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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:28
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Ok, let's get the ball rolling. The basic point of this thread is to explore the various ways the human player can best use the Germans to win, under any victory conditions.
The first question is, what to do with the Germans in the early game?
If you are playing against few civs, the answer to me seems obvious: take out your neighbors with an archer rush. That keeps 'em good and crippled, and maybe you can wipe them out and pull an "Arrian's Deception".
But what if you're surrounded by swarming expansionists? How do you keep up with tech? REXing? Culture?
Basically, I'd like everyone's input on their first moves as the Germans, what land they hope they find or can live with, what wonders/improvements they aim for, the amount of military activity prior to the medival era and the basic approach towards Germany's neighbors.
On a huge map with max # of civs, my early warfare has consistently failed. It's bogged me down in terms of development and I remain outstripped in research and culture. Also, my warfare is effective but not effective -enough-. So I'd like some pointers.

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Dominae
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Given that I almost never use Spearmen in my Archer rushes, my vote is for China as the best Archer-rush civ. Sure, it's sometimes useful to have a Spearmen defending your stack when assaulting the enemy capital, but that pales in comparison to the speed of industriousness (Archer rush!).
Of course, Industrious makes everything better and is better than everything, so why am I even arguing?
Dominae
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Dominae
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quote: Originally posted by Yahweh Sabaoth
How to properly do it as the backwards Germans though? |
The key to the Germans is that they have early access to all the Ancient age "war toys", except for Horsemen. With Iron Working one tech away, you can see Iron quickly and plan your warmongering in consequence. Thus, although the Germans are fine at Archer rushes, their true power lies in being able to select between this avenue or Swordsmen (probably via upgrades). The fact that Spearmen are also available from turn one is a nice effect, too. So, you can either push hard with Archers (if they look like they'll do some damage), or wait for Swordsmen and do some real conquest. Other Scientific civs have this option too if they research Warrior Code first, but that seems sort of weird if you ask me, mainly because they do not get cheap Barracks(or faster upgrades) like Germany, so any "rush" is actually a big investment.
Note that none of the units Germany has access to in the early-game trigger its GA. Compare this to, say, the Persians, which need to be a lot more focused if they are to be used "properly".
Dominae
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DaveMcW
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quote: Originally posted by Arrian
Germany has some flexibility with their GA. In my game, I triggered it via buiding (errr, rushing) Sun Tzu, after having built (err, rushed) the Great Library.
But w/o the Library, one could wait for Newton's. Or wait for Panzers, but I think that's a bit late.
-Arrian |
That sounds rather inflexible to me! The Germans absolutely have to get the Great Library for an efficient win.
The best way to do this is nonstop warring using every means available (archers, swordmen, horsemen) until a leader is produced. The Germans are the only civ with which I would consider rushing the Great Library before the Forbidden Palace or Pyramids.
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Dominae
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Olaf, I believe in the scenario you're describing the human player was playing the Germans, against the Russian AI (on the home island).
Dominae
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:28
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Neighbors
After several galling poor attempts to get going as the Germans, I have come to this conclusion: it is best to be near the Europeans and Asians, not the Europeans and "Mid East" civs. With the "Mid East"eners around, there's just too much scientific competition, not to mention potentially too many civs!
The Celts can be useful allies to have in your many German wars, but I would be wary of letting them reach the industrial age. With 7 turns to go until a cultural victory, the Celts have declared war on me, and I am not quite in a position to conquer them in 7 turns... the sheer number of elite knights and veteran cavalry they have produced is galling, not to mention the defending rifleman.
Normally I might "pshaw" this force, except that I have 7 turns to wipe them out in, and my forces are spread incredibly thin.
If you have an opportunity to cripple the Celts early on, do so! The only threat that I have faced from the others was in terms of trade/development.
NOTE: It is also a good idea to cripple the weak Russians before their empire gets too big. Take on the English at any time - no matter what size they are, their empire seems ripe for the picking...
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:28
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One of the good things about playing Germany with cultural linking on is the weakness of your neighbors (militarily, France has strong traits at least). This makes you a wolf amongst lambs. Harrass the hell out of them. No mercy. Steal their workers, break their terrain improvements, and bop their settler teams.
DaveMcW says that the Germans are pretty much the only civ he'd use an early great leader to rush the GL with. Well, in my current game, I did just that (though the 1st leader was used on the Pyramids, it was #2 that built the GL). Still, I don't think they're that inflexible, due to Newton's.
On Huge maps, well, the Germans are going to have trouble. Archer wars are less effective. Non-industriousness hurts more. They aren't especially good for the "build first, fight later" approach.
-Arrian
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