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EntGaming:CIVGuides

10 bytes added, 13:09, 17 January 2016
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* ''' 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.:# Income: You should always income the exact amount you can afford to, that is to say, if you have more gold than your enemy, or can keep the lane with less gold (without a technology or having a good counter build), be careful to not overmarket, but not incoming at all is a lousy decision too. Usually you won't need all the materials you get from bottom, sell the ones you can't afford to use in markets.
* ''' Rushing lanes '''
=== Wall on middle ===
:: The main idea behind this strategy is to give your teammates and yourself a constant market lane while sometimes swinging the side lanes of the opponent. You will build the great wall on the hill closer to the opponents capitals on the middle lane, leaving them with only 1 node.:: Why on the hill? Ranged units have a percentage chance to miss units that are on top of hills, if you set up your defence there you have quite the advantage, if you set it more forwards it would be easy to break, their units will reach faster your wall and stack easier, and if you decide to build the great wall in front of the middle node, you will be the one shooting uphill.:: Start by activating everything you have on your middle lane, it is good if you overpower your opponent, but not completely necessary. You will sneak your workers past the fight of middle, and start building your great wall on the hill. If your enemy is smart he will have rushed with his workers to his hill as soon as he saw yours, he will try to get up a tower while you are building your wall to snipe your workers, this is why you should attempt to hide them and hope for the surprise element, if you have it, there is a good chance you wont need a tower to protect your workers, otherwhise dont start building the wonder right away but add a tower first instead.:: Building the great wall costs a great deal of gold (if you build it with more workers more so, and the more damaged it gets the more it costs), so be prepared to lose your sides for quite a while, be careful with this, the enemy can try to outmarket you as he will have 6 nodes and you only 3, at least just after you finished the wall.:: Remember to build hanging gardens as soon as you can, there is nothing more frustrating than your enemy stealing them when you have them 80% completed. This is actually a great counter to your great wall, steal hanging gardens, go bazaar and hold your sides, your enemy will have less income, gold, and no materials to market harder than you. But do not let him keep the entire middle lane for longer than 20 minutes, his wall will have paid off by then.:: Another counter that works against some players is to do a delayed camp, one that goes first up to your boats and then below to middle lane, if you do it right your enemy will be holding 2 nodes instead of 3 every tick. This is really easy to counter though, so dont expect to steal 15 minutes of income with it.
=== Markets, Bank, And Opportunity costs ===

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