I’m hoping that many forum members can contribute to this post. I want it to include every bit of information about how to abuse the AI, specifically in H2H. Most of this information is already on the forums, but I believe it is incomplete and obviously not organized. This should help everybody with walk-ins, taking defended caps, getting money from the AI, and generally playing better. Here are some ideas of what I want to include:
General information
Warrior production years for each civ.
Ease to threaten/what is needed to threaten each civ.
Tendencies of each civ.
General information
In H2H games there will be 3 AI civs, or 1.5 AI civs per human player. It can be assumed that at least 1 AI civ will be taken by a human player early, and it is not uncommon that all 3 AI civs have been taken by humans before 1500 BC. You may be at peace or at war with the AI.
In FFA games there will be 1 AI civ, or .25 AI civs per human player. It is likely that the AI civ will be taken by a human player early.
The standard warrior production for the AI is to build a warrior at the end of 3500 and the end of 3000. They will bring their first warrior back to their cap if they see you. Therefore, when attempting a walk-in, you should plan to take their cap at 3500, or wait until 3300 to officially make contact with the civ. Some civs follow different rules such as the Greeks, Chinese, Aztecs, etc.
An AI civ will be far less advanced if nobody makes contact with it. For example, if I meet Russia in 3400, it might have archers by 2500. If no other civ meets Russia until 2500, it will probably not have archers.
AI units will not take caravans or empty cities if you have not yet declared war upon them. Zulu warriors will take an empty city ONLY if you have not yet encountered them in the diplomacy screen.
You can threaten at AI civs for 25g and 10 turns of peace easily in the first 20 turns. Even if the AI has no gold, it will magically summon 25 gold if it feels threatened. If the AI has no units in its cap, you can threaten at any time. If they have a unit, it depends on the civ you are threatening. Usually a few warriors or horsemen units will suffice. To threaten, you simply declare war on the AI TWICE in a row. If it doesn’t work after two tries, you need more units. You can try and threaten an AI at any time in the game. It will often work every 10 turns.
You can sell the AI tech. You can also buy tech. If you are selling them technologies, they can’t rush as many units in their cap. Many times it is useful to pay the AI 25 or 30 gold to get bronze working in a pinch. Often times you can sell them back a different technology and get some of your gold back.
The AI will build units when it is at war with a human player. When attacking an AI, it is wise to ask the AI for peace between turns. This way they will not build as many units. When you know a human is attacking or might attack an AI, it is wise to declare war on the AI. This can slow down the other human because they will have to kill more units. This is especially useful for a civ that is often passive at the start such as the Romans or English. It also seems easier to threaten an AI that is under attack by another civ. However, you are trading 25g for your opponent to take the cap quicker.
You should always ask the AI about world events. They will introduce you to other AI civs, give you an idea of where the human player is (if they have met him yet), and tell you other useful information.
If you sell the AI republic, they will often build settlers and defend their new cities with only a warrior or archer. In other words, they will build cities for you.
An AI civ that starts on a small island will build a warrior and a galley I believe. Overall, they don’t do much and you can probably take it pretty late if you can get a horse army and galley to it.
You can easily steal settled GP from the AI. America, France, and the English get their GP quickly. The first English GP is often a GL. Other civs will get their first GP around 0.
Americans
Depends on GP. I think the use the GH, GE, and GA immediately. They can have archer units faster than most other civs.
Arabs
Standard warrior at the end of 3500 and 3000.
Aztecs
The Aztecs use their gold to rush a warrior early. They will get bronze working and an archer faster than any other civ.
China
Standard warrior at the end of 3500 and 3000. They are the only civ that will consistently build archer armies without a player declaring war on them.
Egypt
Standard warrior at the end of 3500 and 3000. If you sell them techs until they reach medieval you can block a human player from getting the irrigation bonus.
England
Standard warrior at the end of 3500 and 3000. They are average to threaten until they get longbow archers. Longbows defend at 7.5 and have a good chance to beat a horsearmy at 9 vs 7.5. Be careful about accepting peace against when attacking. If there borders expand, your units will be sent back to your nearest city.
France
Standard warrior at the end of 3500 and 3000. They are average to threaten. Be careful about accepting peace against when attacking. If there borders expand, your units will be sent back to your nearest city.
Germany
Standard warrior at the end of 3500 and 3000. They are somewhat harder to threaten than average.
Greece
Pikeman at 3200. Pikemen units defend at 7.5 and have a good chance at beating a horsearmy at 9 vs 7.5. The Greeks don't explore and always have a lot of barb huts close by. They are hard to threaten once they get a pikemen unit in their city.
India
Usually the standard warrior at the end of 3500 and 3000. However, if they get oak or rubber as their resource the warriors are at 3600 and 3300.
Japan
Standard warrior at the end of 3500 and 3000. They are average to threaten.
The Japanese like to build legions and will counter attack your units later on. They are one of the easiest civs to take late in the game. You can often get Kyoto at pop 4 or 5. Kyoto always has 4 water tiles.
Mongols
Standard warrior at the end of 3500 and 3000.
The Mongols are arguably the easiest civ to take. It is unlikely they will have any gold to rush additional warriors in their cities. Also, any barbs they take will be defended by a defense 2 warrior. If the barb city has food, they will grow it. They are very easy to threaten.
Rome
Standard warrior at the end of 3500 and 3000. They are easy to take and get archers slow. Often times they will build 2nd cities. They are average to threaten.
Russia
Standard warrior at the end of 3500 and 3000. They are average to threaten.
Span
Standard warrior at the end of 3500 and 3000. They can pick up extra gold if they name a tile. They are average to threaten.
Zulu
Standard warrior at the end of 3500 and 3000. They tend to get gold earlier than other AI civs due to Impi warriors. They are average to threaten.
Some stuff I missed
Warrior production for America based on GP.
A lot of other stuff
Please add anything you feel appropriate. I will try to update as responses come in.



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