Empire Earth - Empire Earth Guideby DiklusDK
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Written by RS_Gollum and NW_Kroucrouch
Translated by Popcorn_SL
This guide is suit for intermediate players who know the basics of the game (use of each units, how to change ages etc…. This guide is not design to give all-finished strategies (some of them but none ultimate, you should take the time to work your own), but it will provide some hints and tips so you can reflect on the game and your personal way of playing, create new strategies, and finally, I hope so, to get better.
All what I say here is my personal oversight of the game, and I am sure that other ways exist: once again this guide has no mean of being the ultimate guide, and you can (you should) developed your own way rather than trying to reproduce others.
First point, when you start a game, you should always think that your opponent is an expert, to motivate yourself, and get use to play well
First point that’s need deep insight, as it is the most important point of the game, and the first thing that can be learn quite correctly and fast
Economy basics are quite simple:
Always produce your citizens continuously, in all the TC (Town Center) and Forums that you have
Never have idle citizen: use TAB key frequently to find them
Always try to have a low stock of resources: all of your income should be spend as fast as possible (it doesn’t help too much to have 1000 Wood in stock )
Try to balance your economy: for instances, if your choose a combo of 2 sorts of units, costing Iron and food, you obviously should focus on Iron and food, however, you should not forget about the wood (for Farm and Factories) and gold as well (to be able to produce other kinds of units and also enable the change of age)
Developing your base, control the area and defense:
To develop your base, you need to look at 2 things: the ground and the difficulties for your enemy to attack
First of all, you need to know that it is indeed very important to be a good defender, however, it is definitely not the most important as playing defensive strategies often reduce your expansion possibilities, therefore conduct to economical problems and you’ll end up weaker than your opponent: "The best Defense is often the attack"
When you start, you’ll need to know whether you are going to use your stone to do a tower, some houses or even walls. Personally I would highly recommend a tower to defend yourself during the first 15 minutes. Further more, houses demands 50 Wood times 4 (200 total), and that choice will definitely slow down your development for a while.
You choose to do some house? (:o):
In that case, try to place your houses in a way so they are in between 2TC (reminder: house increase the resistance of your units by 10% if they are situated in a TC zone (you can see the delimitated zone when you click on the TC itself), and that the maximum of defense bonus is 40% in tournament variant and 60% in standard)
Avoid (obviously ) to build your house at the limit of your camp, otherwise, at the first attack, you could loose 1 or 2
If you play against a player producing a lot of non-range units (mostly mace man, sword at age 2/3, or Cavalry at age 4), it becomes a great advantage to regroup your citizens close to each other (there are (almost) always 1 or 2 mine field with a forest close by), so you can defend very easily with the citizens themselves. However, against a range army, it remains impossible and you will need your army to defend your citizens.
You choose the tower?:
Defensive stance: you must then know precisely the surrounding of your camp, so you will be able to put the tower on a perfect spot to bother your enemy in the event of an attack
Do not try to protect everything with your tower or you’ll end up with a bad position, it is best to have a small part of your camp well protected rather than a large part full of weaknesses. Insist on protecting your main citizens groups: in general minerals and wood; if your mines are isolated, you need to know whether you prefer to protect a small group of peons useful for your army development (peons on gold or/and Iron), or the peons at the Wood useful for your economical development (as well as for army on fact, for siege weapons and archeries)
Personally, I prefer to defend my mines:
-Because the military production is more important than economy (you will never win if you have the best economy and a little army )
-Also, mines are easily controllable by enemies, forest are not
Another possibility is not to choose an economical production, but a passage rather, which you lead to your camp. If there are only 2 accesses to your camp, blocking one of them with a tower may be a good idea sometimes.
Attacking stance: It could be very efficient to leave your camp without any defenses, to place a support tower in attack. It is often being seen from age 10 onward, because of long range and power of towers, but a lot of players forget that it could be very useful at other ages as well.
For instance, age 6 (generally archers and cavalries battles), if you see that your enemy has 3 gold mines, 2 of them side by side, and exploit first the isolated one (because closer to the forest for example), it could really be devilish to put your tower beside the 2 other mines for the main time… it would block the access to the mines, but also you could use the spot as an outpost and maintain the pressure, pushing your opponent to take a defensive stance.
The Walls: Finally, if forest and/or mountains surround you, passages leading to your camp should be quite narrow: in that case, it can be very efficient to put wall in those passages. But watch out! Do not completely surround yourself with walls, because in that case, it would be very easy to siege your town and your economical development would become very difficult as you won’t be able to go out from your city et conquer the map. In anyway, defense using a wall bring your expansion potential down.
Then, at a point in the game, you will not have a choice anymore, and your army will do your defense. But still, you need to know whether it is better to regroup your army in one spot only, therefore leaving a large part of your camp free to be attacked, or separate your army in smaller groups to protect your base more or less efficiently…In most of the case, meaning you have about the same army size as your opponent, it is a must not to separate your army in smaller groups to defend! That’s because it is way easier to destroy smaller groups than destroy 1 big army, and because it would be smaller army lost for your opponent as well.
If you do have a lot more army than your opponent, but he is hassling you so much that it becomes impossible to leave your camp without any danger, in that case, the best solution would probably be to leave a small group of army to push back the small and non stopping attacks, et send the rest to the enemy camp to finish him.
Majority of the cases, you’ll need to keep your army together…but where?
If you did block some narrow access by using a wall, it is obvious, there is no easier defense
If you put a tower, at the beginning of the game, you can place your army at the opposite side of the tower (if your army is equal of superior as the opponent’s); if your army is smaller, then it is better to place it next to the tower to get support fire. After a while, the tower becomes obsolete, and it is best to place your army like if you had house as defense.
If you have house, place your army where the economy is the most important
If you notice a hill close by that may be on the pass leading to your camp, then have no second thought, put your army on it (reminder: there are bonuses on them for range units). Even if you do not have range units, that’s doesn’t change a thing; at least your enemy won’t have this key spot.
*Be careful with forest, too often players think that it is a perfect defense system, but this is forgetting that range units can fire through….
Attacking and micromanagement:
It is certainly the most important point, whatever RTS game. Indeed, you can have a better army and a better economy than your opponent, but if you do not know how to properly attack, and he can defend properly, you could loose even though you are superior during the game. To conduct a good attack, you’ll need to consider a couple of points: the map and enemy camp, what is the opponent army composed of (units and upgrades), and how big is it? , Is the opponent economy stronger or weaker than ours? , How the enemy defense is organized?
First of all, I will consider that your army is composed of the same units (even though it’s probably wrong )
Couple of scenario:
-Your army is smaller in numbers and upgrade, and he is having a better economy:
hummmm your case is desperate …well maybe not J In such case, most of the players are trying to remain in defense. It is probably the worst thing to do!! The most efficient solution would be to separate your army in smaller groups, and hassle him as much as possible to weakened his economy. Further more, by acting like that, he will have a hard time to guess your army size, and you will push him to defend himself, canceling any further attack, and reducing his economy.
-Your army is smaller in number and upgrade, but your economy is better:
If you build some houses, it shouldn’t be any problems: using your army and peons, with the houses resistance bonus of 40%, it should be enough. However, if you do not have any house, the adequate solution would be the same as before, be extra careful to keep your army alive during the hassling part, because if your economy is strong, your can quite shortly keep up then exceed your opponent army.
-Same army but your economy is stronger:
In that case, with a proper boom, attacking is not a must, because a massive attack would probably lead to a miss (by the time you reach the enemy camp, he will have more army than you). However, as usual, if you can hassle without too much loss, it is a good solution to keep him in his camp, while you will take even a greater economical and military advance.
-Same army but your economy is equal or weaker:
Here again, the solution is the same : hassle him constantly to weakened his economy while you are strengthening yours doing a boom.
(In those 2 last cases, there is another solution, which is build 4 houses in attack, then a TC with peons in, in order to get the resistance bonus : then proceed with a massive attack )
-Your army is larger:
2 ways to proceed:
The opponent defense is average/weak, then have no hesitation, attack front side with all you got
The defense is strong, (houses, walls, good spot for him…, then a front attack would be too risky, you should then start to siege the camp, in order to stop him for further development therefore stop him booming…if your surround him totally, soon or later you should have such a strong economy that you can produce in mass, and your opponent will be annihilated
In any ways, the map composition is very important, try to use hills if any, and use your range units to fire through forests
Unit’s micro management:
This is extremely important to micromanage properly your units at the same time as expending your economy. To do so, it is vital to use hotkeys (H, D, C, S, E etc… see user manual pour the full list of hotkeys). Do not forget that using hotkeys is suppose to gain time, so if you have to constantly look at your keyboard, it is doubtful that the speed increase will be great .
If you feel that you are overwhelmed and that there are too many things to do, it’s mean that you are not fast enough compared to your playing level. However, if you feel that all what you wanted done is done but there are no blank, that’s mean that your speed is balanced with your level, therefore no problem J .
Finally, if there are blank moments in a game, it’s mean there is a problem somewhere (except game speed normal or slow lol): indeed, there are always things to do in EE; move your dog, continue creating peons (HCHCHC), use all your resources, (more farms if wood excess, boom with food excess, etc…
You should always try to be active, once you succeed into that, try each following game to be faster doing the same things so you can improve your level (if speed does not make you progress, you will need sufficient speed in order to progress)
Managing your army:
A basic control is the use of "ctrl + right click", so your troopers will reach the chosen point attacking everything on their way.
Each group is named (ctrl 1, ctrl 2 etc…you come back to each group by pressing 1,2 etc….
If you are using those groups for a massive attack, ideally you should then separate each units types into different groups (for instances: group 1 archers, group 2 pike man etc…
However is you need to hassle your opponent, it would be best to just mix them (or mix all the units with the same speed together, there is nothing more frustrating that loosing half of your army while the other half is still on the way)
Regarding the hassling part, personally I am using maximum 3 groups, 1 main group with 80% of my army, 2 others with 10% each. The 2 small groups should attack constantly one after another. You need to surprise the opponent where he won’t expect you, or where the defenses are down. For example, the 1st group is going to attack at the top of the enemy base, generally, even if you surprise him at that point, this attack should not do a lot of damage as your opponent is going to react very fast by sending all his army there. Of course, this is the second attack which is suppose to do a lot of damage, by attacking at the bottom of the enemy camp, where the enemy army is missing in action . During that time, the first group (which you asked to flee the battle), could for instance, come back by behind. When you feel that your opponent is getting disorganize, send the main of your army through the front of the camp, where you did not conduct any attack yet.
Doing those attack is very important:
- Weakened the enemy
- Push him into defense and stop him to attack you
- Disorganize him et mess him up: he does not know anymore where you are going to attack and will try to defend everything all together: this is exactly what you want as, like Caesar use to say "Dividing to Rule", and then the main attack will be much easier.
- You will always know what he is doing, where are his best spots etc…
However, if the enemy camp is too well defended, or if your army does not have range units, you could loose more than him...so hassling is not always the best solution.
During a large attack, do not forget your production, economic as well as military, and also, place the rally point of barrack, factories etc quite close to the action. If you have to go back, do not forget to remove those rally points and bring back the units that were on the way.
Army diversity and upgrades:
You should always try to have more than one kind of units, looking at the types of units you select (units and counter units…, and the resources that they demand.
As much as possible, try to balance your military production by creating 2 units using different resources: it is often much easier to actually harvested a little of wood, little of food, little of gold etc, rather than mass of food and mass of gold (for cavalry mass and dragoon for instance). On the top of that, it will allow you to change era, and even more relevant, to change your army according to the one of your enemy and try to surprise him.
If ever you still want to proceed in harvesting only 2 kinds of resources, do not put all of your peons in the same area (except during the first 10/15 minutes obviously) because in case of attacks on your peons, that would most definitely block you, and you will probably end up loosing due to lack of production.
Looking at the units you use, you need at least 2 kinds of different units (in a way that some are piercing, and the other one shock for example). Ideally, having one type of fast moving unit (for hassling and to more easily control the enemy army) and/or a range unit (to benefit from hills bonuses, and further more, to avoid having all your close contact units getting of the way of each other).
You should know as well that long-range units are way more efficient when produced massively. A mass archer, especially with a hero warrior, would be very hard to handle even with cavalries or shock infantries.
Regarding the upgrades, if this is a close combat unit, look at upgrading the speed (if those units are cavalries or pike men’s, improve speed only if the gain if +2 minimum, otherwise it won’t be much of a benefit), the armor (at least to the first level as it is cheap), attack and hit points only when you start having quite a number of units to really feel the benefits.
For range units, the most important is to increase the range, first of all, it will make your hassling easier to handle, and also they will kill a lot more units before being attacked (especially if the enemy units is composed of close combat units). Next would be attack upgrade, quite important, but then again only when your army is quite big. I won’t recommend the armor upgrade, even though it is not expensive, it is not really efficient, and you won’t be able to upgrade the hit points (the order of those upgrade should then be: range, attack, hit points, range, attack)
Always start your game by creating a dog, even before starting your citizens.
Scouting is very important whatever game it is; this is the scout that will allow you to organize your defense and your attack as explained in above chapter. It will allow you to discover your camp as well as the enemy one, to evaluate the enemy choices (in terms of army, rushing attitude or booming attitude, his defense (tower localization or houses)).
To use the scout properly:
First explore your camp in circles, to find your food (forage, hippo, hunt place), your forest, and your mines, your camp configuration (surrounding hills, places, et access possibilities). Following to that, try to find as soon as possible the enemy camp, explore as best as possible, by avoiding the peon concentration that might kill your dog, your minimum discoveries should be what mine is he using, and what military building is he constructing, in order to guess what units is he going to produce. After that, you’ll need to find out the same information that in your own camp, food sources, mines, forest and hills. Once you do have all those information, you should be able to adapt your strategies according to his weaknesses.
Do not forget to have your dog always active, have him circling the enemy camp in quite large circles (in order to see any expansion, and he won’t be killed by the first military units). During long games, it is almost a must to produce another dog to explore others part of the map.
At ages 9 and 10, do not forget that you have a balloon, having a safe spot of exploration as long as the enemy does not have anti aerial units.
Economy or attack ? :
First of all you must know that harvesting speed of all resources goes faster and faster when you progress into the ages. However, producing the units is as costly, as long and their speed is the same all along.
That means, in theory, that booming is much easier in advanced ages. However, military units from the first ages can die quite easily killed by the peons… So booming is also very much possible during the first ages even though a little more risky.
The 2 extremes rush/boom are:
-A rush super fast without producing any peons at all, betting on the fact that the opponent won’t have any military units or tower yet
-A full boom, using all your food to produce peons without any military units before 10/15 min and to get a good economy
Obviously, those 2 extremes are both very risky, and are possible only if you are very sure of what you are doing (generally, the 1st case is possible is the map is tiny, and the second if you put a wall or if you are in the middle of a team)
The difficulty is not to choose one or the other, but much more to find right balance in between. To do so, you must know what your opponent is doing (rush, fast boom or regular, etc..), take in account what age you are playing in (boom is way much easier at Nano than Dark age…simply because at Nano it is faster to harvest but the basic units (meaning the one you can create the fastest to rush), therefore inf, is quite slow, and in age 5, resources are slower, but the Persian Cav are very fast and killers against peons)
From Rush to Boom:
Lets take in account the fact that we are producing peons continuously to facilitate the exercise (even if some strategies will obviously require to stop peons production)
-Very fast rush, where we’ll take hippos, no settlement on forage, but one on the mines. Do it really right next to the mine, and no space at all (If you want to put one settlement between 2 mines, ensure that no more than 2 spaces lie in between, otherwise, a second settlement is more profitable). Just assign enough peons to produce continuously from 1 TC. At the same time, 3-5 peons on Wood, and finally 3-6 peons on a mine. Theoretically, once your military building is done, you should have enough wood to build a settlement on forage (or hunting ground)
-Rush with a good economy, here you do 2 settlements on food and mine, you will then be slower on the rush, but stronger economy. If you notice your enemy rushing faster than you, bring back the hippos under the tower to protect your food production. If your opponent is booming, take your hippos as soon as possible, and try to kill the enemy hunting ground.
-Military production and boom later on, this is really the half way between rush and boom. You need to assign more peons than necessary on food at the beginning (more than a rush, but less than a boom), then a classic development with 2 settlements. You should then have more food unused. At just about the same time of starting your military production (or later on depending of the era), you will garrison the mine settlement, and then you will assign some more peons on food to ensure continuous peon production from the 2 TC. The problem with this technique is that you’ll be vulnerable to a very fast rush, but later on, you will be able to counter a 2-settlement rush (you’ll have better economy) as well as a boom (you’ll have your army earlier). However, do not fool yourself, if this strategies looks good and all, it is still quite hard to do properly to get the efficiency.
-Boom on forage, the advantage of the boom is that you’ll get an economical advantage soon in the game and your military production will start a little later than a 2 settlements rush. Of course, depending on the era, it is more or less hard to resist to some rush.
-Boom on mines, generally, this one is harder to do because you need 2 settlements before starting the boom itself, therefore you need to harvest 25 of wood (+ the time to build the mine settlement, that push you to start booming with 1-2 min more than a forage boom). Therefore, you are even more vulnerable to a rush. However, on a long-term basis you will benefit form the TC harvesting bonus (+25% as a reminder) and that can be really efficient in certain case (If you need some unit quite demanding in mineral such as tank or planes for instance)
-Boom in 3 TC, possible only at ages 12,13 or 14. This one is very hard to resist against any type of rush, but if you survive…the game is normally yours!! Further more, against a player doing a classic boom, military production happen a little later than his, but on a huge scale. Give it a try, but be mindful J
Different strategies depending on the ages:
Except stated otherwise, the following strategies will use Austria civ, and are mainly for 1v1 on a small map
Age 1: Prehistory:
At this age, harvesting food can only be done by hunting and forage, it is therefore very important to properly control and defend the food spots
-The most classical strategies: pikeman rush: quick change of age at about 7min30, than production in a barrack. Do not forget to quickly upgrade speed and attack at least. This strategy is completely based on hassling the opponent. After a while, you must rapidly start slingers, and then upgrade age 3 (latest at 22-23min) to get the bows
-Mass pikeman: going to age 2 will be a little bit later, but military production happen in 2 or even 3 barracks. To do so, assign a lot more peon on wood before going to era 2, and then, when the barrack are done, assign those peons on hunting (you’ll need to have enough wood for another settlement beside hunting ground). This strategy is possible only if hunting is near and quite massive. Here again, it is a must to upgrade speed and attack. Do not produce bows and save your gold to go age 3, and then produce cav to counter the enemy archers that your opponent will have done for sure. You will also need to build some farms to ensure continuous production of peons, pikeman and cav.
-Boom + slingers: here again, you will need enough hunt to do this strategy, because even if you do have enough to produce continuously from2 TC, you will still need 375 Food to go to era 3. This strategies is based on a slinger mass and then, quite fast, bows. Houses will do your defense, and that will allow a good defense (especially against maceman which are such peon killers). The attacks will happen at age 3 with bows, rapidly supported by cavalries.
NB: a variant of this strategy is to take the Assyrian Empire to get their speed and range bonus on bows. The strategy is then totally different: the 1st one is based on a boom; this one is based on hassling, without booming, helped by greater speed and range from the bows.
-Peon rush: this strategy targets the enemy forage. First of all, you must be sure that your enemy did not build houses or a tower on the food spot. The attack needs to be done exactly at the moment where the opponent is going age 2, so his economy will be the lowest. The principle is to take all your peons at F11 6:30-7:30 et send them on enemy forage: in theory, the enemy peons should flee to regroup and fight, at this time, you must build a tower next to the forage. You will then do a settlement and start harvesting the forage and exploit his camp. During that time, continue to produce peons in your base, and go through age 2 at about 13/15 min. Even if it seem quite late, you will normally weakened your opponent so much, that you will be in a stronghold position on his own ground, and your economy will be 2-3 times stronger that his.
Age 2: Stone Age:
Possible strategies are the same than age 1, except that rush pikeman is more efficient and the slinger boom is more risky due to earlier battles.
-Fast age3 followed by rush cav: this strategy is possible only if your opponent is doing slingers, you will require a very good scooting to ensure and consolidate your strategies.
Age 3: Copper Age:
Bow mass isn’t really valid anymore at this age as the 2 other military building (stable and barrack) provide bow-counter.
Leaving 3 strategies possibilities:
-Rush pikeman (Do not hesitate to produce in mass if your opponent choose bows)
-Rush Cav, even against an opponent producing pikeman, cav rush is playable as long as you hassle properly using the speed advantage. The goal in that case is to kill as much peons as possible while avoiding the enemy army
-Mass pikeman then fast age 4: goal being to go to age 4 fast, to upgrade pikeman to Phalanx and start producing Cav archers
Age 4: Bronze Age:
At this age, there are 2 main strategies, rush cav archers with Assyrien Empire or defense with cavalries then fast age 5 with Austria
-Rush cav archers: the advantage of this strategy is to be able to hassle very easily using the high speed and range of cav archers. If your opponent does the same, the game will be a mass cav archers production (with upgrades as fast as possible), a very good micro management of the units, and a very good hassling. If your opponent does cavalries, you must imperatively hassle him as much as possible, the most important being not to leave any access to iron, so he won’t be able to go to age 5. You must absolutely go to age 5 before him, to obtain the Persian cav to counter his cav, If you fail to do so, he will upgrade his cav to cataphractes, you can be certain to loose the game, as cataphractes are deadly against cav archers and peons (5 cataphractes upgraded (1 up attack, 1 up anti pierce, 1 up hit points) can kill at least 15 cav archers up at 10)
-Fast age 5 cavalries: this strategy is meant to counter the mass cav archers. The principle is to produce few cavalries in defense to limits rush possibilities, and go to age 5 as fast as possible to get the cataphractes. If your enemy is making cavalries, in that case, the best solution is to rapidly create 2 elephants, as the only counter for them are archers, and if luckily (for you ) your enemy attack you with his peons, because of his foot area effect you may be able to kill up to 15 peons with 4-5 shots. Further more, elephants are very efficient in destroying buildings (2 elephants are enough to destroy 1 tower)
NB: I won’t recommend the inf rush, short sword or Phalanx because if your opponent is doing cav, the elephants are deadly to inf, and if he is producing cav archers, their speed is so high that they can face almost anything with good micro management (and some Javelin in support)
Age 5: Dark Age:
At this age, you have the choice between classical devellopement, starting with Persian cavalries and going to cav archers quite fast with Assyrian Empire, or do a very fast rush Persians cav with England.
-Persians cavalries followed but cav archers: if your opponent does the same, it will often be the best micro manager the winner. If he starts by cav archers, you stop Persian cav and start cataphractes.
-Very fast Persian cavalry rush with England: this can be done only if you locate a gold mine very fast. The goal of this strategy is to stop producing peon to get enough food to produce Persian cav very fast. Here you will benefit from England bonuses, building cheaper, gold harvest faster, and ranged cav cheaper. To use this strategy, you do not do any settlement to gain speed at the beginning (even if you loose some economical power). I do not know any strategies that demand more micro management and focus on a game, at least, when the opponent resist to the first rush.
Age 6: Middles ages:
At this age there are 2 min strategies possible: mass cav archers with Assyrian empire (in 99% of the case), and long sword rush followed by cav archers with Byzantine Rome.
-Mass cav archers: The principle is exactly the same as mass in age 4.
NB: I advise you to be extra careful into going to age 7, against a player using all his resources and hassling you to a maximum, going age 7 means surely defeated.
- Long sword rush: the goal of this strategy isn’t to kill his army (way too fast for inf to follow), but to kill his peons. You must weaken his economy before producing cav archers.
NB: Anti pierce upgrade for long sword are very efficient (6+5 when 2 ups)
Age 7: Renaissance:
At this age, if in a short term a couple of combos are possible, on the long run, there are not really further choices. Short term, you may find inf+pikeman, cav+carabineers. The only efficient combo on long term is cav+inf (+some carabineers).
-Rush inf: Classic stuff, but always efficient if you scoot properly and react on time if you see cav in front of you. If your opponent is taking gold, create fast 3 or 4 pikemans (with some inf still) and up their speed to ease the micro management toward cav/carabineers. In order to slow down the enemy economy, it can be very good to kill his hunt, as producing cav without hunt becomes really hard.
You should do the same to someone booming with cav.
Against an inf rush, it is often the best hassle and/or the fastest to add cav to his army that end up winning.
Last important point is that you must find the opponent base very fast...its look obvious, but it is really the crucial point of this strategy (like most rush in fact) because if your enemy choose to boom+inf, you must arrive in his base before he can produce any inf at all, or, having a better economy, he will overpower you by producing in a couple of barracks.
-Rush cav: against another rush cav, you’ll need to produce only carabineers, and then quickly change your production line to do inf. Against a rush inf, the best solution is to do a majority of cav along with few carabineers (those have to kill the pikemens). Against a boom, you shouldn’t have any problems because hassling will be quite easy. Still you will have to think about producing inf to kill the inevitable pikemens or carabineers.
-Boom: Only if you have hunting ground near by! If you choose to start with inf, you should play in defense until you have some cav. However, if you start by cav, that will allow you to hassle the enemy camp, therefore allow you to develop your side quietly, you will then be more focus on the attack.
-Very fast rush cav: principle being the same as very fast Persian cav in Age 5, this can be done only if you actually stop your peon production and find a gold mine very fast. You can do that with Frank’s civ.
Age 8: Imperial Age:
The units here are the same as in age 7 except for the ranged infantries and pikemens (whatever are their name ), which are much better while cav, remains the same. The strategies therefore remain identical except that cav strategies are not efficient any more. Effectively, against a cav combo cav + carabineers (the one efficient at age 7) the new pikemens with speed up are efficient enough (+ very deadly against peons).
Here you have the choice between boom+inf (with Austria), rush inf (Austria or Kingdom of Italy) or just a classical development (but slow) with Spain (Spain having the best bonuses of the game for inf, but doesn’t have bonus on peons nor on hunting…
Either ways, if you principal army is made of inf, it can be good to include some Elite guard (however, do no do an army of them as they are being trashed by cav). After a while in the game, you must include some cav with your inf.
Another interesting strategy, well, if you find the enemy base fast enough, is to do a rush with 2/3 pikemens (not more, because after it is better to produce musketeers)..If you arrive in the enemy base while he doesn’t have any inf yet, you almost guaranteed the victory for yourself, however, against inf that is worthless
Age 9: Industrial age:
Here again the strategies are the same as age 7, the difference being that booming is much easier.
I advise you to be careful into going age 10, there are no longer anti cavalries at this age, so a piece of advice, do some cav and/or carabineers before going into age 10…otherwise only tanks and planes can kill cav and both of them are quite costly and slow to produce.
Against somebody going into age 10 while you are still at age 9, you should produce quite a lot of cav, but also some canons (theses are the only unite from age 9 (with carabineers) efficient against tanks)
Age 10: WW1:
Here again nothing really original…boom and rush inf are largely in use. This rush inf is particularly efficient, along with AC and then artilleries. The power of the units start to really become important, and it is more and more important to upgrade the range.
-Rush inf: I would emphasize that if your opponent plays defense with Machine gun, you’ll have 2 choices, or you up the range of your inf +2 and with some micro management, you should be able to kill machine gun, or you do a factory and start producing tanks (but in small quantities if possible…mass tanks require a lot of resources and are easy to counter). If you see some tanks, stop directly mining iron and switch to a gold mine (even 2 for security) and start to produce grenade launchers, waiting to have enough wood to create a siege factory for AC.
-Rush Tank: this one can be very efficient if instead of building your tank factory in your camp, you build it in the middle of the map so it will be hidden from your enemy. However, this rush is double sided, due to cost of factory itself and tanks thereafter, it becomes quite hard to change your production later on.
-Boom: with Austria, and in that case, you will be fast enough, and start producing inf+AC or tanks (if you scooted a rush inf in your enemy. You can also take Great Britain to get a tower range bonus (best defense against a rush) and bonus on gold (in barracks, there are counters to all other units at age 10 :anti-inf=machine gun and anti tanks=grenade launchers. Those 2 units demands gold, and at the siege factory, AC also require gold and has more attack, hit points and speed with great Britain. The main problem with those units is that they are counter units and not attacking units. Great Britain is then very good if you play defensive style.
Age 11: WW2:
Units are the same as age 10 except the fact that they are all much better (not AC). Rush inf or rush tank are therefore more efficient, and boom is more risky. Keep this in mind, but the strategies are the same as WW1.
Age 12: Modern Age:
At this age, again, the units are identical as the one in age 11, except AC have evolved (Tank rush are more risky now) and planes, which prior to this age are too easy to counter, become now very powerful. So if the strategies are still the same, now you can add the air rush (or air boom, as planes to not require food)
Furthermore, food (and wood) is being collected faster than age 11, so boom is easier.
-Air rush or Air boom: if it seems that United States is the best for that, I wouldn’t recommend that choice because their economy is good only for minerals, and you will be immediately spotted as doing Air attack (maybe a tank rush…. It is safer a more flexible civ such as Great Britain. Once the Air rush is done, if your opponent isn’t dead, you must add a ground army, because an army based on one type of units only won’t last long.
Age 13: Digital Age:
Here power and range of all unit increases again. As well to help out your defense, tower range increases. Cyber appear at that age.
Previous strategies are still valid, and one more strategy appears: rush tempest
Air rush becomes less efficient due to increase in AA power.
-Rush Tempest (+Apollo): Take Novaya Russia to get cyber bonuses (Hit points, speed and tempest/Apollo cheaper). The goal is to kill enemy peons (in on shot only!!! So look at the hassling possibility, with his 21 point of speed… and not killing enemy army. However, tempests are strong against any small ground army (except AC) due to his special powers. Precisely, if Apollo is curing him and gives him a shield, Tempest becomes almost invulnerable for a short period. Do not forget not to stick too long to this combo; you should turn to a more classical army as Tempest becomes obsolete if the opponent army is too large (as Tempest is a close range unit).
Age 14: Nano Age:
Here again all the units are more powerful, Food and wood is gathered much faster to facilitate booming. Rush at Nano age becomes difficult, except if you put a tower in attack (range at 10 with great Britain!) and play with less common units (tanks, cyber ect..) to surprise your opponent. The 3 TC boom becomes very much possible but remain risky.
Gathering Resources is so fast at this age that micro management of units and development becomes quite tuff.
Accept Loosing :
You just lost a game against a player who actually kicked your butt from the beginning to the end? That a good occasion to learn how to play better!
The most important (at least for a good majority of player) is to improve your skills, by victory or defeat means.
Observe the map at the end of the game and ask yourself what was wrong with your way of playing?, why did you loose? How was his base? (His defense, weak point ect ect…, what did he do better than you?
This is the observation on your own way of playing, and the reflexion about it, that will make you improve.
Finally, nothing replaces training sessions, even this guide don't explain all the aspects of the game
Message from Popcorn_SL:
Well, I did my best to translate accurately from RS_Gollum and NW_Kroucrouch's article, so add a good French accent to this, and you should be fine
DiklusDK: i changed a bit since there was some big spelling mistakes (but im not perfect)
remember to give the credit to the writers