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Offline CandyJames

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MP strategy
« on: April 22, 2013, 07:00:01 PM »
Hello everyone,

I usually play FFA with 6 players and was wondering what general strategies you guys have for this kind of game mode. One of my biggest problems is someone will start snowballing and my neighbors instead of allying with me to fight off the player that is snowballing they team up to kill me which in turn they lose also since then they die to him.

Also general advice

Offline Richard Shru

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Re: MP strategy
« Reply #1 on: May 12, 2013, 07:00:20 PM »
If you have a player that's playing aggressively and no one else is willing to ally with you to fight him off, or you're being consistently ganged up on, here's my personal strategy/nation for that type of situation:

Attilla the Hun: Hyper-Aggressive Rush
"Everything Burns"

OK, so for this to work, you should have all player's accessible by land. You're not going to be a naval power. But essentially this build works off the idea that you wipe out everyone as quickly as physically possible. You pick your opponents based more on their proximity rather than their strength, and in fact you're better off overwhelming the stronger players first.

To start off, immediately build your first city and start rushing social policies. Religion isn't important. What you need is to get through the liberty tree as quickly as possible. Your first construction should be your culture building, followed afterwards by the worker. For scouting, don't go more than 8 tiles out with your starting warrior. Start researching through mining and work towards the battering ram tech.

Once you've gotten through the first two parts of the Liberty Tree and your worker is built, start on building a settler in your capital. By the time you reach the settler social policy, the one building in your capital should be done. Place them as quickly as possible, preferably near a river and good production areas. For tech, you should be researching towards horse archer's as soon as you get the battering rams.

Now, produce 4 horse archer's and 1-2 battering rams. Find your first target player, and attack. It should be roughly turn 100, and most will not have developed a decent army. Overwhelm his army by kiting with your Horse Archer's (don't worry too much if they get attacked, they can take a beating) but keep them alive, and fortify them if their health get's below half.

After that's done, start besieging his city, and use both your battering ram's and horse archer's to get it down. It should only take 2 turns if you have 1 battering ram. Once its done, puppet the city unless you have researched the tech to build courthouses. Now, with that out of the way, your original cities should have decent load outs, and you can focus on just spamming horse archer's and battering rams. A good ratio is usually 4-1 for horse archer's to battering rams. And you just go around, with your horde en mass, and take out people one at a time. Any additional cities that are built by player's beyond their capital should just be burned (in order to keep happiness somewhat manageable).

A couple of things to note going forward:

Your Horse archers and Battering ram's are viable up until Gunpowder. By the time gun powder age hits, you won't be able to produce enough and do enough damage to kill the cities, and you will lose by the time Industrial age comes around. So you are racing against time to kill off all the other player's. Medieval Age is when it start's getting more difficult.

India is the only real exception to the above rule, because their population skyrockets, giving their cities alot of defense. If India's in a game, adapt accordingly.

If you play this correctly, you should be able to dominate between 1-6 players.

Offline Santa Claus

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Re: MP strategy
« Reply #2 on: May 21, 2013, 09:22:24 PM »
Interesting... but may I ask, what do you do if there are 1 or more players doing the same thing you just mentioned as a way to dominate as you are doing?

Offline Richard Shru

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Re: MP strategy
« Reply #3 on: June 11, 2013, 05:33:01 PM »
Well, they'd all have to play the Huns, or else they wouldn't be able to build up the spam early enough, so you'll know immediately if its going to happen. And there's actually 1-2 counter's to this I can list here:

1) Go Germany, rush their Medieval Spearmen (Lan-somthing, can't spell it). And then just spam them. They're as cheap as ancient age Spearmen, but have stats almost as good as normal Medieval pikemen. This means you can out-spam the Huns. And because the entire idea behind The Hun's is sort of a rolling-spam (they keep adding on their horde, but they don't really lose much to wars, so its a decent balance), versus attritional spam (the German's can get their production of Lan's to the point where it doesn't matter if they lose one or three per turn), which they can't win against.

Counter to this: Hit German's first. It takes time to get to Medieval Age, you have to take them earlier and at least start torching their production cities.

2) Go India, and build up your population and defensive buildings as quickly as possible. Then start rolling out Elephants. Ghandi's defensive bonus's will put him into an un-reachable place if you try to attack after the late classical age. He'll have 20 or higher defense on his capital, and you just can't keep up with that typically.

Counter to this: Stomp out the Indian's before anyone else. Assume its your mission.

In my experiance, to play the Hun's is to declare war on the entire world. If you're doing this in 1v1's, its even better, because its a rapid rush strategy. But for teams or FFA's, its really about proximity versus threat for who you attack. 9/10 you'll take out anyone you target first, so choose carefully.

Offline SilentKnight13

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Re: MP strategy
« Reply #4 on: June 17, 2013, 05:20:51 AM »
Santa, leave the newbs alone. :P

And Well yes. Attila is crazy OP on any landmass. This has been made evident for Gnk. He is the equivalent to the Original Vanilla Iroquois.

But on an FFA map then all you have to do is be aware of aggressive players. Be sure to check the Demographics (f9) every turn to be aware as good as you can. Be sure to add a mix of military and science/culture techs to avoid being one-sided in one part of the tech tree.

And in 1 vs 1 maps yes Attila is a very super power. But to avoid getting rushed, place your cities in very defensive spots (next to mountain and on a hill for the extra def and position) Always be on top of Units, and Production number. In duels its important to get as many cities as you can to get a higher production.

Vanilla Civ is different story, and my heart will forever belong to Vanilla Civ5

Happy Civing guys ;)

Offline Richard Shru

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Re: MP strategy
« Reply #5 on: June 17, 2013, 12:10:54 PM »
I can agree with you there, though really even if Attila get's rushed, he's able to pay back the rusher with interest. At my worst doing that build, I brought a guy to a stalemate for 72 turns. He was playing Greece and had composite bowmen, but by the time he'd held after his rush he also secured himself last place in the charts.

I would say that I enjoy GnK more than Vanilla though, because it fills out a few era's better (more unit variety), and the religion/spying makes things much more tenable. I don't even see the incentive to trying to get city states in Vanilla, because the cost or effort is so disproportionately high. One city state almost never matters so much, and their bonus's are really only useful once they become cumulative (getting more and more city states).

Anyone know a good way to counter ranged unit spam by the way? It seems like Composite bowmen are cheap enough to spam, but I can't afford to counter spam with HA's, and normal cavalry get torn apart under fire. Not to mention infantry.

Offline SilentKnight13

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Re: MP strategy
« Reply #6 on: June 18, 2013, 03:21:51 AM »
Well Vanilla Civ is just more fun to me in the sense that yes Ranged units are not as OP in Vanilla than in Gnk. In Vanilla it was whoever got their Iron hooked up first. But still, In vanilla armies had some variety, GnK Composites and Xbows are all many armies are made up of. Gameplay is still broken in both but heh that's Civ5 for you.

And the only counter to Ranged unit spam is Ranged unit Spams and be fast with clicking on units. Horse units are effective in finishing off injured Composites and Xbows.

Many aspects of the City States and Religion are broken in Gnk.

Offline Santa Claus

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Re: MP strategy
« Reply #7 on: June 28, 2013, 07:44:20 AM »
and be fast with clicking on units.

LOL ;D some things NEVER change in civ, always about who the heck can click faster rofl ::)

Offline SilentKnight13

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Re: MP strategy
« Reply #8 on: June 28, 2013, 05:21:23 PM »
True Story..  ::)

Offline Richard Shru

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Re: MP strategy
« Reply #9 on: July 19, 2013, 09:23:32 PM »
I will say this really got fixed in Brave New World. Now with Hybrid turns, the old twitch based game is really gone. Its back to 3 dimmensional chess =p.

That said, the suggestions I wrote above may or may not work now, and not as OP reliably as before. For example, composite bowmen and pikemen can be reached much more quickly now. And in any decent quantity, especially if they get crossbowmen, it will devastate your horde.

 

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