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[[Category:Info]]= Civilization Wars Guide - The following page is under construction. =[[CategoryFile:Game GuidesCiv_terrain.jpg|thumpnail|right]]
<center>'''The following page is under construction.'''</center>
 
= Civilization Wars Guide =
The following guide has been composed by X.G.Death3, Hades and DutchWeedLove. For feedback, please post [http://entgaming.net/forum/viewforum.php?f=216 here].
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=== What is Civ Wars? ===
Civ wars is a team game, where you aim to destroy the enemies 3 capitals by building armies, controlling the map and being more technologically advanced than your opponents.
 
== Game Level 0 ==
=== Top Basics ===
* ''' Ancient era '''
: Walk north and start building docks (hotkey "D") between the island and the land. It is optimal to try to get 9 docks as soon as possible as that is the amount of docks you should be able to get with all mid lane food circles.
: When you do not have any more food, start getting triremes in the bottom front row, after two of them are done start teching formations.As some mid players like you to get some extra Galleys, ask them how many they would like, the standard is 3, get them above the island, if your mid any more than that get some under as well. Now tech for Raiders and queue the other techs too: Pottery and Horseback Riding. Get Writing immediately when these are done. Meanwhile, get up Raiders depending on how many galleys you have made. If you got 4 Galleys, build 2 raiders.
: There is a kind of rock paper scissors dynamic on the top lane.Triremes > Galleys > Raiders > Triremes.
: However fast Raiders are not effective against Triremes because of their minimum range, and bad stats against junks. So they need some melee units to let them be effective.
: When you finish building a Library, start teching for upgrading all your ships, quinquirremes or penteconters first and longboats last. Always leave ships unupgraded before you start teching for the next upgrade (upgrade the last quinquirreme when your conscription is at 50%, this helps keep your money low). Once you have finished with the longboat technology, try to upgrade your capital, sell materials, get a worker and add an extra dock if you need it (make it a penteconter).
: Extra notes::* Top tends to swing A LOT, it is certainly possible that you will receive some fire on your towers, if you will like you're in trouble, ask mid for extra help. Make sure to repair your towers to full before the wave hits and watch closely if your docks are being attacked.:* Do not get Dromons, they are no good for you.:* Target raiders with your towers when they are close enough.:* If the enemy middle added their top 2 raiders, upgrade your galleys first
* ''' Medieval era '''
: Construct an University and tech your way up to Metallurgy, starting with Gunpowder. It will enable you to upgrade your Longboats and Penteconters to Caravels. Upgrade what you need least, or in equal amounts to caravel (3 or 4). Construct some Carracks (when Metallurgy is done) before upgrading them all. When you have around 5-6 docks upgraded, start teching for Rifling to make Invulnerables. Be sure to have all your Carracks and Caravels upgraded first. Upgrade 3 or 4 Caravels to Invulnerables. Tech Chemistry and Scientific Method afterwards. Upgrade your remaining Caravels to Frigates and your Carracks to Man-o-Wars (if you have the lane very safe consider banking). You have now completed all techs for an Industrial Capital. Get an Industrial Worker when your Capital is done.
: Extra notes::* Make sure to keep selling your materials with your Trade Market, or make materials markets if you have free food.:* If you are being rushed by your opponents it is sometimes very effective to add a Catapult /Siege Cannon (upgrade Catapult) or some Penteconter staggers, ask your mid if he agrees on this.:* Do not bother getting Guerilla Warfare. Most of the time it isn't worth it if you tech quick enough to Invulnerables.:* Do not get Pirates, they are no good for you.
* ''' Industrial era '''
: By this time it should be already clear if you're winning or losing. Build a Laboratory. If you are winning extend your lead by making a Stock Exchange by teching Economics. My personal preference is now to start adding some markets to a very secure lane because of the steep prices of industrial units. Make sure to keep 2000 gold. This will give you a steady extra income! Next off upgrade your frigates to destroyers. Tech for Electricity. Make 3 Submarines and the remaining Destroyers. Keep teching from this point unless you are in trouble. Reach Combustion and advance to the last era (leave flight for the next era). You can upgrade your Man-o-Wars to Dreadnoughts. Upgrade your capital to a Modern Capital and recruit a Modern Worker.
: Extra notes::* No need to sell your materials! Build some markets with the food that you have!:* Do not bother teching Biology and Refrigeration.:* Do not get Privateers, they are no good for you.
: '''Note:''' If you reached Modern era as a side player and you haven't broken a lane yet, you are in a fucking awesome game and I salute you.
* ''' Modern era '''
: The Modern era is pretty tense, pushing of lanes becomes even more volatile and your units become much stronger compared to towers than previous eras. Build a Research Institute. Tech Flight at your Laboratory. Tech Radar and rocketry at your Research Institute. This will enable you to upgrade your Submarines and Destroyers to Aegis Cruisers, effective against air. Tech the remaining upgrades. While teching upgrade your Dreadnoughts either to Divebombers Carriers if you need anti-ground, or to Interceptor Carriers, if you need anti-air. Your final unit is the Super Carrier. If you have upgraded all docks and u still haven't won, transition into mass Super Carriers. Start adding Privateer Marquees and upgrade these to Super Carriers. Good luck!
: Extra notes::* Listen to your mid player and watch carefully since it's possible that when you break your opponents top towers that you help either bot or mid. 
=== Bot Basics ===
* ''' I am past that stage, what now? '''
*: Bottom diversifies here, but I will write a quick reference guide: Grenadiers should be your default range units, thanks to their splash damage they are really effective against clustered enemies (so much so, you should aim for skipping muskets, most of the time), if you have enough melee and horsemen, dragoons are really good as well (If your enemy has mounted archers, yell to your mid to help you take and hold bottom from minute 21, if you hold it they wont be able to go dragoon and you will be fucking them as hard as you can :D); to counter them, get some riflemen and upgrade them into snipers. If your enemy has little or no cavalry, cutter saints are preferred to macemen (splash damage ftw). Cavalry and Fusiliers should be your main tanks, together with staggers (covered later on), cavalry is cheaper, and takes less technologies, but fusiliers are more resistant. Once you are past that stage, upgrade some grenadiers and all your tanking units into machinegunners, and even later start upgrading machinegunners to tanks and airplanes (do not go all tanks as they cannot target air), the rest will be special units such as mech infantry (polivalent armoured infantry), commandos (good vs tanks) or stingers (good vs aircraft).
 
=== Mid starter guide and openings ===
* ''' Balancing the 3 elements '''
: Quick reminder, 3 elements are: Army, Income and Technology. The amount you should invest in each one depends greatly on which lane you play, and your enemies strategies, this is just a compilation of "rules of thumb".
# Army: As long as the lane you are playing at is not secure (you haven't got it or it is swinging) you should invest in troops, waiting the least amount possible for research (always leave 1 unit that you could upgrade more before starting a research, technologies take more or less 1 minute to complete (they start at 45 seconds and increase as you research on), so always have 1 camp without upgrading when you start researching the technology (upgrade it when tech is halfway done), this way you keep minimal gold reserves.
# Technology: Aim to be as technologically advanced as your enemy, or, at least have enough tech to keep your lane and counter whatever he is doing, for example, if he gets airplanes you will need at least machinegunners to hit air targets.
And both bank and stock exchange dont require your team to hold any nodes for the income, and you can have "half" of them deactivated, they are much more flexible than markets.
So I should bank as soon as I can? No, no, no no and No, screw you. If you spend 1975 as soon as you can you will lose your lane and your team will be losing 3 times as much as what you make with your silly bank. but the same applies to marketting, do not make 50 markets just to lose your lane, first keep the lane, then market with your extra gold.
 
== Whole team strategies ==
=== Pony Rush ===
* Set-up: Make sure you have good communication with all allies. A good rush can be devasted by not having coordination. Everyone must be on board and willing to go all in. If anyone holds back, the enemy can defend with ease.
: The best rush is the one most disguised. Surprise wins games. Unfortunately, the Pony Rush has a huge tell right from the first tick. There are ways to sell it better, but this is not a guide on how to sell a rush, but how to complete one.
* Steps: Everyone starts first tick by queueing 2 techs at their capital and building 2 spawns. If you are middle, you can make them at top to hopefully win the lane or at least make it seem more legit. Bottom and top try to get 9 spawns as soon as possible, but always tech. You MUST NOT STOP teching. Same goes for middle, but middle must have the middle lane long enough for allies to get 9 spawns. Top and bottom should upgrade a few units. Bottom should make 2 axes and entice the enemy to making horses. After writing is complete, top and middle queue Stirrups while bottom queues Iron Working. At 6 minutes, top and middle should start constructing camps on bottom. I prefer to make them below and behind the bottom tower as this will tend to focus all units on the enemy bottom tower when your force arrives. However, if the enemy has your lane pushed on bottom, build the camps out of sight. MAKE SURE TO DEACTIVATE THE CAMPS once they complete! At 6:30 reactive them and upgrade top and mid camps to horses, then deactivate them before 7:00. After the 7:00 tick, activate and upgrade to mounted archer as many as you can (3 each) and start making a fourth each. Bottom at 7:00 should make 3 swords and then begin on making the rest of his force into swords or knights as needed.
: That's it. If done correctly, the enemy will know you are up to something fishy as top hasn't pushed hard recently (if you can manage to swing top a few times before 7:00, they will have less ideas about your plans). If bottom lane is at your side when the rush starts, you will have a much higher chance of succeeding than if you have bottom pushed to their towers. If the enemy fights on bottom lane, you have a much higher chance of success as well.
: Warning: Rushes are "All-in" moves. Once attempted, there is no turning back. You cannot recover and over market an enemy. Once you decide on a rush, you and your allies must dedicate to it. It is do or die.
* Set-up: It is very important that you are clear with your allies about this rush. Make sure to disguise it for as long as possible. When you rush you go all in.
* Steps: Start as middle, by making two camps middle and teching. Top and bot play standard for now. Make sure to keep teching and ensure your sides both have maxed (9 camps/docks). Ideally your bot wants 4 longbows and 5 melee for this rush to work, telling your bot to go for this composition is a good move. Make sure that you do not construct any wonders like the Obelisk or the Lighthouse, they will not be beneficial to your rush. Top can upgrade a few docks and only needs to tech stirrups. When you start teching with your library tech masonry, feudalism, currency, iron working, leadership and mathematics. Get around 4 or 5 workers. When leadership is done, deactivate your units middle and start constructing the Sun Tzu War Academy. If the enemy has pushed the bot lane to your towers, be sure to build it out of sight. If you have more than 350 materials it is beneficial to build a Trade Market and sell the 300 materials for extra gold. When your Sun Tzu War Academy is around 50%, let your top lane deac his lane and go all-in bot with Mounted Raiders. If you have teched non-stop your top should deac his docks at 10:31. When your Sun Tzu is done, add catapults. Make sure to deactivate your units mid or keep one camp for the first food circle. If your top lane got wiped very quickly it might be a good idea to tech construction. Normally this isn't a necessity. Keep adding bot and watch top for big longboat stacks. If you aren't going for this strategy it is possible into transition to this a bit later, however it will be less potent. I've added a replay file with this link so you can see this rush in action. Good luck!
 
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