build more. You are in the front and Ren games end fast when front line guys over extend themselves or build to many cities and are forced to defend too many cities. If you notice there is a lot of room between you and the enemy, than that is evidence to continue expanding forward. But always try to have at least 2-3 cities within 3-5 squares ¡§behind¡¨ your front city and not on the front line with it. 5)))))))))))) Build 1 front city that is 3-5 squares in front of the rest of your cities (in the direction of you enemy) and build that one on a mountain for defensive purposes. Think about it, if you have 3 cities on the front line, you have to defend 3 cities on the front line. Build only 1 city on the front line and you only have to worry about defending 1 city.
6))))))))))))) Culture bomb the front city with an artist as soon as possible
7))))))))))))) On your first 9 turns the only thing you should be building is workers and settlers. This means doing nothing but cutting down trees surrounding your cities and improving major food and strategic resources. You better have at least 3 cities and 3 workers by turn 9. If the enemy directly across from you is Saladin you need to have Iron or elephants connected to a city by turn 9 and you need to have a pike or an elephant by turn 11. if you are unable to get either of these resources by turn 9 than you need to hook copper and build a catapult and a spear man and be ready to kill any knights that come and find and connect an elephant or iron ASAP. If you feel you have breathing room than go for 4 cities and 6 workers and stop expanding and go for nothing but the buildings you are supposed to build and military units.
8))))))))))))) In every single city you should be building nothing but (Forges - Barracks ¡V Granaries - Military units - workers ¡V Settlers - Missionaries)
9))))))))))))) (build heroic epic in the city with the best production)
10))))))))))))) Build a theater (In 1 city) if you are Philosophical in order to get a great artist. Mercantilism will give you a free specialist and use that specialist as an artist. If you are not philosophical than the person behind you needs to build a theater in one city and get you a great artist in the first 30 Turns. You need to tell him on turn 1, Turn 3, Turn 5, and Turn 10 to make you a great artist for a culture bomb.
11)))))))))))) Don¡¦t build anything else in any city unless your team captain tells you to do other wise.
12))))))))))))) In the beginning, if it is possible, get out regular warriors (before you hook a metal) so you can have a cheap city cover to (avoid unhappy faces from lack of military protection.)
13)))))))))))))) Funnel troops to your front city with your back cities.
14)))))))))))))) You are going 100% production and food no questions asked. This equals 100% military so you will only need to build farms and Mines and on all Special resources like pigs and silk and copper (ETC), you build the correlating special improvement that is provided when your worker is standing on the resource. When picking cities you are looking for areas with a balance of lots of food and lots of mountains....
15)))))))))))))) When choosing what to improve in a new city with your workers, improve food land first in order to help your city grow faster.
16))))))))))))) Constantly talk with the person behind you and keep them up to date on everything that is happening.
17)))))))))))))) Always try to stay on the offensive and bring the war to them and if you feel that the war is coming to your own home turf than build more catapults and weaken there units and than attack with your own stacks. Never let your enemy sit at your home base for prolonged amounts of time.
18)))))))))))))) If you are lucky enough to get a religion and ¡§only front row players on your team¡¨ get religions than you need to send a missionary to the guy behind you. If a back row player also has a religion than just build missionaries for yourself. If you don¡¦t get a religion than instantly ask for religion and you are going to ask for religion until you get a religion. You are also going to need to build 3 More missionaries for your self to place in your cities and the second after you build the missionaries you are going to need for your cities, you need to switch over to the theocracy civic.
19) I highly suggest you count on the culture from religion to expand your borders. If you are not getting it fast enough I suggest you plant all your cities quick and switch over to caste system for 5-10 turns and put an artist specialist in each city. If you do go and do this you might as well set several artist specialists in 1 city in order to get a quick great artist to use on your front city.
20) Don¡¦t forget to impose your religion which means going through anarchy if you are not spiritual.
21))))))))))))))) Everyone on your team should have a religion by turn 20.
22))))))))))))))) Make sure you have a completed road to the person behind you by turn 20.
23))))))))))))))) Make sure every single trees and Jungle in cut around your front city ASAP or within 15 turns of it being built. You don¡¦t want places where your enemy can stash units and attack you later on
24)))))))))))))) If you are desperate for military units and you have nationalism and gunpowder, switch to drafting and slavery. There should never be a point in the game where you lose a city with higher than 6 population, unless you have insanely terrible luck. If you need to desperately kill an opponent in order to win the game in the last remaining turns you need to switch to the above civics and kill all your cities population in order to get out an emergency force to kill them.
25))))))))))))))) When in your opponents land try to stick to mountains and forests. If you are going to send knights to an enemy land make sure they don¡¦t have pikes or you have musketeers or mace men or musket men in your stack of knights for protection.
26))))))))))))))) Long bow men protecting a city placed on a mountain can even defend against Calvary sometimes.
27))))))))))))))) Remember city populations will generally not exceed 10 population on an average so build your cities close together to maximize all the resources possible.
28) Keep in mind that it is smart to build lots of musket men if you are going to go straight for rifling. Keep in mind that it is smart to build lots of knights if you are going to go straight to military tradition.
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If your captain ever asks you to do anything he better have assessed your situation and you have to assume he has. If your captain tells you to build or do something than you do itl this includes everything from units to wonders to great people. If you feel he isn¡¦t a good captain than in future games you better not play with him or vote him a captain, but unless you know for a fact that he is absolutely wrong in a situation, follow him and do what he says. Before the start of any game you need to assign a person to be a captain of the team and that person becomes a general assessor for the entire game. This means you follow what he says and you don¡¦t argue unless it is urgent. If you start fighting on your own team you will make more mistakes due to lack of concentration. If the Captain doesn¡¦t want to be a captain any longer they can give up their duty and assign someone else to be a captain. The captain should constantly be paying attention to what technologies the team should be going for and who should be building wonders and great people. Every team should be allowed 1 time out for 2 minutes in any given game for any reason. If there is a RL emergency than it an be a little longer.
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Post by mrgametheory on May 11, 2006 2:58:14 GMT -5
A Renaissance Teamer Crash Course
I have created this thread in order to give all you new-to-teamer players out there some basics in order to last in an expert Ren Ladder 3v3-6v6 teamer.
I am keeping this basic, but to the point in order to not discourage players from using this. If I wanted I could write a 100 page paper on Ren teamers alone, but I will refrain in order to maximize value for my time.
This post is designed to help people last/dominate in a serious ren teamer, so if you know anyone who wants to learn about Ren teamers or you are worried about a player you are about to be playing with, send them a link to this thread and have them print out a copy of this and have them constantly look at the specific section that pertains to them while they are playing the game.
Keep in mind that it is almost impossible to perfectly generalize and summarize a game as dynamic as this one. All I am trying to do is provide some kind of general foundation that people can follow so teamers don¡¦t get ruined by lack of skill / strategy.
This is also not my personal strategy due to my personal strategies being to complex for the mere Human to comprehend ;D ;D (Which may explain why I lose some teamers in the first place) ;D, so I have devised a simplified hybrid strategy that all people can incorporate and use to kick ass against almost all ladders.
It is worth the investment in my time to comprise this strategy list because if all you people get better, I will have more fun playing games against you all, but more importantly, I will be further challenged and I will be able to evolve and expand on my own game.
At first glance this information may look intimidating and too much to digest all at once, but after you read through this a few times you will realize that this is worth an investment in your time, especially when you are wasting countless months trying to learn the game when you can master this type of game in a matter of hours.
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Ren Teamers: 3v3 - 5v5
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Post by mrgametheory on May 11, 2006 11:21:43 GMT -5
heh, I didn't see this thread before I wrote my essay on ren, but I think it would be better for you guys to check out my ren article int he general boards area, I try to cover all the good stuff.
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Post by mrgametheory on Nov 7, 2006 15:14:39 GMT -5
Its just Karma, I generally boot MLL from teamers because hes not good enough
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Post by mrgametheory on Feb 2, 2008 16:32:51 GMT -5
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Post by mrgametheory on Feb 1, 2008 17:55:24 GMT -5
MGT for CTON
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Post by mrgametheory on Feb 1, 2008 17:07:15 GMT -5
MGT or MLL for XXX
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Post by mrgametheory on Dec 16, 2007 21:35:36 GMT -5
GJ MDR
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Post by mrgametheory on Dec 14, 2007 16:34:36 GMT -5
mgt or 9 iron for preliminary
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Post by mrgametheory on Dec 9, 2007 18:17:21 GMT -5
This is the first time I have ever put in feedback on what to add for CCC and maybe my last time. I hghly suggest you adda 15th event for around 9 on sunday for an islands ironman game. Islands involves some major strategy and for some reason there arnt any islands maps unless you get unlucky on some of these shuffle settings. Sunday there arnt that many events going and would be a perfect chance to do this. Plus dont make it always war and have a little strategy to it. This game goes very fast with minmal lag and only take 3-6 hours and with only th top 8 teams allowed to move on to sunday you will only need 1 round. Its perfect in every way.
Islands - Standard - Few Tiny islands - Unrestricted leaders allowed - tropical - low sea -
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Post by mrgametheory on Nov 11, 2007 18:58:11 GMT -5
XXX would like to thank everyone for participating in this CCC and providing formidable challenges to us in every event. We appreciate all of the hard work by the staff of admins and TDs and we look forward to participating in future CCC's to come.
I would also like to congratulate the rest of XXX on a job well done. We won this CCC with only 8 people playing in only 2/3rds of the events. You guys are all stars and we you have earned this much deserved CCC.
;D
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Post by mrgametheory on Nov 7, 2007 14:49:43 GMT -5
(XXX) Xecutioners MrGameTheory Geforced DreddCool TheMightyBoosh Polydeukes MissLadyLuck [9]Iron Magelan BruceBruce Ronster Sliceoflife Corve (Player NOT eligible to compete- on 2 rosters- I spoke with this player- admin lh) [IL]Islandia Here to put you newbs in your place.
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