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Bloody Monk

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austin, tx
May 2001 time: 23:22
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Here is another point of view.
When you say Warriors are not good for anything you are not exactly correct. Warriors ARE excellent as cheap Martial law units, and for that purpose they do not need to be vets. Also, the Barracks is very expensive, relative to the available gold, in the game's beginning, costing 1g per turn maintenance. It depends on game circumstances whether an early Barracks is required; but, where it is not, it may not be the best First choice.
Also, there is a one city "feature" whereby, if you can get enough gold from a hut, rush building a Settler at size one will not destroy your One City Capital, and you will get another Settler. Hopefully, I have remembered that "feature" correctly.
Perhaps there are good reasons to choose Warrior as first build, after all.
Monk
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Grigor
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Oberlin, Ohio
Jan 2000 time: 00:22
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I am fond of the size 1 settler strategy, which can always be followed at the cost of delaying growth if there is coal or forest access. I do not know how to evaluate the value of that strategy, but I like it.
If there is a hut nearby, I will pop it with my settler, delaying city founding to do so. Depending on the outcome, the next steps will vary:
Hut: Archer - found the city on the best available site with a forest or coal option, hopefully on a river. Build settlers. Explore 5 turns with the archer, returning to the city. Then disband the archer in the city, which will allow a size 1 settler.
Hut: Horse: use the horse to explore and play normally
Hut: Chariot: either explore with the chariot or treat it as an archer and disband it for a size 1 city
Hut:25g - does not allow size 1 settler unless there are special terrain options
Hut: 50g - allows size 1 settler as in the Archer example
Hut: 100g - allows size 1 settler option several turns early, or a normal size 1 settler strategy plus some other strategy.
Hut: Tech -you lose. found your city and play normally.
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gunkulator
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Sometimes it is worth it to move if there is a better spot within view. You wouldn't want to settle one tile away from water or on shield grass when regular grass is adjacent. Similarly, settling on a river will boost trade output by about 50% which is well worth waiting a turn for.
I also want to make a point about warriors. You can build more than 2 warriors and send them off in different directions long before you can even build 1 horse. At the beginning there is a lot of rough, unroaded terrain so even a 2 mover like horseman will only get to move twice maybe half of the time.
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solo
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Lowell, MA USA
Jan 2001 time: 05:22
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Compared to building a barracks, warriors are a real bargain, since they have several uses for expediting early expansion, although fighting may not be one of them.
Building lots of them is the quickest way to become supreme, the rating allowing the most respect and tribute.
If they all hang around long enough for Leonardo's, they even become useful for waging war, eventually justifying the curious name chosen for them by the game's designers.
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gunkulator
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Once you have a decent sized empire. one or two cities with barracks are not a bad idea to pump out Elephants, Crusaders, whatever. Don't get too attached to them because you're gonna lose them all at gunpowder anyway.
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solo
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Lowell, MA USA
Jan 2001 time: 05:22
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If you want an early rush and start on an average or large continent, it's probably best to tip a lot of huts for an earlier army, before founding some cities and starting with a barracks. See DaveV's latest tournament game for a great example of how this works.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:22
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quote: Originally posted by solo
Compared to building a barracks, warriors are a real bargain, since they have several uses for expediting early expansion, although fighting may not be one of them.
Building lots of them is the quickest way to become supreme, the rating allowing the most respect and tribute.
If they all hang around long enough for Leonardo's, they even become useful for waging war, eventually justifying the curious name chosen for them by the game's designers. |
Solo makes great points (as usual!)
A mildly useful trick with Warriors is to build a lot of them just before getting Gunpowder (with Leo), and then disband the resulting Musketeers for the shields. 5 net shields/unit isn't much, but it helps.
Shark Fin - what size maps do you play on? On small maps, early conquest of the AI is possible, but you probably won't want to waste time building barracks - you'll want to be tipping huts and gathering units ASAP. On a big map, where you don't meet the AI for a while, your only enemies are barbarians, and nonvet Horsemen and Diplomats do just fine against those.
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debeest
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As STYOM said, horses are vastly more useful than phalanxes. In this game, the best defense usually is a good offense. Phalanxes lose, horsemen win.
The bulk of my military builds are warriors. Cheap martial law. Eventual musketeer/riflemen upgrade. Supremacy and tribute. And two warriors can explore much faster than one horseman, because they can go in two different directions and because the horsemen spend half their time in slow terrain.
Other than defense, the other place where horsemen can be more valuable than warriors is in popping huts. But dips are much better yet, because one dip can use its second move to bribe one barb horse, which can kill two more.
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Godsmistake
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I always build my capital immediately, the build a second city. I use this city in the early game, solely to provide settlers, to allow quick expansion, while at the same time, using my capital to build an army and exploration units. Later, if my empire is lop-sided, I move my capital to the centre of the empire, to limit corruption and waste.
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