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DAVOUT
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AUERSTADT
Jun 2002 time: 05:23
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The archers rush was an attractive strategy, only because the AI had a totally predictable city defence; a stack of 2 spearmen and 5 archers was able to take any city garrisoned with 2 spearmen, and not totally connected to all other cities. Against a human, you will never be able to predict how many spearmen and archers will be in the city when the assault is launched, and as a consequence this strategy is no longer efficient. The same assault will now demand more units, taking more time to prepare, hampering increasingly the initial expansion, to the point that it can become obsolete with the availability of horses and swords.
But the warrior rush is still valid; 4 standard warriors can take a city garrisoned with 1 standard warrior, before you have had any chance to build more units and to connect your 3 or four cities. The solution will be to start building some additional spearmen when we find another civ relatively close.
This will postpone the serious wars to the horses and swords period, and at this time, the quality of the expansion, and the tactical abilities will apply.
What do you think ?
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DAVOUT
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AUERSTADT
Jun 2002 time: 05:23
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Germans and Chinese are the best fitted for the archers rush, according to Sir Ralph who is the world expert. He published a timeline :
code:
4000BC (Turn 1) Initial Settler founds City1
3000BC (Turn 21) City1 builds Settler1
2850BC (Turn 24) Settler1 founds City2
2150BC (Turn 41) City1 builds Settler2, set to build Barracks
Warrior code or Bronze Working discovered
2030BC (Turn 44) City2 builds Settler3, set to build Barracks
Settler2 founds City3, set to build Barracks
1910BC (Turn 47) Settler3 founds City4, set to build Barracks
1870BC (Turn 48) City1 builds Barracks, set to build Spearman
1750BC (Turn 51) City2 builds Barracks, set to build Archer
City3 builds Barracks, set to build Archer
City1 reaches size 2
1675BC (Turn 54) City4 builds Barracks, set to build Archer
City2 reaches size 2
City3 reaches size 2
City1 builds Spearman1, set to build Spearman
1600BC (Turn 57) City2 builds Archer1
City3 builds Archer2
City4 reaches size 2
1575BC (Turn 58) City1 builds Spearman2, set to build Archer
1525BC (Turn 60) City4 builds Archer3, set to build Archer
1500BC (Turn 61) City2 builds Archer4, set to build Archer
City3 builds Archer5, set to build Archer
First task force with 1 Spearman and 5 Archers leaves
If the first task force is ready in 1500BC, we have enough time to build the 2 or three additional units necessary to defeat the attacking stack of 5 archers.
Last edited by DAVOUT on 26-11-2002 at 22:39
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GodKing
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Detroit
Feb 2002 time: 00:23
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Any civ with the military trait will start out with warrior code. Warrior code allows archers.
In my time line, city 1 founded. First build is either an archer for exploration, or a warrior.
If goodie hut is found, change city production to not have any settlers being built, this will allow the goodie hut to produce a settler. (an interesting tid bit I recently discovered).
Second built is a barracks. This lets the city get some pop, around size 3-4, and a good production. Next is a settler for city #2 (or whatever depending on goodie huts).
Each city builds first a barracks, then pops out archers at 1 every 3-5 turns. Toss in a settler or worker as necessary.
After the first 50 turns, this civ will probably only have 2 cities, but will have around 8 vet. archers, and either a non vet archer or warrior (the explorer) along with whatever was found in goodie huts. On average, a neighboring civ will have 4-5 cities, but with only 1 defender each. Human civs will not necessarily even have defenders in all cities. Including travel time, there will be a second wave comming. Archer rush is a possibility I think. Just not a large one as it involves leaving your civ virtually defenseless. But if on a small island with only one other civ..... An option we should keep in mind for ourselves.
THis speeds up the timeline considerably by ignoring defence of any kind. Think about it. How would you defend against two stacks of 4 archers that just appeared, and you have 5 cities with only 1 spear in each, 1 barracks in your capitol, and a road network that is lacking.... And if that is just the first waive, it will take 2-3 cities, then get reinforcements. It will also have the scout that can attack from the rear, pilliging your single lux, iron, horse, and what not, and causing you to sent troops after it instead of the front where needed.
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DAVOUT
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AUERSTADT
Jun 2002 time: 05:23
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quote: Originally posted by GodKing
How would you defend against two stacks of 4 archers that just appeared, and you have 5 cities with only 1 spear in each, 1 barracks in your capitol, and a road network that is lacking.... And if that is just the first waive, it will take 2-3 cities, then get reinforcements. It will also have the scout that can attack from the rear, pilliging your single lux, iron, horse, and what not, and causing you to sent troops after it instead of the front where needed. |
It is exactly why I open this thread : the possibility that you describe make necessary to built more unit and less settlers. But if you have four cities connected, two units in each, and three or four units in reserve, the rush can only fail (the two stacks do not arrive at the same time). This is what is different from the AI behaviour, and why the archers rush will not be used against humans.
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ThePlagueRat
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Insert banana to play...
May 2002 time: 06:23
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I agree to maintaining a counterattack force, and city walls. 
DEFENSE:
Hopefully, sporadic attacks will be resisted on those walls...
moreover, an assault into our lands should be absorbed until the attacking force is somewhat weakened or ill-positioned,
and our counterattack will wipe them out.
OFFENSE:
1.
One huge siege of a resource location can be more complicated,
for the defender. Enemies might use it against us?
This is the tactic we should use when on the offense.
Sporadic attacks on an opposite front might do well as a decoy.
2.
Disrupting the infrastructure as we are gaining territory is a slow,
but efficient way of weakening them.
(I guess this works against humans as well as AI)
Mobile units should be around for attack support too...
It might be possible to form a frontline, if strong enough.
3.
Then perhaps the second wave should go for their cities?
As they expected the first wave to do?
(but it did not, so some defenders left town)
When they expect one thing first, and we do the other,
and they will have to reorganize...
Then we do the first thing all of as sudden. 
4.
At the last stage, when they are so disorganized that we know exactly where the chicken kicks... We strike with all forces!
Last edited by ThePlagueRat on 27-11-2002 at 03:21
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jdjdjd
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of España
May 2002 time: 00:23
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The point, I think, is not that we need to consider the rush for ourselves. It is that we may be next to a neighbor who may consider it. So that we need our REX to be moderated enough by allowing for proper defenses. But, not just that, we need to also start off building an offensive force, that stays near our core.
One point, while using archers for exploring would be great, I advise against it, for one fact, we don't want them to far from home. Its one thing to send out warriors to explore, but those archers need to be available for attack, or counterattack should some civ be stupid enough to start an early war against us.
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ruby_maser
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Fear sunshine!
Sep 2002 time: 23:23
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quote: Originally posted by DAVOUT
Also, the fact that we dont find for ourself the warrior rush a reasonnable strategy does not means that another team will not adopt it; my point, although it could appear ridiculous, is just that we anticipate a situation we could have to face. |
I would hope that other teams are sensible enough to realize it is not in their best interests to try it, but you are right. Someone could be rash enough to do so. But, as Godking pointed out, the threat of such a rush will probably only be felt by one city. I think it is a chance we should be willing to take in order to secure as much land as possible quickly. If contact is made with a potentially-aggressive civ, we can always reinforce the city where contact was made. Since it is the only one they will know of, it is the only one in threat at that time. That way, we can stagger defense upgrades to have a minimal impact on our expansion.
On the subject of archipelagoes, I would be happy to see us get this. I always liked the concept of choke points and the necessity of a navy on these types of landmasses. It would probably allow for a less conservative open game, might be slow diplomatically for a while, but the landmasses themselves provide a good buffer against early wars.
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Thrumble
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quote: Originally posted by DAVOUT
If a civ able to build archers at the start is choosen by a team, and if it is near us, we have to find a solution. Do you know what civ are concerned ? |
Anyone with Warrior Code, I'm pretty sure we can expect the Glory of War to have a civ that can build Archers from the get go. They seem to be promoting a mercenary stance though so we might be able to buy them off.
Other teams are playing Egyptians, Ottomans, and what else? I don't think they start out with Warrior Code..
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ruby_maser
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Fear sunshine!
Sep 2002 time: 23:23
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quote: Originally posted by DAVOUT
Lets quantify : slighty means one settler replaced by units and walls.
Regarding hills, I agree except when they compete with river tiles.
As for pop rushing, I really dislike it. The happiness is a productive tool. |
I wouldn't know what "slightly" means until that situation comes up. Perhaps, instead of substituting a settler with offensive units, it would be enough to have one city max out on production and generate spears and then offensive units until everyone is satisfied we are generally safe. Overlapping city borders or huddling a core of cities around a productive flood plain might work to increase productivity while decreasing the initial empire size and make it, thus, more defendable. I hope that this fertile group of minds can come up with options besides slowing REX.
As to hills vs. rivers, I agree that rivers should win out. We could then forego aqueducts, and with strategic placement, we can still reap a 25% defensive bonus for a city by locating it on the protected side of a river (our side vs. the side closer to our enemies).
When it comes to pop-rushing, I would only be talking about a very limited amount. Very early on, when the size is generally small and maybe with access to a luxury, the 20-turn unhappiness is manageable. I would never suggest more than one pop-rush or short-rush for a single city or that all cities should do it. If we have a location with good food production though, we maybe should consider utilizing the advantage of those extra population points early on, ironically, by killing off one or two in order to speed growth or even defense.
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