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Dominae
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cumi, what Arrian says is correct. The first Archer or two are not used for conquest but for disruption. Once you've done this and the AI has not seriously counter-attacked you, you can bring in another 3-4 Archers and start taking out cities. This second step is rquired if you want to extort techs, since typically the AI will not give up techs until it has lost settlements.
And yes, knowing when to push and an attack and when to build is very important (in all games). Crafting your ideal Archer-rush army will often cost you the skirmish, because the longer the AI has to build up, the more Spearmen you'll be facing. Ideally you only want to be facing Spearmen in the AI's capitol (unless the civ is Scientific, where you'll be confronting them in almost every city).
Dominae
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Dominae
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cumi,
You can still do Archer rushes with the French, you'll just need to research Warrior Code first (or second, at the latest).
But the French and other non-Militaristic civs are not the best at "ultra-early" Archer rushes, since you cannot get those Archers out within the first twenty or so turns. So, if you really want to be sucessful at Archer rushes, you're better off selecting a Militaristic civ. Which (thankfully) makes sense.
Oh, and never wait for an AI to research Warrior Code for you if you want to rush. If you're the French and your neighbors are the Indians, are you going to wait until you contact another civ, hoping they're Militaristic, so that you can rush the Indians? That's not the spirit of a true warmonger...
Dominae
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Nor Me
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I can now do archer rushes as expansionistic non-militaristic civs.
You need one barracks if you are going to do a decent archer rush and you don't need any to harass civs with a couple of regular archers.
If you have to research warrior code, it might be too late. I'll often research possibly at 0% whatever the cheapest non-warrior-code tech happens to be in order to keep the option open if I get it from a hut. Meeting militaristic civs fast enough is also more likely.
It might not be quite as good in general but as an expansionist, you can see whether an early archer rush is a good idea in time to prepare for it.
My limited experience with archer rushes with civs that are neither militaristic or expansionist is mixed.
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Cort Haus
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London
Apr 2002 time: 05:28
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With regard to the thread-question, it is possible for successful archer-rushing to also aid opponents, especially on pangea, or many-civved larger maps.
I once started by a chokepoint and using archers, quickly took down the civs first to the south, then to the north. I filled the southern land with settlers, but another northern rival filled much of the space up there, and eventually became a superpower. Winning was ultimately not a problem, but I couldn't declare an early 'checkmate' as a strong rival remained in the game, largely thanks to my rampant bulldozing.
Aside from such scenarios, the original premise is basically true : setting up a dual core civ wins the game and archer-rushing can help deliver this.
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:28
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A bump for a good thread, and a thought:
Scandinavia would be an excellent civ for hard-core archer rushing. Early AND late. Why? Well, they've got the whole expansionist (find) and militaristic (kill) thing going on. That's nice.
But they can also upgrade to Berserks (if you patched or modded, that is). So it seems like the Vikings are ideal for the early rush. Secure your dominance, then when Invention rolls around, hit people with 6-attack, AMPHIBIOUS assaulters long before anyone even thinks of fielding Cavalry. If the Archer Rush doesn't guarantee your victory, the Berserkergang surely will.
Thoughts? On Scandinavia? The Exp/Mil civs in general?
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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:28
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quote: Originally posted by Cort Haus
I think that we can only really discuss the unmodded game (or the AU mod) in the context of this forum, otherwise everyone can just customise themselves a killer civ and say "look, this rocks!". |
Well, if you patched, I wouldn't call that "modded." I think the upgrade tree was fixed (changed?) in 1.14. I'm running the latest version of PTW and the Archer upgrades to the Berserk with no input from me.
I would argue that if a patch changes something in the base .bix file, and you change to that template without physically patching, you're still well in the bounds of the default game.
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