Empire ====== = ==== ======= = = e = = = = = = = = e = = = = = = = = === === ===== ===== = ===== e = = = = = = = = e = = = = = = = = Empire ====== = = = = = = = ---------------------------------------- Multi-Player Strategies Ver. 1.2 Released: - MAY 16, 2002 Updated : - NOV 20, 2003 ================================================================================ Table of contents:- 1.0 Version history 2.0 Introduction 3.0 Choosing a civ. 3.1 Booming 3.2 Rushing 4.0 General Strategies 5.0 Building a base 5.1 Booming 5.2 Rushing 6.0 Defensive Strategies 6.1 Land 6.1.1 Booming 6.1.2 Rushing 6.2 Sea/Naval 7.0 Offensive Strategies 7.1.0 7.1.1 Booming 7.1.2 Rushing 7.2 Sea/Naval 8.0 Unit Upgrades 8.1 Booming 8.2 Rushing 9.0 Wonders 10.0 What do you call them? The people you thank? Credits, you'll find them here... 11.0 ďMust readĒís (short section, with my email, what you can request, quick tips, where you can find this guide, little else) ================================================================================ My email is firstname.lastname@example.org *************************************** 1.0 Version History *************************************** Ver 1.0: - released: May 16, 2002. Ver 1.1: updated: - fixed a few spelling mistakes - added version history to contents - added sites which contain this guide + you can request to receive future updates directly to your email. - due to a request I have added my email to the top of every section (which isnít what was quite requested but I hope it is suffiecient) - tried to make it easier to find the sections you look for - added booming and rushing strategies (well waiting to get some rushing strats) - some naval strategies added. Ver 1.2: - added more rushing strategies, thanks for sending the emails. - Removed my email from the section tops, i thought it was annoying. Ver 1.3: (unreleased) - Hoping to have a section in each of off/deff/building strats dedicated to air, land and navy. But it looks like I'll have to seal this guide off. I've begun yet another. - Hoping someone will want to continue to update this for me :) ================================================================================ *************************************** 2.0 Introduction *************************************** This isn't my first time I write a strategy guide, but it is probably the first one you've seen. Anyways, these are strategies you can use to screw your friend up in Multiplayer, make him lick your @$$, and buy you a beer. wait, I'm underage for that, and my beliefs don't allow it. whatever, the point being I give you the basic principles to follow if your a fool, or take and improve upon if your a strategist. If you want me to hold your hand and walk you through all the single player missions, play your multiplayer games and beat your friends for you and let you take all the credit. your looking in the wrong place. And if you got any strategy you think will work and want people to know, you can send it to me ill post it and add your name letting people know it was you. Empire Earths an awesome, in-depth, time consuming strategy game. unlike ALL other strategy games. when they tell you melee doesn't harm shock, THEY MEAN IT. You can have one unit keep killing hundreds of units (if you keep heeling it) and not die; on the other hand you can have 100 units and have 20 kill them all without you killing one of them. You can also upgrade units' armor-type, attack damage, range, health, speed, area damage, etc. Singularly. How do I mean? Buy the friggin game, play it and you'll see. But basically, you can either upgrade snipers to have increased range and damage, or speed and health, or armor some speed and some health. Empire Earth Ups: (These are my personal views and the views of some of my friends) Strategy like never before, you can use unit upgrades, choose civilization bonuses as you will. Unit formations look cool its hard to really abuse any one type of unit. so handicap strategies don't work here, so anyone who plays with numbers look somewhere else Game play is extremely consuming, you feel like your actually there AI is excellent Graphics? Donít know everyone says they kick, I think I've seen better (Did I miss something? other than some units look cool) Empire Earth Downs: (These are my personal views and the views of some of my friends) It can get really confusing, when trying to pick upgrades, how am I Supposed to know what's melee and what shock is, I'm not going to memorize it From the learning campaign! They should've added txt messages on mouse Roll over the unit build icon. Unit formations are pretty much useless, other than the first 3-4. The circle and V formations are useless, more or less. I said it's hard. not impossible. to abuse units. (Ill Explain later) It can become one long game, as you have to kill every citizen, and on Giant map. that's mad. it can become so long you'd get bored of Playing regardless of how consuming it is. AI can be TOO GOOD at times. like they know where your base is on the Map without having any units in LOS of your bases. UMmm? Do we still MINE resources? And why do you need wood in the Nano age? What happened to oil? One more complication, yes it is, but the Game would have been much more realistic with it. Graphics? Well Whit dint they add rotation? Make the building 3D and Add rotation. that's piss off. and in the nano age one of the Heroes has guns which look like paper cutouts. that and I think the Terrain is a pattern repeated over and over. and it looks kind of crappie for Terrain, maybe on a poster in a shrinkís office. not in a game as Terrain. (But really is the terrain that important?? no!) Ok it may seem as though it has more downs then ups. well it doesn't Itís just that to describe the ups. I CANíT DESCRIBE THEM. but the Downs. well most games specially strategy are down nowadays. so Itís easy to describe because you've probably seen all the downs b4. And one last thing I wanted to add in the intro. I'm sick of seeing these long walkthroughs and FAQs and crap. so im going to try to make this simple and short as possible. and I suggest if you seriously want to learn, get a bag of chips, or some thing. A coke, turn your A/C on. Put a sign up at your door telling people to go piss off for 2 days or some thing. and sit down. play versus a computer. 2 on 2 preferably. and save after building a base. and start trying out your ideas with several other stuff. itís the only way you can figure out strategies. or play some other simple game like AOE2 and figure out strategy basics there b4 shifting to EE. even then there's a lot more to do in EE than any other strategy game. this is the loner way of doing it, the better way is get your friends and you to bring your computers to either of your houses to shack up there for a week or so, and play against each other. ================================================================================ *************************************** 3.0 Choosing Civilization bonuses *************************************** Here's another cool thing in EE. you can choose your Civilization bonuses singularly with a limit of 100 points, different bonuses Costing different points. You can choose to focus one unit and get as many Bonuses as you can that unit type (for e.g., Anti-Tank tanks) but points Needed for a bonus increase as you take bonuses for that same category, Again, for e.g. AT tank +armor cost 3 points (I don't know hoe much it Actually cost but I couldn't care, principle is what I'm after here) and +attack cost 3 points. but after taking +armor for AT-tanks the cost For +attack will increase for e.g. To 5 points. but taking bonuses For AT-tanks won't increase the cost of bonuses for Anti-Personnel tanks Or infantry, as such. *** 3.1 Choosing CIV bonuses for Booming Strats *** When you boom, you need to focus more on a balanced approach for all units, get resource upgrades for all unitís as you are likely to build an army consistant of tanks/cavalry perhaps some infantry. Airplanes and heliís. artillery and even sea in maps with water. So you have to focus on getting a little for each of them unless you decide to focus on one unit, even then chances are you will get the bonuses for other units as well. Bonuses to take no mater what epochs you play in: - %15 to pop cap: - pop cap is the maximum number of units possible you Can build, assuming you choose 300 to be pop cap per player, this will Give you an extra 45 pop. I'll tell you what this is used for l8r, but You must remember taking this cost 9 points, and that's not a lot, not Really at least, not for its purpose it isn't. - 20% stone mining: - this is also important, as stone is the most used Resource for defending, walls towers and wonders. and it appears to me That it is the hardest resource to find (which is weird since id think Stone is found anywhere) you may not think this bonus is worth it but Trust me ill let you know l8r why it is worth it. - 15% gold mining: - donít know really why I suggest taking this, I guess because Practically through the whole game you'll be using it, no matter what Epoch you decide to play in. and maybe because gold's supposedly the most valuable resource we know. seriously, you'll need this for Much of the units and for practically all the researches you'll be taking - 15% iron mining: - hell don't take this if you don't want it, but I Donít recommend dropping it, especially in the atomic epochs and after Them, earlier you'll need iron. But apparently iron is the most available Resource on most maps I have played. But if youíre going to play in the later Epochs, you definitely got to take this, because everything needs it in the Later epochs. (*note*:- taking iron, stone and gold bonuses cost you 49 points, Thatís HALF of the total points available dropping any one can free up to About 25 points, so it can be smart to give one up, depending) For epochs Prehistoric to Imperial: This will depend on your liking, but generally, try to take build time Decrease for as many units as you can. Take cost reduction for the most Expensive units and\or the units you plan on using most. I suggest Taking range bonuses for ranged units, extra damage for sword units, and Extra armor for melee. I don't advice taking anything for archers because They only last for the first 5 epochs or something like that. For any Epoch if you're a fan of siege weapons, take extra range and damage, area Damage as well if it's available. As for barracks units, well if your Going to spend your time building an army of infantry, well take speed, because Without much cavalry getting around, specially on a giant map, can be Frustrating. You should also take armor, attack and range according to What strategy you will use and depending on the person you're playing Against. but if you got enough points take attack and armor. For Epochs Imperial to Nano:- Ok, again, this is strategy and depending on your strategy you choose What you want. Generally you should take tank bonuses, because your Army will probably consist of tanks mostly, unless your and infantry Lover. In which case take infantry bonuses. You should also consider air Bonuses. As for the tanks, I suggest range and damage, this way if its tanks Vs. Tanks you'll get to hit the enemy earlier or at the same time as Your enemy with more damage. To counter this strategy, take armor and Speed. This will mean his hitting you earlier will last for a shorter time As you'll get to his tanks faster, and their hits won't be as hard as Without the armor. You can also use this for hit and run strategies with Small groups, as they'll move faster and die harder :) And for infantry, really you should balance between infantry don't Just focus on one type because this is practically useless. But I suggest You take armor; build time decrease and speed, armor so that tanks have An even harder time killing them, build time decrease so that you can Get reinforcements faster and speed so that they can get to their Destination faster. And finally aircrafts. For bombers I suggest taking +area damage and +flight time and , if you wish, armor. You won't need extra attack for bombers as they Already got a HUGE payload, you won't need speed as that isn't so important Really, why would you want bombers to go faster? They'll GET hit and Shot down no matter how fast? And they'll get to their destination sooner Or later so just sit tight and wait for them to get there, cost Reductions fine if you want, build time decrease is retarded but again if you Want it, fine. (Really I mean, what more can you ask for after a nuke Which does more area damage? And the flight time, so you can reach a wider Range of destinations). And for the aircraft fighters, take flight Time, wouldn't you hate having to refuel in the middle of a dog fight? And for aircraft fighters I other than flight time, which you cannot Give up; I say you should take as many of the bonuses as you can. Speed, If anyone wants to attack it, hehe well he's going to have to catch it First. Range; attack an enemy before he can attack you. Hit points, guess! For you idiots out there, so that your plane lasts longer than the Enemyís aircraft. Cost reduction; build time decrease, 2 words: 'cheaper And faster'. Attack, umm well guess again! Again for you imbeciles, so You do more damage. Helicopters, well these do have an unlimited Flight time. Again, like with aircraft fighters, take as much as you Can. And for nano age, lets not forget cyborgs, ok, I'd appreciate if Anyoneís got any idea about cyborgs, how they're used, and strategies that Include them, because seriously I don't use them, well I do but I've never Thought of taking any bonuses for them. (I mean they come in the last Epoch only, so itís not really worth it to me) so in the mean time I guess Figure out what to take, because no ones going to tell you how to do Everything in a strategy game. Now, you should be done choosing a cave. I suggest saving it so that you Can use the same combination without forgetting anything, and then l8r if You learn some thing you like and want to change then again, delete your old civ. And make the new additions and save your new civ. *** 3.2 Choosing Civ bonuses for Rushing Strats *** Rushing bonuses depend on what unit you decide to rush. For example if it is with the archer, you will pick up faster build speed, cost reduction, attack and perhaps range and speed. And then take gold and wood gathering bonuses. (I do not rush, so my rushing civ bonus picking will be incomplete. Iíd appreciate if anyone has a strategy that works when picking civ bonuses. Iíll give proper credit as well) civ bonuses to take in the earlier epochs: foraging/hunting: as this saves up the usage of wood for building farms. This should be sufficient to get you enough food for your army and then rushing. Citizen cost reduction: since again you will need citizens to build and collect resources for you. By taking this you save food to get either more citizens or for your army. Cost reduction of any unit: take this depending on the unit you will use. As it saves resources so that you can build more of them with the same amount of resources. Build time decrease of any unit: again, take this for the unit you plan on rushing with. This will allow you to get a large army faster. As for gold, wood, iron, food and stone bonuses; choose them according to what your rushing strategy requires you to take. i.e for archers take wood and gold. For airplanes/tanks take iron and gold. ================================================================================ *************************************** 4.0 General Strategies *************************************** What are general strategies you might ask? Well they're strategies Youíd probably use in all strategy games, not just in EE. To begin with, I've played Stracraft, warcraft2, age of empires, brood war, and age of empires2, warzone2100 and now empire earth maybe one or two more that I cant remember and one thing I seem to realize lots of people forget to do, that is that they attack with an awesome army but forget but forget defense, so generally when you attack. At the beginning of your attack your attack army should be smaller, about 1/2 you defending army! Why? Simple, because not everyone you play with will spend his time defending only, some people do attack as well as defend, so the last thing you want is to have no defending army. Your attacking army will probably get killed many times over :) but you wont feel at too big a loss, replacing them will be easy and fast. your enemy may be stupid enough to think your attacking army is all you had and attack you all out in which case you'll hurt, but hell hurt more. then after attacking several times with increasing size of army each time. When you begin to realize you are weakening you enemy and he is using less and less units to defend, then you switch strategies. You send in most of your defending army, and begin to build/train/purchase new units because your units are more than most likely going to die. now read that carefully, I said send in MOST not ALL your defending army. Another thing, you should build more than one base, have 2-3 bases no more, each with a unit producing building, a conyard/towncentre/etc, defensive structures and resource collecting. this is imperative. especially against advanced enemies (this wont be easy if they're advanced and know what they're doing, they wont give you much chance to build more than one base) Also have many units working on resources; you see it works like this in most strategy games. winner is one who has better strategy. skills. if competitors have about same level of skill, or their skills pretty much even themselves out, then winner is one who manages to attack over and over again and again, without hurting much in economy. This means that it turns from strategy to who can outlast the other resource wise, or else it'll never end the game. Be a good sport and when you lose, just say it, the guy who beat you thought faster, played harder, smarter, better. don't use those crap excuses (oh the mouse wasn't working), and don't give any reasons (oh he got lucky, because his base was surrounded with mountains...) even if they're true. ================================================================================ *************************************** 5.0 Building a base *************************************** Really, this is where even I'm at a loss in EE. I can beat all the people I've played when it comes to player speed. really I can, I can beat them at the game too, and any other strategy game they name. Really I can do that too. does that make me unbeatable? No, I've been beaten, many times, but I've won many more. I can build a base in no time in AOE2, it can take me time but once it's built it counts in starcraft. I can have 1/4th the map in warcraft2 in no time. But when it comes to EE??????? Donít know, I've tried everything, but the damned computer still does it faster. so Iíll tell you some of the ways I've tried, you can try them, improve them and lemme know what you come up with, or if you've got your own way, send it to me. ill add it with your name tagged to it. anyways here's how I'd do it. *** 5.1 Booming; building a base *** first, you have to understand the principle of populating. get as many camps and populate them with 5 people minimum. At least one camp for every resource patch. No more than one camp per resource patch. Then use those to put citizens 6 on each resource patch. Keep the first camp you got to make 5 (or more) extra villagers to build up a base and continue making villagers to expand to have at least 2 of each other resource patch. (*note*:- if you aren't playing with reveal map, before training 5 citizens, train 5 scout dogs and order them to explore so you can find more resource fields) Then, you should put 12-24 people on wood (if you think 12-24 is too little youcould put more, but I donít recommend going abouve 35; waste of pop cap and citizens), and get 16 people on farms, and populate both farms with 8 people each as soon as you can. This doubles the amount of food got from each citizen who's farming. you'll need the food for training the citizens. Get up some towers and a siege factory as soon as you're done with farms. For now use some siege weapons to defend your base just in case someone decided to attack early. in the later epochs build AT-tanks for defense. From here itís pretty simple, get a tank factory/stable first, then barracks and finally archery range/airport (if available in the epochs your playing) I've never liked sea battles in strategy games so I wonít write about, but if someone send to me how t use the ships and strategies that include ships in EE, ill gladly add them, with proper credits. You should have at least 3 of each unit producing building except airports to which the minimum depends on the area covered by the airfields. And you should have no more than 10-12, more than that and it can get really weird, and complicated. The other way would be Start with letting one citizen build one camp near one of each resource patch, and let them stat collecting resources (including wood). take all other citizens and start building a base, start with at least 3 on a granary, and 3(to 6) siege workshops, one(to 4) barrack. then follow any order of building buildings you want. Use your first camp to train citizens and use them to begin populating all your other camps. And use those camps to make more citizens to work on resources and populate more camps. Then when you got at least 6 people on each resource 12-24 on wood(like I said before, you think youíll need more take more. but I donít recommend going above 35). and always have 2 granaries. more resource patches better no less than 2 stone patches, 1 iron patch, 2 gold patches and 12-24 people on wood. Once your base is done you should keep 16 on wood; less is fine not too little though but more is a waste of pop cap. (note the other 12 or more you have on wood could be better used on building towers or expanding your base slightly. The 16 you keep are for maintaining wood supply when used for what ever reasons. In the earlier epochs with archers, since they use up wood perhaps having more on wood would be helpful, though I myself have rarely gone above 12, more occasionally and recently 16) (*note*:- ALWAYS NO MATTER HOW YOU BUILD YOUR BASE, KEEP SOME ROOM FOR BUILDING 3 WONDERS this is imperative) *** 5.2 Rushing; Building a base *** You must firstly understand and realize that the point of a rush is, actually, not to kill youíre enemy. Rather, to weaken his base just enough for you to have a significant advantage. Unfortunately very few people actually accept this or realize this. And most end up sending a significantly large army to destroy your base, and this is the strategy you are likely looking for; and the one I cannot provide you with. So if anyone can send me a successful rushing strategy used to kill an enemy early on in the game, I would greatly appreciate it and I will give you proper credits. Later on I will mention rushing strategy for weakening an enemy, building a base for this strategy would go as in the booming strategy only you build a barracks earlier on, or for that matter the first thing you build will be a barrack. (or stable/tank factory.) Refer to Rushing offensive/Defensive strategies for building a base. Splitting the E-mail's would have made them lose some of their meaning. ================================================================================ *************************************** 6.0 Defending Strategies *************************************** *****6.1.0 LAND***** AAAWHHHH my favorite in strategy games, defending. Put simply, in my opinion, very much your success in a strategy game isn't how well you attack your enemy; it's how hard it is for your enemy to attack you. This is also true in EE. You can't really attack your enemy, and succeed if your base isn't defended properly. Your attacking army is more or less going to get annihilated. So if your enemies base is well defended, he shouldn't have lost many units. Assuming he's smart, hell attack you as soon as you're done attacking, and without proper defenses, and no army, you'll get beaten. so how is it you defend? Well that probably depends on how smart you are. Use a mixture of army and building. Generally in all good strategy games there's always a unit with longer range than defensive buildings, so you'll also need a defending army. Also you have to basically balance between the two, how much or what type of defensive buildings and defending armies to use, and this depends on your liking. I got several ways of defending my base, and it varies on who I'm playing against, but anyways here are the basic strategies I use: *** 6.1.1 Booming defensive strategies *** - As I said earlier, stone is very important. Because all of your defensive structures cost stone. not that there's a large choice of defensive buildings. Towers and walls obviously and in the l8r epochs, AA-guns. And the less obvious, wood costing, fortress. So, unlike other strategy games, in EE one tower is useless. Two are useless, ten are ok, 30 we begin talking. 50 were getting somewhere. I'm looking for a number more like 100-500 + towers. ;) am I joking? Hell no! I'm dead serious! Where do you fit them, well simple hereís where. First around your base, screw walls build a wall of towers, one next to the other. And make a second layer outwards, and a third and hell if you want a fourth. Scatter a few towers around your base. Between your base and your alliesí base build a tower every few spaces, not just a line to connect the bases, no fill in the gaps to you can see the whole map between you and your ally. Leave the space of 3-4 towers in-between each other tower. then as you use an army to slowly advance, keep a group of citizens building towers as you go along. and around each mining camp fill the place with towers. then keep an army of like 30-45 units (from the +15% pop cap bonus) and have them at your base, and when and if someone sends artillery, send them to defend the towers, and a group of citizens to rebuild any towers taken down in the process. You should also place a few temples around your towers as well, because a few earthquakes from several prophets can wreak havoc down onto towers. Also placing hospitals around can be helpful to your defensive units and houses and camps (populated) to increase morale, and hospitals to do their job. In the later epochs you should begin adding AA guns around your towers as well, to keep bombers out. This, I find, is a very effective way of pissing off anyone who even THINKS of attacking. - Then there's the second strategy, not my favorite though. So another way is to use walls and towers. first, after making a defending army, mark your province by building walls. Build them as far out as you can from your base, enough so that anyone trying to get to you, you'll have time to get your army there before they destroy the wall. Then, a few spaces in front of the wall have some towers. or lots of towers. and then behind the wall put several artilleries. And of course, many hospitals and a few temples. this also works to piss off, and no one can call it abuse of towers or anything. Again that 45 pop cap off the bonus, comes up again, use it to have an army of several horses or tanks, so that if anyone gets to the walls by the time they there, your army should be waiting for them. And just for you idiots who have no imagination and thus shouldn't be playing strategy games, build some towers behind your walls just in case. And as you progress through the map towards your enemies base, yours should also build more camps (populated) with towers and a temple. And keep these newly built bases behind your attacking army so you have a haven to retreat to during a losing battle. (This comes l8r in attacking strats) and you should have hospitals in these bases as well, the more the better, and of course one of each unit producing building. (*note*: when I say build walls, there should be two layers. One of the marking of your territory built far from your base so as to warn of incoming enemies. And the second closer to your base so that once they break through the outer scout layer, which they will less your very fast, you can have an army waiting before they get to the second wall. You can then, after killing the offending army, send 5-10 citizens to repair the first wall and towers inform and behind it. - Now, there's the strategy that will work ONLY with EE. No other game has this, and I think they should be considering it. Anyways, around your base build a line of towers forming a wall then, add temples behind the wall of towers (one layer thick is enough). Then if your remember earlier, I said well get to why taking +15% pop cap is so important, well here it is. Now, build several (2-6 should do) fortresses inside your base, then outside the wall of towers, not too far away from the towers, build more fortresses. Not in a line but close. So your base, would look like this (this is very basic, just to give you a spark) ________________________ *///////////////| ^ *///^//////^////| _ and | = map edge *///////////////| * = tower *///////^///////| ^ = fortress ^ *///^///////////| / = your base ****************| ^ ^ | ^ ^ ^ ^ | then, like in the first defensive strategy mentioned, have your attacking army slowly move and discover land, fill the map with fortresses every few areas you discover, with 3-4 hospitals next to each fortress and 10-25 towers around it and of course a temple. You can leave larger spaces between your towers, and have your hospitals several spaces away from the fortress so that they cover the whole area around the fortress. Then produce a defending army of the worth of 40 pop. And populate them in a fortress, note that they are deducted from the pop cap, so build another army worth of 40 pop caps. And keep populating the fortresses. One good strategy is to have 4-10 priests in each fortress or chosen fortresses, so that you can convert enemy units. When youíre done populating the fortresses, keep the extra pop cap (from the +15% pop cap bonus) free, be sure YOU DONT USE THEM UP OR YOUR SCREWED! ! ! Then wait for someone mad enough to attempt to attack you. And unpopulate the fortress nearest to his attacking army. If you loose those units wait till he gets closer to another fortress and unpoplulate that one, and keep unpopulating fortresses as he nears, if he lasts more than 2-3 fortresses which I very much doubt anyone can do, unless they're EXTREMELY good. - In the later epoch, there is a much better way of defending. or it depends again on how smart your enemy is. Instead of fortresses, build several towers, temple and camp. And every few screens have an air field. Build bombers, not the nuke bombers the other ones, and have like 3-9 of them in each air field, then when someone decides to attack, just set the way point for bombers to the area of attack. - building a small base relatively tight base with 2-4 hexes between each building allows your army to get from one side to the other of your base much quicker, and thus in the case of an attack your defense will be defending much earlier. - In most epochs after epoch 3, if not in all the epochs. You can research a tech at hospitals which adds 5 to pop cap. If you keep these free in the fortress strategy, this allows you to unpopulate 1 and a half fortress, at a time, sending more units to defend. - In very long games, people tend to see who has a better base. So if a game appears to be that no one will win. Combine the first 3 strategies. Except keep the 45 pop cap empty instead of having the army. You should also then build walls over the whole map splitting it into sections. And also connecting your base and your alliesí base together. - Also, when you build walls, you should place gates as often as you can. I'm not sure but I think gates have more HP than walls. - at the back of your base, if you want build fortresses constantly and fill them up with units to use up the extra resources you collect. once i had nearly 40 fortresses (i have the screen shot of a few) and my enemy say them. he just quit when i told him that they were all populated and sent him the screen shots as proof :D if you do this your base should look like this:- ________________________ ^ *//^//////^^/^^^| ^ *//////////^^^^^| _ and | = map edge *//^//^////^/^^/| * = tower ^ *///////////^^/^| ^ = fortress ^ *//^///^//^//^//| / = your base ^ ****************| ^ ^^ ^ | ^ ^ ^ | -most people I know who play the game tend to agree to not use the B29/B53/titan bombers (nuke payload) as it tend to be too powerful. Having 2 of them can clear a whole army up. 10-25 of them can seriously damage your base. 25+ might as well surrender. At least that way you wonít feel too bad. So anyways, if you and the people you're going to play against are planning on banning B29/B53/titan bombers build an airfield towards the centre edge of the map. And build 5-10 B29/B53/titan bombers and use it to threaten anybody who builds them that as soon as you know an airfield of theirs has B29/B53/titan's in it that youíre going to take out the airfield, and his base. But keep your own airfield, in a relatively small area. If youíre playing highland I suggest you find an area surrounded mostly by lowland so that it will be hard to get to your airfield. - In epochs which have air blimps (scout units built at town center) build 5-10 of them and have them in front of your walls (in the wall building strategy) so that the artillery behind the wall have enough LOS to see the enemy as with proper upgrades and civ bonuses artillery can have longer range than their LOS) *** 6.1.2 Rushing defensive strategies *** Iíve never succeeded in defending against a rush aimed to eliminate me. and the few times a rush was sent to weaken me, it succeeded in doing so. For this reason I wonít put up any rushing defensive stats till wither: 1. I get some through email, so if you have a defense technique against rushing that works and would like to share it, send it to me and I will add it with proper credits. 2. I play against rushers more often and discover a defensive strategy that works against early game rushes. ---------------- >> From: Rob Worrillow << ---------------- sinful_666:(This needs some luck with it as well, but I must admit, if only against the computer, it's EXTREMELY entertaining. I loved it! some parts of the email were directed at me, removed them, otherwise unedited.) Defending against a rush begins by thinking about the weakness of rushing. 1..All rush formations (even the most sophisticated) have one thing in common - a lot of units, all heading in one direction, at one time. 2..The units are not easy to control during the final stages of the rush. It's not easy to deploy them to support one another properly. The best defence again a rush exploits these two weaknesses, while at the same time countering the rusher's main objective (that of overwhelming the defenders). The trick is to slow down the progress of the rush by placing obstacles in it's way. The best way to achieve this is to build on any natural defences that are around (such as rocky outcrops, edges of water, basically anything that the units have to go around). Better still is the creation of 'killing fields' - where units can become temporarily trapped and are at the mercy of artillery and other weapons of mass destruction. The player in charge of a rush cannot stop his units congregating in a small area. So if you can create some good places for this to happen, and funnels to lead them there - then you can decimate the rush and it will be half dead before it reaches you. The object of the defence is not to stop the rush getting to your base, but to delay it just long enough to kill off most of the weakest units. Why is that important? Because when the remains of the rush reaches your standing defence army (as outlined to good effect in your strats), your units will have less targets to engage (some of which will already be damaged). At which point (if a player has taken your advice about the relative army sizes for his defence forces and his attack forces) - he can then release a relatively small attack force to do massive damage to the opponent's infrastructure (buildings, resource gathering and so on). This is where the balance can shift big time. Because after that - the opponent has to spend a lot of time thinking about how to get back what was just lost, and how to defend it better. I would point out also that any attack force sent after the successful defence of a rush should seek to harass and annoy rather than expecting to wipe out. That way the opponent will have yet another thing to worry about and the likelihood is that he will be unable to gain enough breathing space to mount another attack for quite some time. Using this tactic - you can better monitor the activity in his area. It's not a good idea to rush a rusher.If you use your forces tactically after defeating a rush - then you can wear down your opponent (which has a far greater chance of success than a counter rush). Back to the subject of creating 'killing fields'. If you are playing a rusher then chances are you won't have time to build solid defences before the rush arrives. That's fine, you don't need to invest huge sums in solid defences right away. You can extend and enhance natural terrain to create a warren of killing fields where the units can be bottled up for a short while. You can place segments of walls that force the units to go around into a confined space. If you are fighting on level terrain, you can create V shaped walls that open at the narrow end into a confined space. You can use gates to good effect too (in EE and the like). Make it look like you're not paying attention by holding a gate open with an idle citizen. The rush will get through the gate thanks to the foolish citizen, only to find that they are in a walled box with another gate on the other side of the box (which is locked). This small box is inside your city walls. Artillery from around the box can then be brought to bear. There is a lot more that I can say about this tactic if required. One interesting point to make about the construction of traps as defences is that if your opponent never does actually rush - you can easily add to them later to form a more secure defence system. The rusher may not deploy all his forces in the rush. He knows it will leave him almost defenceless. But he also knows (if he rushes a lot) that a rush is not effective unless it's a big force. The rusher will inevitably create a force that has size but with limited costs and time constraints. The reason is that he knows a rush also becomes less effective the later he leaves it. These factors almost always mean creating a lot of cheap units that have no defence against artillery (to make up the 'cannon fodder element of the force). Furthermore - if he simply ringed them and then clicked on your base (or where he thinks your base is) then he relinquishes control of how they get there to the path finding logic of the units themselves. This is his big mistake - because the path finding logic will not calculate that your defence structures are a trap. Aside from that, the fastest units may arrive in one of your killing fields before he knows what is happening. If you see this happening - try to hold off your bombardment until his other units arrive. Otherwise he may decide to call of the rush if he see you killed all the units he intended as cannon fodder. If you can - let him get so far in that once you start pounding his forces, he has to decide whether to go on or pull back - either way he'll lose a lot of units, but most importantly - the initiative. ---------------- ^^ From: email@example.com ^^ ---------------- ---------------- >> From: tg_thedragonofdeath << ---------------- sinful_666: He's included upgrades and building a base, it works well, I've added it here and refrenced to it in the other sections. (fixed some gramer and made it easier to understand) okay, so first you would have your cits make some barracks; In any age make about 5-10 if you're in DM(deathmatch). After you make some barracks produce a unit that gets produced fast and once it comes out upgrade it's range, speed and hitpoints. Once you're done with that the enemy should attack already if he does use your army and kill him (when you make your barracks spread them out all over your base I personally tryed this and most of my enemies tend to get nervous and stop attackin for awhile ;) ) so after they attack you and lose just build up your defense and make a bit more units. If you do it correctly you should be fine. ---------------- ^^ From: firstname.lastname@example.org ^^ ---------------- ***** 6.2 SEA/NAVAL ***** My Sea/NAVAL strategies are catastrophic, as Iíve yet to win a match with navy in it. Hereís a strategy that did help but I guess Iím not a navy guy. ---------------- >> from: Madpurcell@aol.com << ---------------- (note to the author, your email isnít accepting any of my replies. I edited some of your email to make it easier to read and you had kept mixing between ďyouĒ and ďIĒ in your email. if you do not like the edits I have done, please send me an email and I will do what you want me to do) naval strategy: in earlier epochs before subs and gun ships, Battleships about 2 to 1 with frigates. After WW1, again, 2 to 1 battleships over frigates with enough gunships to have 3-4 per 5 hex squares(as opposed to squared) your navy occupies of space to have enough concentrated firepower to take out air threats or less gunships and a carrier with a full complement of aircraft (ww2 or later) to provide air cover for your ships (the cruisers are cheaper though and probably more effective, but the carrier is a lot harder to take out. cruisers sink if you so much as look at them the wrong way). To counter subs, keep 5 or so sea-kings (in modern or later) or frigates (in ww1 and ww2), nearby to quickly take them out. (the following being a strat for island games) In the modern epoch, I generally have a fleet consisting of the following. 10 battleships, 5-8 frigates, 5 sea-kings, a carrier, about 6 or so dardo cruisers, a nuke sub or two and don't bother with other subs. Use the battleships to take out any towers your enemy has along the shore while the frigates and sea-kings keep subs at bay, the frigates are also strong against opposition battleships. The cruisers take out any defense coming from the air. At the same time ready your airforce to start flying towards the enemies island, have them come in so that they get there once the towers on the shore and any nearby AA emplacements have been destroyed by the battleships from a distance. while you do that have 5 or so transports with nothing but leopard tanks with speed and armor bonuses added not far from your main attack fleet and bring them up and unload them in the gap made by the battleships. send These tanks out destroying all AA emplacements in sight at which they do a brilliant job. By which time your air force has arrived (usually coming from 3 airfields; 1 filled with 15 fighters, another with 5 fighters and 10 fighter bombers and the last with 12 bombers and 3 B52 nukers) send the fighters out first to arrive first, then the f/bombers and finally the bombers to make mince meat out of any remaining resistance on the ground targeting resources (if its an initial raid and not likely to be the final battle) to slow his unit production and also unit producing buildings. Meanwhile the tanks conveniently provide line of sight for the nuke subs which also help with taking out AA emplacements and 1 well placed shot of a trident missile at a citizen on a resource patch will kill all 6 at that patch i find this very effective at slowing your oppositions economy down. if you've lost the majority of your air cover, sea-kings and frigates, recall your fleet to dock, to repair and replace lost units as the remaining fleet is very vulnerable without cover over and under the seas. As soon as you can send the task force back to keep the pressure on. ---------------- ^^ from: Madpurcell@aol.com ^^ ---------------- ================================================================================ *************************************** 7.0 Offensive strategies *************************************** ***** 7.1.0 LAND ***** Once you've set up a properly well defended base, you should begin to think of wiping your enemy off the map. In my opinion, again, the success of your attack depends on how well your base is defended and how many tasks you can complete at once. Ok your offence in EE will not just consist of your attacking army solely, but also on the hero you prefer and on the type of wonders you build. And the type of hero you choose will depend on the type of defense you have, and on the wonders you build. *** 7.1.1 Booming offensive strategies*** should you decide to boom, you are likely to attack rather late into the game. At first you will use skirmishes consistent of armies of pop value of about 20. and mostly a defending army to clear up land and hold resource patches while you fix up your base properly and have an extremely strong and stable economy. Then your main attack comes into the picture; To begin your attacking army should consist of no less than 2 groups. One which should be a group of mixed units (melee, shock, and spear) and the other siege weapons. I've seen people who use 3 groups one type of unit in each group. These seams to be common sense, but then you will have to be careful because if he sends several units to the right group he can take them out very fast. Or you may end up having to mix up the groups if he sends a mixed group of units at your army. So I suggest having 2-3 groups of mixed units. And a hero in one of the groups. generally I prefer having a strategist, but this can change with a wonder. And before you attack your enemies base, I suggest scouting the map with your own units and destroying all his resource camps. Then to take those camps and make them yours, put 1-2 citizens on each resource patch so as not to waste the pop cap. And have 6-12 citizens to build towers, temples, hospitals and of course unit producing buildings as you conquer the land. This is very much like divide and conquer. Then when most of the map is covered with your buildings, the main assault begins. (*note*:- i will try to have a screen shot of how the map will look soon, and you can request it by means of e-mail should you wish to see it.) (**note**:- you don't have to do this, you can just beleaguer your enemies base with towers several layers and temples, hospitals and unit producing buildings, this makes the game shorter, but gives your enemy more chance to pass a few citizens to a part of the map you haven't discovered and build a base there and begin to attack you while you still focus on taking his first base out.) THE MAIN ATTACK - have 6 groups of units. 3 with mixed unit types, about 35 in each group. and one of which will be your main and thus will have a hero and probably an extra few units. And the other 3 groups should be siege weapons. One of which will also be with your main attacking group and therefore should have a larger number of units. Take the 3 pairs of groups, keep your main armies waiting slightly far away from the enemy base, while you take the two other pairs and attack from two other sides. Then wait a little, focus with these two separate armies on towers (with you siege weapons) and units (with your units). Then after about a minute of attacking with your two smaller armies, youíre left with several choices. Two of which make most sense to me would be to: 1. move your smaller armies back to where you should have built towers, hospitals, temples and Unit producing buildings. And then move in your main army to attack once, because more likely than not your enemy will follow your two armies as they retreat. And then when you attack with your main army, he will either not notice, or work on killing your two smaller armies. Or he will leave them to follow your smaller armies and have a back up army in his base which he'll bring to kill your main army. In either case once your two smaller armies are left alone and healed, brought back to their numbers you should bring them back. now you should have 3 attacking forces from three different sides. simply put you have to go CRAZY and it'll be like. Double tap 1, centre on group 1, move back to cover siege units (group 2). Then double tap 2, centre on group 2, and order to attack tower, press shift and click one or two other towers. Then do that with groups 3&4 and 5&6. itís not easy, but itís effective, and if you begin to over power your enemy and you see that he has less and less units coming to fight. bring in you defending army. And if you have an ally, one work on defending both of you and one work on attacking one enemy. Let the one defending bring in a few siege units as well and have them put on aggressive and leave them just to increase the odds of winning, and if he has units to spare let him. and let the defending person send citizens to the battle field to build hospitals and towers everywhere as well. now going back a few lines up that was one way the first strategy can go right, many ways it can go wrong. Anyways the second sensible way it seems would be: 2. keep your smaller armies where they are, and bring in your main army to attack. This way youíre attacking from all sides or three sides. have your ally bring in 2-3 armies as well and with his main army and hero help one of the smaller armies and with his other army or two armies let him use one on another location and if he has a third army as well let it help your main army. thus you should have 2 main armies and up to 4 smaller ones. 1 main army with one smaller army (two of such attacking forces) and 2 smaller armies each alone. Assuming your enemy is located on the edge of the map your attacking armies should come in the directions shown below (this is a very simple drawing again) _____________________ */////////* <- small army from here */////////* small---> */////////* army *********** <------main army from here here >or main army from below< - have 3 groups the first of which consists of 80-100 units of different types and a hero. The second should be siege weapons. And the final 5-10 prophets. Have your ally bring his army with yours. unlike the previous strategy this one doesn't depend on how well you can focus on more than one area. Nor does it test your enemy on how well he can counter and attack from more than one area. this attack put simply is like they say, 'run in through the front doors firing'. Gather both your army and your alliesí army to one side of your enemiesí base. After of course surrounding his base with towers, fortresses , hospitals, walls, whatever. But from the side you've chosen to attack build many fortresses about 10-20 that will be 400-800 unitsí worth of pop cap. ;) fill the fortresses up with units. keep your hero ready, and a capitol training a hero. you should also have 4-8 unit producing buildings. so as you empty your fortresses you are also building more and more units makeing your fortresses last longer as you will have to unpopulate less units. then bring your prophets forward and have 10-30 units around them just in case. Once the prophets are close enough, let each one cast earth quake/fire, if you can if you canít, move them as far back as possible and cast as many volcanoes as you can as close to the enemy base as you can. Then move your prophets back and signal your siege units to move close enough to attack, and bring in your units to cover them up. Let your allies come in with you. Have one of you focus to take out the temple if there was one. If there wasn't then cast earth quake and move out your priests and in your units, as he'll likely send some one to take out your prophets. Kill them then cast quake again and again in the same order. till you weaken him enough for an all out assault. as you lose loads of units unpopulate fortresses.. as this will give you access to masses of units without the wait time during the battle for producing them. Bring in citizens as soon as you can and build towers. And if you or your ally can bring in priest to convert hospitals, or just build them your self. and chaos will become of the battle. or you'll have a worthy opponent who'll send you back to your base after emptying all your fortresses, other than 2-4. keep the two fortresses just in case he decides to attack so you have something to defend with. - in the later epochs. Have a 3 group army each group all from one unit type. One group land, second helicopters and the third air. First send in bombers and fighters. Bombers mostly, fighters to take out AA aircrafts. Then move in the land units followed by the copters. Use the land to take out any AA that there is , and copters to take out land units. Bombers should be sent in over and over to take out buildings and masses of units that are tightly packed. Having a fourth group of land siege weapons can help, especially if there's a large concentration of AA guns and AA flak tracks. Or you can split your army into 5 groups. group 1 land. group 2 aircraft. group 3 helicopters. group 4 a mix of land and air. group 5 another mix of land and air. And make groups 4 and 5 small groups to use as a diversion for your main assault. Have your ally do the same from another direction. With a slight time difference between each of your attacks. - have you or your ally concentrate on air and on infantry. While the other on tanks and land siege. coordinating your attacks with each other in the order that suits you but its best that it be ground infantry to increase LOS so that artillery can reach that which it cannot see(it's possible that your artillery has longer range than LOS) then try to get AA guns. Move in tanks to guard artillery. Then as soon as you can send in copters to help tanks. and finally when it seems like everything is going crazy, send in your bombers on units. and then on buildings that heal and produces units. And have citizens, you or your ally should build towers and the other hospitals. - Sea war is not in my dictionary. I have tried it. its kind of cool, but seriously if land and air in EE is not enough and you want sea to be included as well. I recommend you try it, and in the case someone wants to use sea against you, use sea kings against him! - this is one of those abusive strategies you can use to play handicap. Screw land units, screw helicopters screw siege, screw infantry screw it all except your defending army. Then besiege your enemy base with towers and temples, forget hospitals. Build a few airfields around your enemy base from all directions let each airfield build as many B29/B52/titan bombers (nukes) as you can. Research area damage, attack, speed and if you can some armor. Screw flight time as your air fields will be right there. Then when you got several B29/B52/titan's send put the way points for them near the edge of your enemy base, watch his lines of defense get TOTALLY ANNHILATED! Then slowly move your way points further in to his base, targeting AA guns, and AA units mostly. forget everything else. Have 3-6 B29/B52/titan's defending your airfields, they can wipe out whole armies in seconds. note have your ally bring some Anti-personnel tanks, some infantry can survive nukes??? So you'll need back up there do different type of bombers. To seriously make it completely hopeless let your ally join your attack with several of his airfields. This strategy is next to impossible to stop. So you got to be careful. have lots of towers and many more AA guns. Have some populated fortresses just in case some thing goes wrong, but initially, once you've setup the airfields and have the bombers built, your enemies screwed. (so I suggest you and your opponents decide to not allow B29/B52/titan's to begin with.) Anyone who has any strategy variations, and thinks they rock and want them to be posted and let everyone know of his ingenuity. Send me your strategy ill try it and if it works like a charm. ill post it and have your name next to it. ***7.1.2 Rushing offensive strategies*** I have rushed only once, and with the intent of weakening a more powerful opponent not to eliminate him, and I was successful. If you are looking for a rushing strategy to kill an opponent you will not find it here. And if you know of a successful rushing strategy to remove your enemy form the map, feel free to email it and I'll give you full credits ofcourse. Anyways to weaken the enemy, do not take any specific civ bonuses for this. Choose like you would for a booming strategy. Only now build a barrack or two (stable or tank factory if you wish) and build a well-round unit or an anti-Infantry unit. (good examples, I used the partisan a group of 30. or snipers less than that around 10(as they are stealth)) as soon as you can afford to. Then send this group of infantry (tanks or horses) and begin to take out citizens, as this greatly hurts the economy of your enemy. With partisans it is easy to get across and early walls your enemy builds and easy to get into the center of your enemies base. Partisans are also exceptionally well against most enemy units and towers. (most buildings for that matter). So you can use your partisans to not only kill citizens but also to damage buildings. Do not attempt to destroy the buildings but attack and weaken as many buildings as you can, this provides more challenge. If you use snipers, do not keep them in a group. as soon as they get to the enemies base, split them up, keep them far enough from the enemy base to be in stealth and close enough to be able to ďpickĒ off citizens. Snipers can last a long time if you split them enough and pay some attention to them. ---------------- ^^ from: Daniel Brioli ^^ ---------------- Sinful_666: (I've edited very little of this, he's included Building a base and upgrades so I'll refrence to this from the other sections, splitting the email will make it harder to understand. It's epoch specific, detailed, and I must admit, efftective.) My strategy involves - mostly, but definitely not completely - Sword Cavalry. They work wonderfully when they have 2 speed upgrades, 2 attack upgrades (or an attack and a health) and 2 armor upgrades. Here's what I did to take out 2 enemies in a 2v2 Random Map, Plains, Industrial Tournament/Low game. Size was medium, but that (for the most part) is irrelevant. And realize that through this whole strategy I mention other units, but when I rushed my sword cav was in a ratio with my gun cav 3:1, at least! (im a sword cav man, what can I say) First, build about 2-4 citz. Get roughly 300 wood, any way you can. I used all my citz on wood til i hit 300, and i do believe this is most efficient, but mess around with it - everyone does better with a strategy that they have made themselves. After that is complete, build a settlement next to a food patch - preferrably near wood. If the food patch is near wood you may want to skip ahead to this step right away - spend your initial wood on a settlment next to wood and food and you've saved yourself a bit of time. Anyway, whether you do that or not, build that settlement near the food and get 6 citz working on it asap. Then, use whatever citz are left to build a settlement near gold. If the food patch talked about earlier was next to wood, then the gold can be anywhere - if the food WASNT next to the wood, find some gold that's next to wood. Let common sense dictate folks - always get as many resources within one tile away from your settlement. This greatly reduces travel time for your citz, thereby maximizing your efficiency. And efficiency is what you want here. We're going to rush. HOWEVER, we're not going to rush and completely extinguish our enemy. That's all but impossible at this point in the game. We're going to kill his citz and ignore his military right at the moment. Anyway, I'm ahead of myself... Now, after you have built your two settlements, you should have your remaining citz (not the ones working on food, but the ones near the gold) to work on the gold. Except for 1-3 of them, of course. Those are our woodsmen. Go get enough wood to build a stables - hopefully you've gotten the %Less Building Cost upgrade for your civ, in which case a stables costs 191 wood. Get that amount of wood, because any more and you aren't being as efficient as you should be. Now with a stables built, you can build your troops. Anyway, build yourself 4-6 cavalry, sword cavalry or ranged, whichever is your favorite. I suggest a mix of this - 2-3 sword cav and 2-3 gun cav, totaling 5 or 6 - so you will be more versatile in combat. Have at least 6 people on food and 6 on gold now. With that many, start producing your 4-6 cavalry. I built sword cav only, and while it worked fine, 4 sword cav and 2 gun cav will work much better. Now, if you have sense, you'll listen to this next bit of advice - at the beginning of the match, press f11. In the upper-right corner you will see a little clock. BY THE TIME THE CLOCK STRIKES 8:30, YOU SHALL RUSH THE ENEMY. Sounds like prophecy, doesn't it? Hehe... Any later than that and you more than likely will lose the initiative, ESPECIALLY against a good player. Good players tend to expect rushes and play exactly as I have described above, so watch out for a counter-rush. Anyway, after you've built these 4-6 troops, don't stop! Hit the ten mark (excluding your 4-6 rushers) and keep them back for a little while. In between building these ten troops, you'll want to make more citz. I usually hit 45-60 citz, then afterwards i only build more of them to populate buildings. Continuing with the rush... At 8:30, move to your enemy. Avoid towers. If you've collected enough resources, perhaps you could have a balloon built by 8:30 and scout out the land. If you've built a mix of troops - gun and sword cav - then use the sword cav to attack your enemy's defending troops, especially infantry of any sort, and use the gun cav to attack the citizens. If you've only built sword cav, which i usually do, get 2 to attack enemy troops and four to seek and destroy his citz. Find citizens working on food first, but if they arent immediately available, try gold, then iron, then wood. If, for some ODD chance, you can't find any at all, kill his troops. This strategy should throw him off enough to go either in defense mode or panic mode, and either one is fine. Defense is better, because it is an easy-to-predict, turtle-style method, but if he panics you may find yourself wondering what is going on at times. But always remember - YOU shouldn't panic. Now that you've thrown him off, build your troops. You should have ten soon, and once you hit that save them for about one minute f11-time. During this time build up your economy. Build citz for a farm, for wood, and for gold. And remember - it is more efficient to populate a farm fully than to build another one - you get the same amount of food, minus the cost of another farm. Anyway, once you feel you're in a good situation, start building more troops and move those ten out to either hit his military or his economy. Keep this going - when ten are built, move ten out, etc. If you're worried about a counter-attack, don't panic! You'll have about 5-8 cav around any time he attacks, but for defense i suggest building an awful lot of infantry. Theyre simply better at defense, and a good mix works every time. When your economy can support them due to your expansion to an iron mine or two and when you have about 3 fully populated farms, build two to 3 barracks' and in each one build 10 grenadiers, 3 partisans, 4 halberdiers, 3 hand cannoneers, 1 medic, one elite guard. Build those in each barracks. That is a good initial defense, especially when places near a capitol that four houses built in its perimeter. That gives a 40% bonus to your troops' health - i do believe, if i'm wrong please correct me - and I have seen that small amount of troops fend off a surprisingly large amount of enemy troops storming my city. Anyway, your object of your attacks is to destroy your enemy's economy, and believe me, ive been on the giving end and the receiving end of an economy-destroying rush, and I hated receiving! It completely destroyed any chance i had of winning - which is why I adopted the strategy! I realized what it did to me - very seldom can you recover! Well, after you have your defense done and you've messed with your opponents economy and head a little, wait for two groops of ten. This time, hit your opponent hard with ten in his economy and ten against his troops. After this, build 3 groops of ten, and keep the pressure on. Your economy should be working well enough so that once one group is completely destroyed, another is moving to the enemy. Now, you should realize that while you ARE running a risky business throwing good troops away like that, your enemy just can't build the defense needed to hold you off. Don't worry - winning is inevitable. But be careful with those troops! If you know your enemy is building a large force, you surely don't want to 'get caught with your pants down' so to speak! Keep those rushers alive as long as possible! If you have an opportunity to whipe out a mine and renturn home, do it! Then, move your troops around to the other side of his base - or his ally's base, why not? - and hit em there! Usually no one will be there to defend, and if they are, put a few sword cav in the grenadiers, or use your gun cav to take out any enemy halberdiers. If you play this rush strategy, you'll realize what to do REAL quick. Just to give you a comparison of what you SHOULD have AT LEAST by the time the game is over, here's what I usually have: 3 farms fully populated, 1-2 iron mines with 5 citz populating each of them to make town centers, 2-3 gold mines with 5 citz populating each to make them town centers, and about ten people working on wood. I usually have 2-4 barracks and 3-4 stables, more if i can produce the units faster. Anyway, I wind up destroying both my enemies through their economies - they almost always quit and say 'gg i dont have ne more citz' or something along those lines ;) And remember, houses help! Theyre overlooked often, but I find they increase defense when defending the homestead. And remember to scout out with balloons also - the enemy usually ignores them, and if they dont then use one to lure away the AA and one to find out where the enemy is putting his troops or citz. Always be doing something. Help your ally as much as possible. If they ask for food and youre not doing anything specific for it right at the moment, then give it freely! They NEED it! It will help you in the long run if everyone has what they need and youre all working at maximum efficiency. And last but not least, try and get your player speed past 150. That shows that you were doing something very often, and that's what you have to do in this game - to be good, believe me, you can't be lazy. You have to keep doing something and never rest. Anyway, that's my basic strategy. Just remember, avoid towers, get good upgrades for your civ concerning gold, food, build decrease, speed for your cav, attack for your cav, and anything else you may find helpful, and just try out new things. Heck, one time I help my allies win a game by only building halberdiers and sword cav - and mostly halberdiers at that! The sword cav were merely my quick-strike force when I saw the enemy coming and he was somewhere I didnt have good defense by. Granted, I didn't have agreat score because i didnt really do any offense until I knew we were winning, but my guys wouldnt have won if I rushed also. We would have been crushed! So pay attention to what your ally is doing - if both of your strategies appear to not work together, figure out a way to make them mesh together so that you will be more successful on the battlefield. Good luck! Look for me on the net on the West Coast servers under the name of thamuz_devil. Happy Hunting! ---------------- ^^ from: email@example.com ^^ ---------------- If you have any other rush strategies to weaken your enemy that work (especially if they include siege or tanks) send them to me and Iíll add them with proper credits. ***** 7.2 SEA/NAVAL ***** like I said in defensive sea and naval strategies, this is a copy paste of what I said, ďMy Sea/NAVAL strategies are catastrophic, as Iíve yet to win a match with navy in it. Hereís a strategy that did help but I guess Iím not a navy guyĒ ---------------- ^^ from: Madpurcell@aol.com ^^ ---------------- (in the email this was a continuation of his defensive strategy, so I had to split them up) Meanwhile on you own base, I keep artillery on the perimeter of my island as they have longer range than the towers and can reach battleships that towers otherwise can't...at guns to take out any landing force that does get close enough along with supporting infantry and tanks in case he lands infantry or siege weapons instead of tanks. Never forget the prophets, which I keep spaced at regular intervals around my base to foil anyone stupid enough to keep their naval attack force closely grouped to unleash a storm and sink (hopefully) a large portion of their navy...its very cost effective to have a prophet, (200 gold and food from memory) that can in mere seconds cause the loss of a navy that cost several thousand in wood and iron and lots of time to create. ---------------- ^^ from: Madpurcell@aol.com ^^ ---------------- ================================================================================ *************************************** 8.0 Unit Upgrades *************************************** This is almost a part of choosing civ bonuses. Choosing your unit upgrades can depend of the strategy you plan on using, how long you plan on playing, the civ bonuses you took, the type of unit, the types of unit your enemy uses, etc. and some unit upgrades are just plane useless no matter what the circumstances. For example why would you research extra health for a siege unit? T shouldn't get in the middle of the battle to begin with. So here are the basic upgrades you should choose for some of the most used and common units. ***8.1 Unit upgrades when booming*** >> Ranged infantry units: upgrade range; after all they are ranged units! And with increased range they can stay out of the battle for s longer time and at a farther distance. Take extra damage; generally you'll find that ranged units cause less damage than close quarter units, buying extra damage can make up for much of the difference. But youíll have some extra points left, you can take speed or armor. If you plan on having an army of ranged units and nothing else, take armor, health and one bonus to damage. >> Close quarter infantry: it doesn't matter whether its shock or melee. I suggest you take health, and damage. If your enemy is the type of person who uses one type of unit, for example melee, then research armor. But taking speed is useless unless you don't plan on using cavalry or tanks. >> Cavalry ranged: take range upgrades and damage upgrades. Just like ranged infantry. If you plan on using hit and run strategy, then take speed as well. And if you plan on using nothing but ranged cavalry. Take health and armor at the cost of range and speed. and take armor as well if you can. >> Cavalry close quarter: take speed, damage and health. Speed, so that if anyone decides to pull out or if some army of yours needs help, so you can reach faster. (after all in reality, cavalry was used as a fast moving unit.) and really whether youíll use cavalry only or in a mix army, the upgrades you choose shouldn't change. >> Tanks: doesn't matter how you use them. But this depends more on the type of enemy you have. If he's hit and run type. Take speed, and attack. But if he's a one on one type of person. Take attack, armor and health. Other than that. I suggest you take attack, range and armor/health(armor is better as it cost 1 point per upgrade) >> Helicopters: take range and attack. Then the rest of the points however you wish. For hit and run strategies take speed as well. For face to face combat, take health or armor. Wither will do. Helicopters don't have a limited flight time so there's no need to worry about that. >> Bombers: take extra area damage, flight time and health. Speed doesn't really matter as they're already the fastest unit in the game. If you want to use the abusive strategy then take attack bonus as well. But speed is never really needed. >> Aircraft-fighters: take attack upgrades, and speed. this way if dogfights you have faster fighter. And do more damage (or equal depending on what upgrades your enemy chooses. Then take health or armor, either. This way your fighter will take longer to die. As for sea units and cyborgs, like I said, I haven't go a clue. If anyone sends it in, ill add it with his/her name next to it. That's about all for unit upgrades, don't think I forgot anything. Except that towers have upgrades for range, and maybe walls as well or some thing not sure, I don't build walls. (*note*: remember all upgrades other than armor and speed I think cost 2 points, armors and speed cost 1 point. You cave a maximum of two upgrades per upgrade type. I.e. you can upgrade armor two times only. And you have an upgrade limit of 10 points per unit. And you don't upgrade units each individually, but you upgrade for example all snipers.) ***8.2 unit upgrades when rushing*** (again, the upgrades I chose were for only weakening the enemy not for taking him out, but perhaps they are the same thing) >> all-units you rush with: take speed so you can get the units there faster. Then take damage upgrades so you deal more damage and if the unit is ranged take range upgrades so you can hit from farther. I assume with non ranged units you would take health. But Iíve never rushed with ground units either. You will find Rushing upgrades under the Rushing Defensive strategies, and under the Offensive strategies as well. It depends on your rushing strategy. If you have a rush strategy of any kind that works beautifully, do please if you wish send it to my email and I will put it up and give proper credits. ================================================================================ *************************************** 9.0 Wonders *************************************** In EE, wonders aren't just buildings. They give your civilization bonuses, but all players can also build them and get the same bonuses. here i will mention what wonders do and how you can use them to suite your strategy. Lighthouse: in maps which have seas, you can use this wonder to reveal an amount of sea around the wonder. And the amount of fog it reveals is not a little. You should build it near the shore, so as to reveal as much sea as you can. I don't use this but if you plan on playing with sea , I'd think that this would be a very useful building. Library of Alexandria: this wonder reveals all your enemy buildings to you. It doesn't show you the buildings line of sight. It merely reveals THE BUILDINGS and no more than just the buildings. Many people I played with decide to exclude this wonder from the game, so that if anyone has a base around your base or begins to exclude you from your ally so you cannot foresee his actions and kill him. Or vice versa. So its understandable. But try to get the people you play with to agree that once a person looses his first base, if they want to continue. Then they should allow this wonder to be built. This guy once kept moving a group of citizens around the map, building camps and then populating them, had half the map to him. you can also use this to see when your enemy begins to bring units through his gates, scince the gates are shown, you see when they open and when they close. Gates of Ishtar (or Ishtar Gates something like that): these increase the HP of your towers and walls. This is a must for anyone, but for some reason it doesn't always seem to work. Build this no matter what strategy you use. Temple of Zeus: this will enable your units to heal themselves if they are standing still and have no commands. Build this building before your main attack. Combined with a strategist hero, your units self heal from the wonder, and get to self heal from your hero. making them heal remarkably fast. Combined with a warrior hero, your units will self heal and have increased morale; making them harder to kill, and heal. ;) Tower of Babylon: This enables your priest to convert a group of units if theyíre close to each other. A more appropriate way of putting this is to say that your preists begin to convert with an area affect :D Build this building and have several priests in some of your fortresses. when your attacked, unpopulate the fortress and convert as many enemy units as you can. otherwise donít build this wonder, because itís useless unless your enemy uses groups of units and you use priests. Thatís about it for wonders. when playing I suggest you disable wonder victory, unless you decide on not attacking each other. Because most people tend to have a good defense, good not unbeatable, and then build wonders and win. so it can be a bad thing to enable wonder victory. If you got any other strats thatíll work with specific wonders, or hints on how to use wonders, email me. And of course as always ill have your name put in with appropriate credits. ================================================================================ *************************************** 10.0 What do you call them? The people you thank? Credits, whatever. you'll find them here... *************************************** hereíre the credits. being among first version release of this guide the credits will be short. thanks go to: Sierra and Stainless Steel Studios, for making this wonderful game, Which many people tried to understand and couldnít. ended up mistaking it for a good game trying to be great, whereas itís a great game. pringles, once you pop you canít stop. Mountain Dew, for being a great friend in time of thirst. Toshiba for making this awesomely fast laptop, on which I play EE and wrote this guide. Sierra again. And my friends GuArDiAn(no one knows what I'm thinking as well), SAL JIN KHAZMA(some dude who thinks he rocks in tekken.) and not least but last IMF_Spyder, for giving me the chance to play EE and AOE2 over and over and over again in multiplayer. Misr25536 (did I spell it right?), for telling me to make this guide, after kicking him several times over. all those people out there who thought they could beat me and didnít. I learnt that I'm the best from you guys. and all those other people who thought they could beat me and did. Made me think twice about thinking I'm the best. and of course my big bro. If it wasnít for him playing warcraft2 and letting me watch. I wouldnít have played Warcraft2 and become in love with strategy games. ================================================================================ My email is firstname.lastname@example.org *************************************** 11.0 ďMust readĒís (short section, with my email, what you can request, quick tips, where you can find this guide) *************************************** firstly, if you sent in a strategy not added, I have probably emailed you the reason. If I havenít then rest assured it will be added in future updates, I am just looking for an opportunity to test them out. So please do be patient. -This strategy guide can be found at- | www.gamefaqs.com | -Probably the worlds largest FAQ/Guide resource | www.neoseeker.com | -Awesome community, not much help but excellent forums. | www.ggmania.com | -Excellent site for cheats and trainers + more | DLH.net | -Probably Germanys largest gamers site | www.trainerscity.com | | | For the tech tree (if you can't find it) feed back, strategies, questions, comments, anything else you want to say you can send to me at email@example.com ... You can also request to receive any and all future updates of this guide directly to your email should you wish to, just send me an email if you want to receive future updates to the guide or just notifications that an update has been released. For quick queries you can post at www.neoseeker.com in the EE forum and I will most likely answer that too ... I am going to begin working soon on an WC3 guide, so maintaining this guide will be difficult though I wish to continue updating it for at least 2 year time or until I get Ver 2.0, then I wish to stop updating it. If you would like to receive the responsibility to continue updating this guide (under your name ofcourse, and your email) you can request to at my email. (*note* read the manual, and try to get the tech tree.) ________________________________________________________________________________ Copyright© 2002. Suehyb Alkhatib©. Sinful_666@excite.com. Use, reuse, abuse, rape, molesting, selling, copying, posting, duplicating, distributing, changing, adding, editing, deleting, harassing the material in this guide will result in your becoming eternally bliss. You will have to add my name and my email, as well.