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Thread: General tips to beat Americans. Tips as Romans or other civs

  1. #1
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    General tips to beat Americans. Tips as Romans or other civs

    I was thinking about this, but every time I want to write a new thread, I feel I would miss too many informations around. Now, I will try to add things to beat Americans with all civilizations, but specially using China, Romans, Zulu, Spain, Aztecs.

    More I play, more I find Romans have the highest rate of stopping Americans and giving them problems. Why do I think this? Romans have republic since the start. China can do well obviously, but please, stop telling me you get 15 cities in 20 turns, that's all about luck. China usually needs 2 grasslands and 2 trees to build new settlers, while Romans only need 1 grassland and 1 tree. With 1 grassland and 1 tree, you really need few gold and trees to build a settler. Do I talk about them because I love them? No, I explained it why, and I prefer them than China. China can produce a lot of units and get a lot of science but.. It's hard to get enough production and mass it in one city or send it to the enemy, you should know that. Then, that's why I prefer Romans, with all their great bonuses:

    Set tree/grassland and work on the grassland for 4 turns, that's 8 food, all you need to grow back to 2. Meanwhile, you could bank 8 hammers. If you have got only 1 tree, then set workers on gold (if you haven't got much), and you will get it in 8 turns (ancient obviously). If you can share forests beetwen two cities (like when you build a settler in one and you grow in another), you mostly need 6 turns to build a settler. 4 if you got much gold. Expand everywhere, and bank some gold for the roads. The horse rush can be countered with warriors and road beetwen two cities, make sure you can damage it first, then form the army and counter (or defend if that's risky). Build cities everywhere, every spot you can have is good. Spots with no forest/grasslands should wait for medieval era, so you get +2/3 science per city (another worker, literacy maybe).

    Get irrigation and literacy if possible. These are the best bonuses you can get that will help you. Obviously you don't need, but if you get literacy first (long run) then irrigation to upgrade bad cities, you will "ensure a win". They can usually hit COL by 1000-500 BC, let's be fair and don't talk about luck, etc.. By 0 AD you can have 20 cities already, before they have reached 10, without many problems. All you needed is 120 gold at the start, and keep selling to the AI technologies and make them war/peace trick to get gold, if possible (if it's still alive). If you have enough gold, and you want to make it easier for you, then just build a city next to the Americans. Do this before they hit medieval, if you can defend it. Then your first unit you build, if you don't need it, should be sent in his territory, to defend that new city. No growth, you only need two trees, keep building lots of units. Archers should be enough, but if you want, go for legions. Put archers in his territory, and box him as fast as possible. Keep sending settlers and building cities if possible, so you will box him really fast and easy. Same here, choose 2 trees spots, and build archers / legions. Send them as near as possible to his cities. If he wants to pass, you will know that. Doing this before you expand to 15-20 cities, or doing that after is not a real problem, but as fast as you can do it without much risk, more you ensure a win. If he has to expand to islands, he won't produce units really easy, and he will let you conquer the mainland, then bad for him. If he wants to remove the pressure, he has got to build units. He could build catapults armies, you could say, but.. That's wasting gold for some turns, slowing down expansion, and, let's say the catapult die (to an archer army, if you got one), that's -60 gold at least. Fortress is your friend, and you could get 18/21 defence. That requires armies to be ready before you reach that defence.. Then, in other words, you have got a nice advantage on him.

    Build last few settlers to put in islands, and use these to help you in science/gold if needed.
    Another trick you can use, that could be the same, is building a city next to them, with few units in the city. Then, here there are the "advantages":

    -He take it, gets a technology and few gold (use it if you don't want to lose much gold). Plans ruined to build knights, perhaps he could reach industrial era too fast. When that happens, you could be on the same plan and you can beat him much easier. After he takes it, you take it back with an army ready, waiting for him.

    -He doesn't take it. You box him, and slow his expansion. You will take his cities boxed in with few problems.


    Now, let's say you have defended in some way, with some cities in the front. Build legions armies everywhere. Veteran obviously, you have to stop the knight rush. They usually try that also if that's slow. You can build as much legions as his knights if you want. By now, if you have followed the Romans strategy a bit, you should have a nice production city, building wonders, and now let's explain what you need:

    Leonardo's Workshop
    East India Company
    Hanging Gardens (if you want to improve production and that's worth)
    Samurai Castle

    All of these are useful, but you mostly need Samurai Castle or Leonardo's Workshop.

    Let me explain why.. If you have 10 legions armies, all these will turn into knights armies. That is 10 knights armies that you paid 300 hammers, instead of 750. He has paid 750 gold for those armies, then, it's all earned. 400 hammers vs 750 gold. You only need 3 cities with 2 trees each (or more, if you got irrigation), and here's the trick.

    If you get Samurai Castle, you can beat his knights. Find them, kill them, or counter attack them. After you have killed enough, you should attack him. Use archers (no armies) to defend. 3 archers won't be overran, and that means wasting 3 attacks, where you can counter. Then, 6 archers could be ok. Maybe one army could help, to defend to those first armies.

    Galleons can help, you can build them to help conquering him. If you get East India Company, you should try to turtle up and press him where you know he has few defences. Every city you gain, is a bonus for you.

    Another thing you can do, while building cities in the front, is choosing a nice growth spot, with some production, get it, build a temple, and use it to flip cities back, or slow him anymore. In industrial era you get +50% culture, meaning you could get like 10-15 per turn with ease. If that doesn't help to defend, it helps to press him. He will have to declare you war, and you will see units. Settle islands obviously if you don't want him to get every spot, but all you need is taking every capital. If they reach industrial and you are more advanced than them, that's a victory. No real luck required, only skill on doing all these tricks. All this can work with other civilizations but Romans are the best with this.

    I hope that helps, tell me if you have got problems with that.

  2. #2
    oh, thats how u can counter the americans... very intersesting morte

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    Quote Originally Posted by bold blaster View Post
    oh, thats how u can counter the americans... very intersesting morte
    hmmm... theres something fishy about this post, and im gonna get to the bottom of it.

    my middle name is Gonzalez.. but my second middle name is holmes.. so watch out...lol


    p.s i dont have a middle name lol

  4. #4
    The only question I have is what year can you consistently make 10 legion armies and a leo's workshop by? In order to do this you have to get Invention and feudalism and get a leo's workshop before the American can get feudalism and enough armies to either take you out or counter you.

    The interesting thing about this scenario is that you have to create a lot of armies to skew the results to show that they are equivalent. For example, if you compare the cost of 5 knight armies vs 5 legions+leo's, the result is different than if you compare 10 armies, or 1 army, as the cost of leo's as a ratio to the total cost seems more reasonable the more armies you calculate for.

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    Quote Originally Posted by Dzenith View Post
    The only question I have is what year can you consistently make 10 legion armies and a leo's workshop by? In order to do this you have to get Invention and feudalism and get a leo's workshop before the American can get feudalism and enough armies to either take you out or counter you.

    The interesting thing about this scenario is that you have to create a lot of armies to skew the results to show that they are equivalent. For example, if you compare the cost of 5 knight armies vs 5 legions+leo's, the result is different than if you compare 10 armies, or 1 army, as the cost of leo's as a ratio to the total cost seems more reasonable the more armies you calculate for.
    You only have to start banking armies for Leonardo's Workshop, and it's not hard to get, maybe by 200-300 AD. It's hard to get 10 knights armies in every game as americans, trust me, then you can beat them, and it won't be a huge problem. You only need a balanced scenario, nothing else. If they just keep building knights armies you can just keep building legions armies or take out their cities. You have roads, they don't because they cost too much and can't use roads everywhere.

  6. #6
    Ok thanks for the info Morte. I think I am going to play with this and see if I can get it working for me.... I like the Romans but I have difficulty being aggressive early with them as they have no early bonuses that help with a rush and I find it leaves the opponent time to take the AI caps/weak players out and take an early lead.

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    Good post Morte. I definitely need to work on this & will begin doing so when I get back online. I love the Romans, they are a tremendously flexible & powerful civ but do require practice. I used to play them quite a bit & did fairly well w/them but always had trouble w/America in H2H. Everyone else, I could hold my own. I still have trouble when I play against America in H2H. Also when I play as America, I usually have destroyed Rome pretty quickly (before 1500 BC or so). However, I think you've got some solid suggestions in there & I'm just going to have take my losses & start getting better. Once I figure out how to beat decent American players in H2H, even 40% of the time would be nice, I'll be happy & probably never play America again. My losses to America as Rome are the only reason I ever started playing America. I just got so sick of it, I decided to join them!

    Are there other Roman players who have beaten decent American players (not the "balanced worker" types) in H2H with any reasonable consistency (20% or more)? I'd be interested in hearing about some similar tips such as Morte has provided.

    best regards,
    Pedal2Metal

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    I have one big problem with the counter. You say youll have 20 cities by 0ad while the American will have 10. Assuming this is h2h its not lucky for the American to have 20 cities at 0 ad too. 100g 2 ai caps equals 4 cities. 3 caps making 3 more cities equals 7. Than going for irrigation or Col will allow you to double that to 14. Than after that they can start pressing and expanding.

    Countering the Americans, Zulu are a great civ to use. 2 Impi armies are better than one horse army imo. So Killing that American horse rush early will set them back. Than pressing directly after. Also that goes for any other civ that rushes.

    If your going to use Romans why not expand to 10 cities only because Romans get the early cities the fastest. Getting irrigation to make those cities 3. Than make legions and attack. You could get a big attack going in the bc. While you attack you expand again this way you dont fall behind if the attack fails.

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    Quote Originally Posted by Pedal2Metal View Post
    Good post Morte. I definitely need to work on this & will begin doing so when I get back online. I love the Romans, they are a tremendously flexible & powerful civ but do require practice. I used to play them quite a bit & did fairly well w/them but always had trouble w/America in H2H. Everyone else, I could hold my own. I still have trouble when I play against America in H2H. Also when I play as America, I usually have destroyed Rome pretty quickly (before 1500 BC or so). However, I think you've got some solid suggestions in there & I'm just going to have take my losses & start getting better. Once I figure out how to beat decent American players in H2H, even 40% of the time would be nice, I'll be happy & probably never play America again. My losses to America as Rome are the only reason I ever started playing America. I just got so sick of it, I decided to join them!

    Are there other Roman players who have beaten decent American players (not the "balanced worker" types) in H2H with any reasonable consistency (20% or more)? I'd be interested in hearing about some similar tips such as Morte has provided.

    best regards,
    Pedal2Metal
    I put in a lot of work against american players when I was ranking with the Romans. I was 93-14 overall out of those 107 games 90 were with the Romans. A lot of games i played Americans good or bad. Get cities out fast and hit them with legions fast. Attacking with legions in the BC is your best bet IMO. You wanna be swift. While you attack build another city near the next city you want even if the city placement sucks. This way when you take a city you can build a road and move on instantly. Your takin a chance but you can build settlers while you attack which can support a failure.

    Mortes approach is strong because hes taking the game to a later stage with 20 cities to fall on.

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    Quote Originally Posted by GhOsTSidRev View Post
    I have one big problem with the counter. You say youll have 20 cities by 0ad while the American will have 10. Assuming this is h2h its not lucky for the American to have 20 cities at 0 ad too. 100g 2 ai caps equals 4 cities. 3 caps making 3 more cities equals 7. Than going for irrigation or Col will allow you to double that to 14. Than after that they can start pressing and expanding.

    Countering the Americans, Zulu are a great civ to use. 2 Impi armies are better than one horse army imo. So Killing that American horse rush early will set them back. Than pressing directly after. Also that goes for any other civ that rushes.

    If your going to use Romans why not expand to 10 cities only because Romans get the early cities the fastest. Getting irrigation to make those cities 3. Than make legions and attack. You could get a big attack going in the bc. While you attack you expand again this way you dont fall behind if the attack fails.
    Ghost is right regarding American expansion. Americans will have 20 cities by 0 easy. A top-notch American player will have it long before that (1000 - 500 BC). Of course, you already know this since you can do this yourself so you're probably talking about the average American player which is true, they usually aren't able to do this as reliably but any American player who only has 10 cities by 0 in H2H is definitely NOT a top-notch American player.

    best regards,
    Pedal2Metal
    Last edited by Pedal2Metal; 08-29-2009 at 07:38 PM.

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    Quote Originally Posted by Pedal2Metal View Post
    so you're probably talking about the average American player which is true, they usually aren't able to do this as reliably.

    best regards,
    Pedal2Metal
    lol...

    thats a funny comment

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    Quote Originally Posted by GhOsTSidRev View Post
    I put in a lot of work against american players when I was ranking with the Romans. I was 93-14 overall out of those 107 games 90 were with the Romans. A lot of games i played Americans good or bad. Get cities out fast and hit them with legions fast. Attacking with legions in the BC is your best bet IMO. You wanna be swift. While you attack build another city near the next city you want even if the city placement sucks. This way when you take a city you can build a road and move on instantly. Your takin a chance but you can build settlers while you attack which can support a failure.

    Mortes approach is strong because hes taking the game to a later stage with 20 cities to fall on.
    Makes sense. Got to hit them early & hard I think to have a shot. Is "strong" the word you intended?

    best regards,
    Pedal2Metal

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    Quote Originally Posted by Hellogoodbye123 View Post
    lol...

    thats a funny comment
    I never saw that until you bold-faced it... very funny actually...
    I'm absent-minded that way unless someone points it out...
    Nice catch!


    best regards,
    Pedal2Metal

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    I said you could try to hit them before they start expansion, and you can't say they have 20 cities if you box them in. What if they defend? You have only got 10 cities; however, 20 cities is not the key, if these 10 cities are good, and he hasn't got a good room to expand, and you could box him, then yes, hitting him as fast as possible is going to help.

    You can produce enough legions armies in these 5-10 turns if you want to attack them. If you do, they have to stop expanding, set defence, then restart again. If you keep attacking doing some damage let's say with 3 legions armies, it should work.

    Oh and building more than 20 cities is not easy. What if I end the turn ? You can't do so much in 60 seconds, trust me. While the enemy is planning to attack you, that's even harder (and while he is attacking)
    Last edited by MorteEterna; 08-29-2009 at 07:46 PM.

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    Quote Originally Posted by Dzenith View Post
    The only question I have is what year can you consistently make 10 legion armies and a leo's workshop by? In order to do this you have to get Invention and feudalism and get a leo's workshop before the American can get feudalism and enough armies to either take you out or counter you.

    The interesting thing about this scenario is that you have to create a lot of armies to skew the results to show that they are equivalent. For example, if you compare the cost of 5 knight armies vs 5 legions+leo's, the result is different than if you compare 10 armies, or 1 army, as the cost of leo's as a ratio to the total cost seems more reasonable the more armies you calculate for.
    5 knight armies is 5 * 3 * 25 = 375 hammers.
    5 legion armies is 5 * 3 * 10 = 150 hammers
    Leonardo's workshop is 100 hammers.
    250 hammers vs. 375 hammers. It still seems viable.
    It takes American 5 turns to built 5 knight armies. So I think the real trick is to figure out how to build 2 legion armies (I think this is 12 cities w/5 hammers each) a turn while also banking LW. If you can do this, you'll have a clear advantage. If you can do this by 0-500 AD, I think you've got a real shot. I'm definitely going to have to play with this one. I once built 20 vet legion armies & turned them all into knights. Pretty wild!

    best regards,
    Pedal2Metal

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    Quote Originally Posted by Pedal2Metal View Post
    5 knight armies is 5 * 3 * 25 = 375 hammers.
    5 legion armies is 5 * 3 * 10 = 150 hammers
    Leonardo's workshop is 100 hammers.
    250 hammers vs. 375 hammers. It still seems viable.
    It takes American 5 turns to built 5 knight armies. So I think the real trick is to figure out how to build 2 legion armies (I think this is 12 cities w/5 hammers each) a turn while also banking LW. If you can do this, you'll have a clear advantage. If you can do this by 0-500 AD, I think you've got a real shot. I'm definitely going to have to play with this one. I once built 20 vet legion armies & turned them all into knights. Pretty wild!

    best regards,
    Pedal2Metal
    I would add that if you want to have bank hammers, you could do that by 2500 BC maybe with a 3 pop city (irrigation/medieval), so you could need something like 17 turns to build Leonardo's Workshop. That wouldn't be hard and it would save you. And you can also do this with Leonardo's Workshop and Samurai castle. Maybe a good advice could be building some legions armies (4 veteran), while building the castle. Then send them to the Americans and press, while you build other legions and bank hammers for Leo's workshop, and he will have problems setting cities to anything else. End faster so he won't have time to build galleys and delete everywhere, attack so he has got less time to use, and get also bad cities. It's still -6 gold for him and +6/7 science for you

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    Quote Originally Posted by MorteEterna View Post
    Oh and building more than 20 cities is not easy. What if I end the turn ? You can't do so much in 60 seconds, trust me. While the enemy is planning to attack you, that's even harder (and while he is attacking)
    Don't want to distract but it's not hard to build 20 cities by 0 w/Americans if you've got the gold w/Americans & know how to streamline your building process. I mean you only need to build 4 settlers a turn to get 20 cities in 5 turns. That's easily done in 60 seconds a turn.

    If an old fart like me can do that, surely anyone can with a little practice.


    best regards,
    Pedal2Metal

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    Quote Originally Posted by MorteEterna View Post
    I would add that if you want to have bank hammers, you could do that by 2500 BC maybe with a 3 pop city (irrigation/medieval), so you could need something like 17 turns to build Leonardo's Workshop. That wouldn't be hard and it would save you. And you can also do this with Leonardo's Workshop and Samurai castle. Maybe a good advice could be building some legions armies (4 veteran), while building the castle. Then send them to the Americans and press, while you build other legions and bank hammers for Leo's workshop, and he will have problems setting cities to anything else. End faster so he won't have time to build galleys and delete everywhere, attack so he has got less time to use, and get also bad cities. It's still -6 gold for him and +6/7 science for you
    You're getting me stoked to play Rome when I get back online in a couple of weeks! I've got to break the cobwebs off my Rome play but this gives me some serious hope.

    best regards,
    Pedal2Metal

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    Good advice, as always. What do you do when your really far away? Do produce legions and wait to stop him at the point of attack, or do you still look for a way to try and box him in.

    Oh, and I saw pedal say he turned 20 legion armies into knights. I remember turning 17 into tanks, and then putting together a battleship fleet two turns later. I could have of course spammed more, but I thought 17 was good enough. I ended up not moving most of them, but it was fun to see.

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    Quote Originally Posted by Pedal2Metal View Post
    Don't want to distract but it's not hard to build 20 cities by 0 w/Americans if you've got the gold w/Americans & know how to streamline your building process. I mean you only need to build 4 settlers a turn to get 20 cities in 5 turns. That's easily done in 60 seconds a turn.

    If an old fart like me can do that, surely anyone can with a little practice.


    best regards,
    Pedal2Metal
    this reminds me of a game i had with a guy who played as france.. i was rome..(i thought he was a noob).. the game starts and he ends his turn literary 1 second into it.. it was a fast timer(30 secs)

    i expanded sooo much had like 30+ cities.. and he kept ending literary as it started.. and i still got all my cities to do what i wanted to do.. temples lol

    i come over and he has one city..paris thats all i guess he combined his settler into the capital... it has like all buildings, 4 great people..etc..


    the point is that i handled time qiute well

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    Quote Originally Posted by TyShine View Post
    Good advice, as always. What do you do when your really far away? Do produce legions and wait to stop him at the point of attack, or do you still look for a way to try and box him in.

    Oh, and I saw pedal say he turned 20 legion armies into knights. I remember turning 17 into tanks, and then putting together a battleship fleet two turns later. I could have of course spammed more, but I thought 17 was good enough. I ended up not moving most of them, but it was fun to see.
    That would work obviously. You have to build samurai castle if you want tanks, simple because he could finish you. Then if you have got a scientist, and other hammers banked, it's obviously going to work. If it's really fair away it can be a problem

    P2M: How can he expand if he is boxed in?
    As I said he has to expand to islands, but what if there are few islands around? He has got to wait for navigation maybe. If you box them before they reach medieval/COL you can do a good job. That's not luck, that's also skill. Instead of defending, press.

  22. #22
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    Quote Originally Posted by MorteEterna View Post
    If you box them before they reach medieval/COL you can do a good job. That's not luck, that's also skill. Instead of defending, press.
    With that elaboration, I agree. However, it will be a slugfest.
    It's true while you're slugging it out, you're slowing them down & as long as they aren't in Medieval/CoL & the longer you can keep it that way, the better for you.

    best regards,
    Pedal2Metal

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    Good thread.

    I would say that you don't need Leo's Workshop or Samurai Castle to defend or beat the Americans, but it certainly helps.

    The Romans are one of the best counterattacking civs in the game. If the Americans have to go on the defensive, then they are probably better if they have the time to get units, or are anticipating the attack, but with the Romans, an emphasis on protecting your empire is often the key.

    Of course, if you are close to the other guy early, and you've been able to expand out to several cities, then it's not to difficult to scheme up an overwhelming attack in the BC, but it's a little more difficult to do from across the map. This is when you just sit back, shore up your defenses, expand, and get the good bonuses. If the game is close, half priced wonders can help you out a lot.

    If the Romans survive the early rushers, then they should have a great chance of surviving any rush before tanks. They should be able to tech up well enough to match just about anyone too. But as I have always said in the past about the Romans, if you're gonna defend with them, then it often helps to have a contengicy plan to take back any city that's been rushed.

    Half priced roads really helps for this cause. Legions well placed on hills, border cities, choke points etc, will really help keep knights, cats, or any other early unit out of your empire. If you've got your defenses in place, and especially some legion armies, you should be able to repel most rushers. Yes, they may take a city or two, but it's usually not too much of an effort to reallocate units and get those cities back before they can hold on for them for any long stretches of time.

    They shouldn't be able to just go from city to city killing you. You can often deal them a blow before they even get to your city, by attacking them from chocks and hills. Once they do get to your cities, they'll have to deal with archers, and then counterattacks. You should be able to kill 2-3 knight armies by the time they take a single city, if not more. Once they go for another city, you should be able to kill an army or two more, and then clean up from there.

    If I have a high production city, especially one with a barracks, and especially if I've got other wonder building cities already, then it's not too hard to get vet units out. A catapult army or two isn't a bad idea to build for defense, but the main emphasis should be moving around those archers and legions to their best spots.

    Landlocked cities surrounded by forests are great for producing legions every 2 turns, or archers. Those "crappy cities" with no growth will help with your overall tech, and it's often necessary to have these types of cities, because it's often a good idea to switch all of the Roman cities to gold every now and then to help get more settlers and units. Use up every piece of the map if if you can. You should have a good head start on other for expansion. Expanding with the Romans doesn't make you weaker, it makes you stronger on defense, even in the early game to counter horserushers and the like.

    After that, you should have some breathing room to build wonders, tech up, rush others if they don't ever come and are just turtling, and keep expanding.

    You don't need 20 cities, you don't need wonders, at least not to survive and stay in the game. 20 cities and some wonders will help you be very powerful though.

    The major hurdle that the Romans have to climb is getting early gold and have grasslands, fish, and hammers in their area to be able to expand. Some maps are only filled with deserts close, or there's not much land to begin with. This makes things a lot harder, but they can still deal with this situation better than a lot of civs, but it's just hard to be relaly dominate if you can't get to expanding like gangbusters asap.

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    I've just tried this to Pythagorean Cat (sorry if the name is wrong), and both have got a good start. He got the other American player (buddy) really fast, and I was pretty safe from him, however, I had like 7 cities in 20 turns before he has started expanding, so I wanted to get irrigation first. I had the 100 gold pretty fast (meet the german, got 2 barbs, and maybe I named one tile), and I rushed 3 settlers really fast, so I was ahead. I wanted to build a barracks and take germans, because it was next to hill. I didn't need it but it helped. I rushed a horse army and took it in 4-5 turns. Meanwhile I kept expanding and got a nice production spot. 4-5 trees, oak, 2 grasslands next to river.. I will skip some details.. I used the horse army (march) to take one of his cities. He was in democracy already and he went from 13 to 16 technologies probrably backfilling mathematics (from me) and other technologies. That was funny

    I took one of his cities, got democracy, then he killed the horse and took the city back. I built a galleon and moved in 5 veteran legions armies, 1 veteran pikemen army, and moved near his cities. Meanwhile I finished Samurai Castle and attacked his cities from the galleon..I didn't want to waste turns, and I took a lot of cities really fast. I got some technologies, and ruined his expansion. He had to build knights but I kept killing them. He was in democracy than I had to make it painful for him.. I asked diplomacy after killing his armies but sometimes he killed my armies. He attacked me in the mainland meanwhile with a knight and pikemen army.. I had a veteran catapult army and some pikemen, and I killed both. I don't know why I had bad luck and he attacked the catapult army after the first pikemen (he had blitz).

    Then, he had only industrialization and literacy as bonuses, and I kept building cities, then switched to religion. It froze after I killed a knight and I had to go, funny game, but I'm sure I would have won it at the end

  25. #25
    A very strong American counter Morte.
    I got pretty lazy, yes I am a lazy american haha, on setting up galleon scouts or stronger city defense because someone was rushing me to move faster *cough cough* which led to the downfall of a lot of my cities. Hard to know exactly how it would have turned out, even with my cities gone I was still in pretty good shape at 200 tech and 240 gold per turn, 28(america)-25(rome, several stolen) on techs and a great scientist would have probably helped me get them back soon enough, and was still expanding on islands as well but yeah I was boxed in on the mainland on a peninsula while you had a much bigger area so yeah it was probably going to be your win. That + I smelled bombers coming soon. >< Had I stopped your galleon(easy to rush a fleet and kill it) I would have been in VERY good shape. Maybe if your friend wouldn't have distracted me into taking him I could have gotten out and not boxed in so easily o.o An excellent strat nonetheless, time to refine my counter to this, pretty sure something simple like better and more galleon scouts/miliita could do the trick, not like I couldn't afford them.
    Last edited by pythagorean cat; 08-30-2009 at 01:31 AM.

  26. #26
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    Quote Originally Posted by pythagorean cat View Post
    A very strong American counter Morte.
    I got pretty lazy, yes I am a lazy american haha, on setting up galleon scouts or stronger city defense because someone was rushing me to move faster *cough cough* which led to the downfall of a lot of my cities. Hard to know exactly how it would have turned out, even with my cities gone I was still in pretty good shape at 200 tech and 240 gold per turn, 28(america)-25(rome, several stolen) on techs and a great scientist would have probably helped me get them back soon enough, and was still expanding on islands as well but yeah I was boxed in on the mainland on a peninsula while you had a much bigger area so yeah it was probably going to be your win. That + I smelled bombers coming soon. >< Had I stopped your galleon(easy to rush a fleet and kill it) I would have been in VERY good shape. Maybe if your friend wouldn't have distracted me into taking him I could have gotten out and not boxed in so easily o.o An excellent strat nonetheless, time to refine my counter to this, pretty sure something simple like better and more galleon scouts/miliita could do the trick, not like I couldn't afford them.
    If you get a counter, that other player could get, then please, don't tell it to other people. I wouldn't like if this game die just because people have started playing only Americans

  27. #27
    didn't the game die when they stopped fixing glitches and rebalancing civs so people stopped buying it? I don't see the logic in this as not spending the money to fix problems will drastically hurt their future revenues. I don't know who is to blame, Firaxis or 2k games but both of their names are on the box and I will probably not buy another game from either of them ever. Blizzard is still patching Diablo 2 which came out 9 years ago lol, and I wonder why they are so successful.

    But anyways now that I am done ranting, even if I did write a counterstrat who would be skilled enough to pull it off? The same handful of regulars that could probably figure it out themselves and don't solely use American's anyways? If this Romans strat is this powerful, then maybe you ruined the game and everyone will start playing romans lol
    Last edited by pythagorean cat; 08-30-2009 at 02:31 AM.

  28. #28
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    Quote Originally Posted by pythagorean cat View Post
    didn't the game die when they stopped fixing glitches and rebalancing civs so people stopped buying it?
    A lot of people have stopped playing already. Why letting other people stopping playing just because they see all these overpowered things? Wouldn't you like to try to balance the game? You only have to help people to counter Americans, China and Zulu, so they would have some fun. And, until you only use Americans, saying that's the only worth thing, you aren't going to proof something.

  29. #29
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    I disagree w/secrecy. Post strategies, counters, whatever. Everything simply helps everyone become a better player but keeping some "secret knowledge" isn't a good approach to developing a game or community.
    History has myriads of examples... My $0.02...

    best regards,
    Pedal2Metal

  30. #30
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    I still think the best and easiest counter against the Americans are the zulu. All the other counters are harder to do.

  31. #31
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    Quote Originally Posted by GhOsTSidRev View Post
    I still think the best and easiest counter against the Americans are the zulu. All the other counters are harder to do.
    Zulu have to start near Americans, and you can build how many armies you want but you can't do so much. You can counter zulu, and that's not hard, and you can kill impis. And Romans can still use horsemen to horse rush, that's not hard. However, if they don't start too far, Zulu could build horsemen to take out militia (overrun).

  32. #32
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    sounds like Pythagorean Cat was trying to counter this strategy, instead of playing an earlier rush. I know Morte said he did try to bring a knight army w/ a Pikeman army, but that's far from the typical "I'm gonna bring 5+ knight armies at you early and try to kill you quick".

    Not many American players just keep teching from there, they'll hang back in the medieval and build that gold base and try to keep sending knights, then tech up.

    Either way the Americans do it, it's still good. If the Romans were hanging with them in tech, then tanks probably wouldn't finish off the romans either.

    As for the game being dead:
    I don't think it is. If we've gotten past the more basic problem of people realizing that 2K isn't going to try to patch any of the freezing, then I don't think the game will be killed by overpowered civs. Before a lot of people were turned off by the Zulu winning so many games, and the Chinese and now the Americans. You'll always see the overpowered overused civs out there. I don't think it will kill the game at all. As long as we can still play, the system doesn't freeze anymore than it should, then it won't die. It'll die because it's farther from the release and other reasons, but not because of overpowered strategies.

    And I agree w/ Pedal, I think it doesn't help much to keep things secret. I post a lot of what I know here, and it doesn't hurt my winning percentage. I would say that I'm less likely to make a thread that says "Here's how to win in a million different ways with the Americans", but I still share some of my Americans knowledge here and there. I'm not so ready just to give out a blueprint that everyone can pick up after they know a little bit about the game. Just like I didn't want to see a Zulu strategy before, because that would have made the problem worse. But I still didnt' mind posting on random threads about how to use them well. I think my efforts and posting time is better served in trying to expand the knowledge on other civs other than the 3 top ones, but I'll still contribute randomly to the power civs. So I guess it's more of a fine line that I walk in this area.

  33. #33
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    Quote Originally Posted by MorteEterna View Post
    Zulu have to start near Americans, and you can build how many armies you want but you can't do so much. You can counter zulu, and that's not hard, and you can kill impis. And Romans can still use horsemen to horse rush, that's not hard. However, if they don't start too far, Zulu could build horsemen to take out militia (overrun).
    If the Zulu start near the Americans and the americans are going for a horse rush youd probably take the cap. If your between 10-15 turns you can probably kill the horse army than press.

    If there not horse rushing at least you can get there early and press there expansion and hinder their progress to medieval.

  34. #34
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    Quote Originally Posted by GhOsTSidRev View Post
    I still think the best and easiest counter against the Americans are the zulu. All the other counters are harder to do.
    In H2H, Zulu have a shot but only if they are close enough & actually find the Americans in time. If they aren't close or go the wrong direction, I don't consider it much more than anyone else's shot. Americans will usually have a horse army by 3100 BC-3000 BC. That's your window of opportunity. Given the GP has likely been walking around (unless GB or GE), the Americans already have probably found the blue outline of the Zulu capital if the Zulu are close enough to be a threat. In that case, they will have a warrior army ready for yours & be using the diplomacy tactic to track your movements.
    The Aztecs, IMO, have an equal or better shot as they are more likely to build an early horsearmy, can do it as fast as America, & get the auto-heal so they remain a threat so long as they don't lose a battle or retreat.

    I've never lost to a Zulu player as America (& I'm only a decent player w/Americans, I'm no Morte/Kyodai/Pedal2Metal2) & I'm sure Cat can concur. Zulu players are a dime a dozen & have no real long term strategy usually. That's one advantage of the Romans. They force the player to learn how to strategize as if you don't, you're likely going to be rolled over.

    So I like the Romans & will be trying w/them. Given Morte was able to counter Cat, that's meaningful data. However, I will say it also underscores how much skill is required. I would imagine most Roman players would not have lasted that long, including myself.

    best regards,
    Pedal2Metal

  35. #35
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    Quote Originally Posted by Pedal2Metal View Post
    In H2H, Zulu have a shot but only if they are close enough & actually find the Americans in time. If they aren't close or go the wrong direction, I don't consider it much more than anyone else's shot. Americans will usually have a horse army by 3100 BC-3000 BC. That's your window of opportunity. Given the GP has likely been walking around (unless GB or GE), the Americans already have probably found the blue outline of the Zulu capital if the Zulu are close enough to be a threat. In that case, they will have a warrior army ready for yours & be using the diplomacy tactic to track your movements.
    The Aztecs, IMO, have an equal or better shot as they are more likely to build an early horsearmy, can do it as fast as America, & get the auto-heal so they remain a threat so long as they don't lose a battle or retreat.

    I've never lost to a Zulu player as America (& I'm only a decent player w/Americans, I'm no Morte/Kyodai/Pedal2Metal2) & I'm sure Cat can concur. Zulu players are a dime a dozen & have no real long term strategy usually. That's one advantage of the Romans. They force the player to learn how to strategize as if you don't, you're likely going to be rolled over.

    So I like the Romans & will be trying w/them. Given Morte was able to counter Cat, that's meaningful data. However, I will say it also underscores how much skill is required. I would imagine most Roman players would not have lasted that long, including myself.

    best regards,
    Pedal2Metal
    I dont think the Aztecs have a better shot or equal. Having a horsearmy at the same time as the americans and auto heal doesnt necessarily make it better. Youll have a better chance than most but I dont think better than the zulu. Zulu will have a Impi warrior army in 5 turns with double movement means you have 4-5 turns of finding the americans with 8-12 tiles being covered. You can grab anything on the way (villages or barbs) because over run will allow you to keep on moving. Youll also have another army on turn 8-9. Basically youll have 2 armies(one being elite and one being vet) vs 1 horse army(thats probably fresh). Dont forget that you couldve captured that GP. You also couldve killed single horse men units too while trying to find the americans. Than its press, drop a close city to make archers and come back with knights if you havent already won. All this isnt necessarily lucky. Its consistent and is only hindered by distance between you and the american player.

    Yes you never lost to a zulu player but that doesnt change the fact that the ZULU ARE OP IN H2H. In the right hands they are a great counter if not the best against the Americans.

    The Romans can definitely counter the Americans but Id say its a lot harder.

  36. #36
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    If I was playing a game against myself as Americans, I would have more problems with Romans than Zulu. These impi armies are not a problem I'm facing.

  37. #37
    How do you start with romans? Do you try to warrior or horse rush the AI or do you just threaten for money and leave them be?

    Do you start expanding right after the first 2 warriors?

    Do you rush a warrior for your cap to prevent a walk-in after you get your first 20g?

    Do you wait for 100g to make warriors for defense for new cities, do you use prod to create a warrior in new cities or do you not worry about the 100g and just rush a warrior when a new city is created?

    Do you save money to be able to rush a road and a couple warriors in the case of attack or do you use the money to rush settlers and expand faster at the beginning?

    Do you expand until you are past 20 tech/turn and then backfill and go to irrigation or do you start teching before that?

    Thanks for the advice Morte.

  38. #38
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    Quote Originally Posted by MorteEterna View Post
    If I was playing a game against myself as Americans, I would have more problems with Romans than Zulu. These impi armies are not a problem I'm facing.
    Any civ that works off a horse rush is gonna have problems against Impi warriors. Impi warriors move like horses and are half the price. 2 v 1 equals auto win. Than press.

    Romans are harder I think to counter because the longer you let the Americans play their game the harder it is.

  39. #39
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    Quote Originally Posted by Dzenith View Post
    How do you start with romans? Do you try to warrior or horse rush the AI or do you just threaten for money and leave them be?

    Do you start expanding right after the first 2 warriors?

    Do you rush a warrior for your cap to prevent a walk-in after you get your first 20g?

    Do you wait for 100g to make warriors for defense for new cities, do you use prod to create a warrior in new cities or do you not worry about the 100g and just rush a warrior when a new city is created?

    Do you save money to be able to rush a road and a couple warriors in the case of attack or do you use the money to rush settlers and expand faster at the beginning?

    Do you expand until you are past 20 tech/turn and then backfill and go to irrigation or do you start teching before that?

    Thanks for the advice Morte.
    I wrote the strategy and didn't want to re-write it, I put some advice that you could use with the strategy

  40. #40
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    Quote Originally Posted by GhOsTSidRev View Post
    I dont think the Aztecs have a better shot or equal. Having a horsearmy at the same time as the americans and auto heal doesnt necessarily make it better. Youll have a better chance than most but I dont think better than the zulu. Zulu will have a Impi warrior army in 5 turns with double movement means you have 4-5 turns of finding the americans with 8-12 tiles being covered. You can grab anything on the way (villages or barbs) because over run will allow you to keep on moving. Youll also have another army on turn 8-9. Basically youll have 2 armies(one being elite and one being vet) vs 1 horse army(thats probably fresh). Dont forget that you couldve captured that GP. You also couldve killed single horse men units too while trying to find the americans. Than its press, drop a close city to make archers and come back with knights if you havent already won. All this isnt necessarily lucky. Its consistent and is only hindered by distance between you and the american player.

    Yes you never lost to a zulu player but that doesnt change the fact that the ZULU ARE OP IN H2H. In the right hands they are a great counter if not the best against the Americans.

    The Romans can definitely counter the Americans but Id say its a lot harder.
    Fair arguments. To each his own, I suppose. I've got little to no respect for the Zulu myself. Based on my experience in H2H, Zulu players mostly suck. I've never lost when I play as the Zulu in H2H (although I rarely play them) so I have to agree they are OP in H2H. I think Romans will require more skill, I can agree with that. However, I'll have to wait & see to judge how the Romans & Zulu compare in terms of countering Americans. Probably will take a while as I've got to get better w/Romans first & I can't play nearly as much as my son (maybe 1-3 games a week). Fortunately, just about everyone plays America in H2H these days so I should get plenty of practice.

    best regards,
    Pedal2Metal

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