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Dominae
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quote: Originally posted by Trip
"Rushes" can also be performed later, which was my main point. By my definition, as long as you hit an enemy while he's still REXing (and not focusing on defense) it's a "rush" (unless it takes him 100 turns or something else ridiculous like that). |
If you're going to define "rushes" so broadly then your guide will not be all that informative; it will amount to saying: "Attacking your neighbors early is sometimes a good idea". I'm sure most people know this already (...some have learned it the hard way!).
A strategy guide should contain some finer points on how to actually set up a rush, what it can accomplish, its timeframe, when it should be aborted, etc. Discussing these points, IMO, requires seperating the types of rushes into the categories I listed above (Warrior, Archer, Horsemen/Swordsmen) because each are so different to implement.
In any case, it's your strategy guide, do with it what you will. I'm just trying to add a little more content to it.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:35
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Re SoDs on the attack:
quote: Originally posted by Trip
Catapults fire off first, Horsemen charge in order to wear down the defenders further and the Swordsmen clean up the siege while the Spearmen deter attacks on the army. |
Reverse the order of Cats and Horsemen... nothing worse than a redlined defender catching one of your fastmovers.
Another excellent thread, Trip. I do agree, however, that Ultra-early Rushes need their own coverage. Also, first tier tech fastmovers, even though they are UUs, need to be addressed! (or you could just link to one of Aeson's threads ) I know you want to keep it general, but there are enough of them, and they are popular enough, that they should almost be treated as a standard 'class' of unit. On that note, you might want to think about linking to some of the Must Reads to illustrate certain relevant strategies and tactics.
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Trip
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Hunt Valley
Apr 2002 time: 00:35
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quote: Originally posted by Theseus
Take your time, Trip. You know how I've been in and out lately... I have nothing but respect for your ability to cover the 'turf' around here as well, as completely, and as thoughtfully as you do. |
Thanks.  
I do my best to contribute to this community, especially as of late. I find it to be the best on the 'net when it comes to quality info and discussion on Civ 3 and I hope that I have been (and will be able to in the future) contribute and assist other players in mastering the game as this place has already helped me. 
The biggest contributors to my current knowledge of this game are guys like Dom, Theseus, Arrian, Nathan, Aeson and many more. I owe you all a lot. 
quote: Further:
1) Need some help with your papers? I'm sure a number of worthies would jump in at your request, me included. |
Due dates come and gone fortunately. A few sleepless nights yielded 95, 96 and 98% papers for Early Modern France, Medieval Mediterranean and Medieval Europe. While I've always prided myself on being able to put sentences together while having to stay up until 4am on a constant basis, I've never thought that highly of my work. 
quote: 2) Wanna job? No sh*t. I know you got more schoolin' to do, but I'd figure something out. |
Send me a PM. 
quote: And, last but not least, I reiterate that first tier fastmovers need to be addressed!! |
Fear not, I'm here to please. I'll get to that eventually.  
Smily overload... 
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CiverDan
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By the time people have gallys and catapults, the time of pillagers is about over. That is probably why the pillage attempt on Monkey failed. At that point, your opponent will have sufficent force to counteract them. The best time for pillagers if when your opponent has only a couple of cities. In my MP playing I have never seen someone use boats just to land a token pillaging force, the strat just isnt effective.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:35
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quote: Originally posted by Master Zen
Trip, ever done the "ultra-ultra-ultra early" Archer rush?
It requires a LOT of luck but you can wipe out an enemy civ quite easily. Basically start with a militaristic civ (China is my preferred choice). Begin building an archer, and send it away, try and pop a goody hut with it and HOPE to get barbs. Luckily you might get a promotion from the barbs, build two more archers and perhaps a worker.
Once you find a close neighbor send those archers their way and try and catch them before they even get Bronze Working. Their cities will be defended by either warriors or archers. I once did this in PTW on emperor against my Roman neighbors, with 3 archers took rome in ~2700 BC and even got a leader out of it. It was frightneningly devastating.
Again, you need a lot of luck to pull it off, but it is actually fun to attempt. (Though admittedly, not something you should plan on doing consistently since you lose a lot of time in your capital for other builds) |
Dunno about Trip, but I have done that.
Usually as China. 2-3 archers. Maybe a barracks first, especially if you have lots of forest so you can chop assist.
Sometimes it's awesome, sometimes it's ugly (when the AI finishes that spearman on the very turn you invade).
-Arrian
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Dominae
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The "ultra-early" Archer rush need not be a gamble: all you need to do is revise your objectives. Instead of planning to take the AI's capital with your 2-3 Archers, instead prey on their new settlements, Settlers and stray military units. This weakens them enough for you to conquer them at your leisure later on. As Sir Ralph points out, there's little worry of counter-attack, because you can usually get peace when things get hairy.
Personally I feel this sort of "gamble" is almost always worth it on Emperor and below, because after a successful early Archer-rush you essentially cannot lose (I posted a thread on this a while back).
IMO, the construction of a Barracks is not necessary for such an operation. In fact, it's counter-productive. Would you rather have 5 Reg. Archers with which to rush, or 3 Vet.? With such small numbers, the Barracks is not being cost-effective (of course, the Barracks "pays for itself" later as you build more units, but that's the old invest-or-spend dilemma...with rushes it's assumed you "spend"). The same is not true for Militaristic civs, because their Barracks cost the same as only one Archer; I'm pretty sure 4 Reg. Archers is worse than 3 Vet. ones, or at least it's close. Annoyingly enough, Mil. civs are the ones that do best with Reg. units.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:35
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I'm still fond of my old mixture, 5-6 vet archers and 1-2 vet spearmen per rush. True, this isn't an ultra-ultra-eraly rush, but it has several advantages:
- It is nearly failsafe. The success rate high, if the terrain isn't too lousy (hills) or it's the Greeks or Carthage. You will reasonably often defeat the 1-2 regular spearmen the AI can muster for defense.
- Often you can grab a wandering settler or 2 with your approaching reinforcements. You can even wait till the next settler leaves the capital. This means one defender less in it, and almost for sure 2 additional slaves.
- It comes later, somewhere between 2000BC and 1500BC. The AI will already have enough (~3-5) cities, so if you take 1-2 and perhaps get one for peace, it still has 1-2 cities and can and will build more, which you can take again when the time comes. If you rush too early, you'll wipe that civ out and it can't build cities for you anymore.
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Dominae
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quote: Originally posted by Arrian
Militaristic civ changes that from 5 regular archers vs. 4 vet. I was talking about using China.
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quote: Originally posted by Dominae
The same is not true for Militaristic civs, because their Barracks cost the same as only one Archer; I'm pretty sure 4 Reg. Archers is worse than 3 Vet. ones, or at least it's close.
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