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Tiberius

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Europe
Jan 2000 time: 06:23
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I've just seen the GS's member list: Theseus, Arrian, dominae, ... If they start near us they will rush us, I guarantee.
I'll quote Theseus from an older thread about rush:
quote: And the second best way... destroy them before they have the capability to attack you.
I just did that to Rome, in a similar situation. Made them respawn in a vast jungle |
quote: My friend, you need... the Warrior Rush.
Just trim Hammie a little bit, here and there, and your problems will be over. I wouldn;t even go after towns; just get a couple of Warrior pairs nearby VERY early, and watch for Settler-Warrior pairs. |
quote: Gotta get to them first... at all costs. If playing Egypt, for instance, with cultural linking on, I'll not build any twons beyond Thebes, and just go all Warrior, all the time, until I know I've got Caesar in hand. |
quote: If nearby, Romans, Persians, and Iroquois need to be trimmed |
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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I tend to agree with that we will be rushed if starting close to a warmongerish tribe (if for nothing else then just to be shown that rushing works...).
However, attackers will be risking a lot. If we defend ourselves successfully, they will become very vulnerable and I am sure they will realize that. Thinking of the warrior, warrior, warrior, settler, merc build order we have unofficially agreed on, I would send the first warrior straight away, trying to find/contact other civs, kept the second one circling around the capital, mapping the vicinity of our first city, looking for suitable places to expand to, and fortified the last one inside the capital. This way, we should always have at least two warriors ready for defense. That should be enough to stop a single archer trying to harass us. We would have to be seriously unlucky to get attacked by more than one or two archers before we get to BW and mercs. If there is an enemy unit approaching, we might build one more warrior, sending it to search for where the invader came from. Just pushing our lone warrior around their capital should make them think more of defense and less of rushing.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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quote: Originally posted by Kloreep
Actually, I think a good defense against a rush is to not be found too early; thus, I think we should devote our first warrior to mapping a ring around our capital (to search for city sites) and send the second one out searching wider. |
You do have a point. However, applied upside down, the best way to keep someone at bay is to find him first - the very moment your rival realizes you know where to strike at, he must strenghten his defenses. Circling around the capital, we give up on the possibility of locating someone else and accept the fact that WE will be found out.
As far as looking for city sites goes, there will be plenty of time - while building the third warrior and then the settler, the second warrior will have time enough to find a good spot.
Also, actually making a contact with another civ or two may result in learning a new technology that will make our building options after the settler (and possibly the merc) richer. By sticking to Legopolis, we would be passively waiting for others to come to us.
Another thought: the farther away our first warrior gets, the better - during the initial period of the game, most of the territory will be neutral, thus easily tresspassable. With territorial borders expanding, we may later have troubles establishing contacts with faraway civs.
OTOH, if someone else gets to our capital until the second warrior is built, then we are toast (applies vice versa, too - if we get lucky and find someone else's capital early enough, we can either toast him or make sure that they do keep in mind we let them stay in the game). Actually, will respawning be on? Can a human team respawn?
I am not pushing this, just putting thoughts together... feel free to argue, I hope nobody will take discussions here personally.
Last edited by vondrack on 28-11-2002 at 05:27
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