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Teamwork |
Basic Steps to good alliance team work
Many people claim to have large quantities of skill with different civilisations. Yet at the end of the day this is useless unless you continually play only the Tournament Game.
To be successful in Standard and Blitz you must learn how to play well in a team. Although sometimes in Blitz it is possible to win solo.
The only way I could think of plotting out the ways of an effective alliance is by explaining how to play each civilisation for the alliances benefits.
Vikings
A viking can be extremely useful in an alliance that requires a lot of wood and iron. Such alliances may be those that are intending to have a lot of catters. Yet even one without catters will most likely have a Mongol, who would be delighted to see cheap wood and iron at his/her disposal.
Vikings are also a good attacking civilisation due to its +2 attack bonus in swordsmen and a +2 defence bonus in archers. It must, however, have a good source of weapons, otherwise it will not be able to keep up with the growing economies of other civs. Suggested economy research: 0-100 food, 0-100 mines
Franks
Note: Not a civilisation that I would personally advise having in your alliance, but felt obligated to write about it since it is a current civilisation
A Frank is quite simply an explorer. Any other attempts to make this into an attacking civilisation are futile with its current stats. As a result, due to its farm bonus, franks can be used to supply food to the rest of the alliance.
The only usefullness it has in a military sense would be using thieves and catapults, although their effect is limited unless the Frank opts for research in this area. Suggested economy research: 200 food
Japanese
There are two possible ways that a Japanese Civ can help their alliance.
One way is to do an attacking Jap. In order for this to be possible, the Jap must have buyers of his/her food and a source of cheap weapons, horses and wine. Japanese do not have the strongest of economies thus it is likely that this particular civ will be a drain on your alliances economy, but since it can be effective with horsemen it is likely to keep enemies at bay, thus enhancing your alliances position.
The second way is a catting Jap. The person who is playing this civ must realise that they are sacrificing their own round to the benefit of their alliance. In order for them to be successful they must have 100 cat research and must have enough land to hurt their targets. This will help the alliance for if they homeless/popless/freeland their target, their enemy will have to waste turns and resources attempting to recover. Once again the Jap can become a source of food. Suggested economy research: 200 food.
Byzantines
There is two words for this civilisation which are: Gold Source. Byzantines make copious amounts of gold if played correctly. Thus as a result they work extremely well with a Mongol and a Barb. Unfortunately... if a Byz is taken down, it is very difficult for it to recover since it will have lost its mountains and due to its large amount of research in economy is not as strong and running up as civs such as Barbs. Suggested economy research: 150-200 mines
Mongols
Play this civilisation right and you will be loved by your alliance. Mongols are the heartbeat of the alliance due to the fact they are the number one source of weapons. As a result the success of the alliance pretty much rests upon you. Due to its strength, however, making these weapons will not hurt your own position. Mongols are powerful enough not only to drag the rest of the alliance along, but also are very likely to win the round in question.
I recommend that however plays this civ is a strong player and has time to come on when other players in your team run. Suggested economy research: 200 weapons and tools
Incas
A civilisation that is feared by most. An incan can grab extrordinary amounts of land from low positions. Thus this civ is extremely useful for taking down promminent enemies. The down side is that minus its Mace and Mage bonus an Incan doesnt have much of an ecomony, thus to be able to have an incan in your side you must be able to afford it. You will likely need to supply the incan with food, wood, iron, gold and later on if you wish to really hurt enemies... swords. Suggested economy research: none usually required if alliance aids weapons and wine. solo inca should get 0-50 food, 0-50 mines.
Chinese
This civilisation can be useful for protecting civs in the early stages, such as zulus, japs, turks who are at this point exploring and not able to attack themselves. It is also a good source of iron. A good chinese player must be able to come online when the alliance needs him/her to protect them. Suggested economy research: 0-50 food, 0-50 mines
Barbarians
A highly destructive civ, like incans except it doesnt take as much land, but has much larger attack and an economy. A barb can make large quantities of wine, and as a result an alliance is likely to need only one. Unfortunately Barbs are extremely expensive to fund, thus must have a ready source of gold available in order to run. Suggested economy research: 100 wine
Turks
An extremely powerful civ that can gain an early lead in research and land due to its ability to explore and its mage bonus. Is able to supply the alliance horses, food and iron while also keeping enemy empires at bay with its large horsemen army. Its main minus is that it does require a lot of economy research in order to finance its army, thus if taken down early, will find it difficult to recover. Suggested economy research: 100-150 food, 0-50 mines
Zulus
Can be used as an attacking civilisation, but I would suggest exploring with this civilisation at the beginning of the round until you have the correct research to be able to attack. Due to its exploration at the start of the round a zulu will be on top when its converted, but the only way you can play a zulu effectively is if you keep it up there. Zulus are too weak to run back up after being taken down, unless they by that point they have a massive research lead. Zulus can create large amounts of food and because they make their own weapons are an effective civ for the team. Suggested economy research: 150-200 food
So there we have all the civilisations and the way they can be used to help the alliance.
You need to keep co-ordinated throughout the round in order to win.
Keep stealing research info and army infos as you run, in order to keep a tab on your enemies. This will help not only yourself but also any of your team mates who run.
Try to run at the same time as each other, picking out targets and exchanging resources as you go along, avoid buying goods from PM which do not belong to your alliance, unless you have no choice.
But most of all, have fun... dont play in an alliance you dont want to be in... no point its a game after all, its not just about winning |
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By: MadandHaywire
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Hits: 899
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Last Updated: 26/4/07
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