Strategy
Scouting
Hades_FH
Centaur_Strangle
Clinic
Q and A
Maps
Savannah
Medit
Alfheim
Anatolia
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06.04.03
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Scouting:
Your scouting was spot on for the most part, not much to say here, if your scout hadn’t died the instant that he did you would have found out some valuable information about your opponents economy, unfortunate, but not really your fault as it was just bad luck that he had his army there.
Economy:
Well your starting rather sucks for a couple of reasons. First off you put your first 10 villagers on food, I wouldn’t suggest this with any of the civs really. The most villagers you should ever really need for greeks on food in archaic is 8 I think. As well watch where you put all 10 of those villagers, you put them all on to the chickens, this really hurts your economy early on. If you are going to put all of your food villagers on food right away, split them up, half on berries half on chickens. Now it really doesn’t help that you only have two sources of usable hunting, and one of those is too far away to be worthwhile. Anyways back to the 10 villagers on food, look how much they bump around, and stand around waiting, all this really causes you problems later on with food. Next up you decided to slaughter your cows by your mill, this makes very little sense to me as you waste a lot of micro moving those cows over to the mill. Just kill them beside the tc, the only time when it would be advisable to do it like you do is if you were egypt. At 4:00 you throw a bunch of your wood villagers on to food for a grand total of 14 villagers in archaic. This is just overkill, if you run things right at the start I really doubt you will need more than 8 ever, and certainly not 14.
Your gold mine placement is also a little bit off. You would be better off building it on the top-right, or bottom-left sides of the mine. Also just leave enough space so your villagers can fit inbetween the mine and the gold itself. The way you have it set up creates the most walking time for your villagers that you can get. Other than that your economy clicks along fairly well for the most part early on. You get the wood upgrade nice and early, and the husbandry upgrade even earlier. Your TC also very rarely went idle early, there was the odd 1 or 2 second bit here and there, but then you’d ussually queue up 2 or 3 villagers right away. You did end up with several villagers at the 10:20 mark and they did stay idle for about a half a minute, remember to hit that idle villager key often, especially after having built a bunch of farms. Your biggest problem with your later economy is that you don’t get the gold upgrade. You have an absolute ton of food and wood, but don’t spend it on the gold upgrade which costs only wood and food.
That’s about it for economy, just remember to keep getting those upgrades as soon as you can afford them, you often had too many spare resources and weren’t spending them on anything, may as well get some upgrades.
This next part really doesn’t fall under any category, but at the same time falls under everything, you don’t build your final house until near the end of the game. You really handicap yourself, watch your pop. Even if you think you have enough houses, it can’t hurt to try and throw one down really quick, seems kinda silly but it’s the best way to make sure you have enough, especially when you get more tc’s up and might be unsure of what your max pop should be.
Military:
My biggest problem with your military is that you keep it two dimensional the whole game, unfortunately those two dimensions just aren’t powerful enough to work together. When you start of classical I would never really suggest going with a hoplite start, it’s just not worth it. Hoplites cost too much food and just aren’t good at raiding, which is what you want to be doing early on. I would always suggest going with hippokin first, you can throw some hoplites out there later if you want (I very often do), but when you go all hoplites you leave yourself very open to being countered by mostly toxotes, which is exactly what he does to you.
As the game progresses it should become obvious to you that you need to build hippokin to help counter his army, however you stick with the same army the whole game, and that’s what really costs you, playing greeks you have to be willing to build up a lot of military buildings in order to keep up with your opponent.
You have a big problem in that you don’t really build any extra military buildings as you progress in the game, this makes it take far too long to replenish your troops, as well you are still stuck with a 2 troop army. You also ignored building myth units for far too much of the game. You have to take advantage of your faster favour rate and get as many MU into your army as you can, otherwise you are fighting an uphill battle vs. Poseidon. Don’t forget your hero’s either, the only one I really saw was Hercules, and only once at that. The greeks have great hero’s and Zeus has the best of the lot, don’t ignore them, build them as often as you can they are like cheap MU for the most part.
Another major point is that you take a very long time to upgrade your units at all. I’m thinking that you are rushing yourself to the next age when in reality you would be better off sticking around in classical to upgrade your units some more. The medium upgrades are of course the most important ones to get, but don’t ignore the armory ones in classical as they can really turn the game in your favour.
Some general notes. You have a ton of spare resources at times, but just don’t seem to be spending them on upgrades/troops, keep those troops flowing. As well once you took that middle tc, you started to put up a fortress. Good move however once it was discovered, I think you should have tried building it in behind your base, you would have had a much better chance of getting it up, and could have possibly held that tc. However you likely would have lost it as you would need hippokin at some point to counter his siege. Another small point is that you garrisoned your archers inside of the middle tc for quite a while, in the beginning this might have been a decent idea, but at some point you should have taken them out as they would have done more damage to his cavalry if they were outside the TC.
Some key points to remember when playing:
-upgrades upgrades upgrades, medium upgrade first, economy second, and blacksmith third.
-keep building buildings :). You need to keep more military buildings out there to stay competitive.
-watch your population, can’t hurt to try building a house if you are unsure if you could use more or not.
-keep the troops flowing, you often had a lot of res but yet weren’t at the population cap.
-diversify your army, simple enough in theory, but tough to do in practice
-don’t forget your greek hero’s, they rock.
That’s about it for this game, hope it helps in some way.
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26.03.03
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Part 1: Scouting
I really liked what I saw in the first few minutes of the game, you really seemed to cover the map well and discovered an awful lot of it before you hit classical, however I do think that your method of scouting perhaps comes at a cost to your archaic economy. You don’t seem to use waypoints at all and instead are constantly checking your scout, while this isn’t a bad thing by any means if you can handle it, I think that you would be better off using at least 2 waypoints and checking on your scout less often. As it was your economy suffered a little bit, your tc went idle at times, as well your starting ox cart wandered around for quite a while by the berry bush’s. What I would suggest like I said is to use a couple of waypoints, this way your scout won’t go idle hopefully and you’ll have enough time to look after your economy a little bit better.
In classical however your scouting really falls apart, you are Odin and get those great ravens but don’t really take advantage of them at all. Right off the bat it looks like you are going to scout out the enemy base, but then your ravens just stop short of his base and don’t do anything for most of the rest of the game. With Odin’s ravens it should be fairly simple for you to play a game of map control and keep your opponent off of gold/wood fairly effectively, however due to unit selection and the serious lack of scouting in classical, none of this really happens. One thing I like to do with one of my ravens is to be on the lookout for raiding parties against my hunters. This could have saved you some trouble and in fact given you an advantage if you had placed a raven somewhere near your southern hunters.
Part 2: Economy
I’ve got some major problems with how you decide to set up your economy in archaic. You start off ok getting your first few villagers on food, you make a minor mistake of telling your ox cart to collect from the berry bush along with your first villagers. When you tell an oxcart to go to a resource you get what results sometimes which is the ox-cart going in circles trying to get closer to the resource. Just try to remember to send the ox cart individually unless you are hunting a big animal. Once you get past your first 5 villagers you start to put dwarves and villagers on gold, which is fine, I’d personally hold off for at least 1 more villager before committing to gold, but this would likely work as well. Except for the fact you send an awful lot of villagers to gold and remain with only your original 5 on food, this causes you all sorts of problems ecenomically both early on and much later in to the game. What ends up happening because of so many early villagers on gold is that you have a lot more spare gold the whole game than you do spare food, so you end up making dwarves instead of villagers which really hurts.
By the time you go classical you have 6 dwarves on gold which is fine, the most I would personally prefer to have by this time is 5. As well you have 6 villagers and 1 dwarf on wood, which is probably more than you will need in most cases vs. a greek opponent. As well you have only your original 5 villagers on food which just isn’t enough. You also have 2 ox carts, which I feel just isn’t enough, I personally think that you should always have 3 by the time you are going classical because your woodcutters will very quickly be walking too far to their next source of wood. You end up with a lot of idle tc time due to this, and the earlier your tc goes idle the worse off you are. You seem to realize you need to get that tc going by the 7:30 mark, however you don’t have much food so instead opt to make dwarves, but you make them for gold only when gold is the last resource you need.
Your berry villagers went idle for nearly a minute which is a bit of a problem, but one that is easily fixed, just check back on them occasionally, when they get down to 1 or two berry bush’s left queue them on to those two berry bush’s then on to their next resource, which in this case should deffinitely have been the chickens by your temple. Instead you send them to wood and end up with only 4 villagers on food for a while, this again sets you back as you keep making dwarves due to a lack of food. I can’t stress enough how bad dwarves are for your economy, their small stature makes them just too slow for anything other than crawling in caves to dig up gold :D.
After 12 minutes you seem to stop really building villagers at all, you had 30 villagers at that point which just simply isn’t enough to sustain an army as well as get upgrades. Now you make a major mistake, at 17 minutes you run out of natural food (asside from the chickens which you seem to have forgotten. Instead of building farms with the dwarves you have standing around you decide to go chop wood with them, this is a big problem, at this point you have 0 villagers on food, you can’t ever get away with that as most of the important upgrades do cost food. You now start building some farms around your ox carts that are collecting wood. For the most part I just don’t agree with doing this, your ox carts should be moving closer and closer to the trees as they get chopped down, which really cuts down on your farming rate from those farms.
When you hit classical you make 4 more villagers, and that’s all, you get them to collect food along with a few other villagers from around your woodcutting. At 20:00 you stop collecting gold due to the fact you have tons of it, but I don’t think this was entirely a good idea, I think you would have been better off keeping your dwarves on gold, building a market, and then buying food so you could continue building new villagers. As it is you very quickly start to run out of gold.
Some general notes here about your economy, you really have to work on getting more ecenomic upgrades earlier on, you never really go anything besides husbandry until after 20 minutes or so, and when you do you get all the upgrades in one ox cat. Try to spread it out so that the upgrades take effect a bit quicker than they did. As Odin I very often find that I can get these upgrades a lot earlier, sometimes in archaic even. However this map didn’t present that opportunity as there was not much hunting to take advantage of. Even still I think you should work on getting a the very least the first woodcutting upgrade and the first gold upgrade by say the 12 minute mark, it will really improve your resource intake. Just remember earlier is almost always better. As well you didn’t seem like you wanted to queue up any villagers in your tc, in Archaic you very often had 2 second gaps between villager building, queue up a couple at a time until you are ready to go Classical, you can always cancel their training if you decide to advance a bit earlier.
Part 3: Military
I’ve got to start off by questioning your unit selection, especially when you compare it to your ecenomic decisions. You start off by making a mix of throwing axemen and ulfsarks, as Odin I think this is just a big mistake, and with your economy it’s an even worse one. You didn’t have a lot of food coming in so you would have been better of building raiding cavalry instead of the Ulfsarks. As the game is right now Ulfsarks are just not all that useful in early classical. Now I realize that you got a nice relic to go along with your Ulfsarks, but even still they should only be used in a mixed army with cavalry due to their extreme vulnerability to Toxotes. As well your use of Ulfsarks instead of Raiding Cavalry leaves you playing a very defensive game, which isn’t a good thing. Raiding cavalry are more useful in general compared to Ulfsarks, so I’d stick with them early on in 90% of cases.
My second big suggestion has to be that you start using the ctrl #’s to team up your units/buildings. Correct me if I am wrong here but from what I could see you were double clicking your longhouses to select them all, it looked to be the same case for your units, you either selected all of them, or all from one kind which leads me to believe you were double clicking. So here is what I would work on doing, first off I’d number your longhouses all with the same number, use the highest number you can easily reach with your left hand. For me I use #5 for my first set of military buildings, as more go up in different places, or of different kinds I will ussually use #4 or #6 for them. This should make things much more simple for you in creating units from the longhouses and hill forts, it leaves you with a lot more time to micro battles as well as your economy. What I would do with my military for the most part is give all my ranged units #2 and all my melee #1, , this way you can easily switch between them if you want to do some controlled targeting. If you feel the need you can also give your ulfsarks a different ctrl number than that of your cavalry. As well if you start to make small raiding parties you can give them #3 etc. This will save you a lot of time and micro in battles as you won’t have to worry about double clicking your units non stop to get the right ones. In any event find the number setup that works best for you and try to keep it the same from game to game.
At the 11 minute mark or so you build a tower near the middle of the map. You really have to ask yourself why you built that tower there, it doesn’t hold any important ground really, and it doesn’t protect your economy at all. However having put it up you could have gained yourself a bit of an advantage in that fight if you had used forest fire. I know it might seem like an odd place, but you would have injured or killed a lot of his units with forest fire on the trees north of the tower. Now it is very likely that he would have just run his troops, but this would have gained you the time to build up a proper force of raiding cavalry. At the fight by the tower you also get your troops very seperated, you have your ulfsarks in fighting for a little bit before anything else comes in to help, this is a bit of a setback as all the ulfsarks get targeted by Toxotes which of course destroy them pretty badly.
At the 13 minute mark you finnally decide to go off raiding, unfortunately your scouting has been rather poor so you walk by his buildings before finding any economy to hit. This of course results in his ceasefire, not a big deal as you likely wouldn’t have killed any villagers even if you had hit his economy before he saw you. You really need to raid earlier than this, that’s why the raiding cavalry are a great unit to start your army off with. You then get in a big battle with him which turns out in your favour despite his army being bronzed, nothing really that needed help there I think.
Skip ahead to the 18:40 mark, you have just gotten up a hill for as well as a settlement. You then proceed to frost his army at the front of his base. Not a bad use of frost actually except for the fact that you waste it right away. You destroy his partially completed Fortress then run by his troops to hit a gold mine which of course has only 1 villager working on it. This turns your use of frost in to a really larg waste, you would have been much much better off if you had simply built a hill fort right by his troops in that time. As it was your use of frost made little sense to me, at first it seemed to be a good idea but then you didn’t take advantage of it in any way that you could have. Shortly after the frost wears off you start producing more throwing axemen, and a few jarls. This is due mostly to the fact that you have no food income but a lot of wood income. I think you would have been better off using more wood for huskarls rather than just throwing axemen. The huskarls would have been great for taking out your opponents petrobolos.
Well that takes us to just about the end of the game so now I’ve just got some general notes. For starters when you hit classical you built your longhouse with both of your units, I think you’d be better off building individually, your first one won’t get up quite as quickly but you’ll have the second one up much faster. When you do get your first barracks up you immediately research the medium infantry upgrade. This seems like a bit of a waste to me, wait until you at least get a few unit’s out before upgrading them. This next point is a major one, you have to start using your favour more, in fact using it at all would be better off than stockpiling it lke you did. Your god selection makes very little sense due to the fact you never actually used any of your favour on MU or MT. As it was I liked your god selection, you based your army around throwing axemen so having the MT that gives them +20% attack would have been good, however you never researched it. As well the MT that gives +20% farming would have been great, but you never had the food availble to research it. As it was you would have been better of choosing walking woods instead of the Frost GP as it is much more powerful.
I think that just about covers everything there is to cover, I really hope this helps you out, I tried to as indepth as I could, if you have any questions let me know and I’ll try to answer them as best I can.
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19.03.03
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ChesterRockwell sent me this Email
I’m not sure how aware you are of this particular strat., but I play with
2 regular Set players who make use of early monument and *massive* amount
of apes coupled with non-stop rax pumping. I’ts almost unstoppable.
Actually I’d go so far as to say it IS unstoppable.
This is not just “hey let’s make a couple apes,” it’s taken to a whole new
level. To the point of exploiting pathing issues with Cavalry and other
units.
The only thing that handles this is a hop/tox combo, in which case he will
quickly go axemen/slingers + apes and whatever else. This is extremely
frustrating to play again as his economy is in no way weak (as Set players
like to falsely trumpet), and his troop production is much faster than
anything other civ’s can throw at him.
This is beyond just Set attacking with rhinos and being unbalanced on
certain maps, this is almost to the point of every single map, no chance
of competition unless you go EARLY classical and somehow rush him
extremely fast, and raid in just the right spots. The entire time you’re
playing 200% of your ability, he’s doing his standard routine (serpents
when he’s in trouble, and ancestors to finish off a final battle).
Straight up BS.
Files are attached. I play with these guys every night and in no way can I
figure out an effective strategy to win against this. The Set guys will
make recommendations, but really it’s just “hey do this, do that, but
really I’m playing a serious screw here and I’m just going to make it
sound like there are ways of beating it.”
See for yourself, I’m curious of your opinion.
I chose to review this game for a couple of reasons, first off it is a team game, secondly it’s a water map which I haven’t done a clinic on yet. So here we go.
Part 1: Economy
I’ll start off with how you run your economy. There are a few simple things you could do off the start which would give you a more efficient starting as greeks. First off I would suggest skipping building the mill by the chickens and instead start to use your sheep right off the bat, this allows for more fishing boats earlier, and you don’t waste time building a mill either. Now granted those sheep are pretty far away so you would have a bit of a wait, but that wait would be about equal to the walking time and building time of the mill, in that time of course you can chop straglers to gain a few extra wood. Your 4th villager you send to build a dock, fair enough, good choice. your 5th and 6th, and even 7th villager all join in on the chickens. I really think this is too many, you should be able to get away with 5 on food quite easily, and with a small amount of micro 4 works (on sheep at least). You then set your next 6 villagers to the same straggler tree, you had some good straglers, and personally I feel it’s better to split them up so that you get less bumping between them. As well at this point you should have moved your pigs out of the way to allow for a smoother flow of wood. You get housed at 15 pop but I’m sure you don’t need to be told about that. Anyways you manage to get 9 villagers on straglers before building a lumber mill, you really should have built it earlier than that as your villagers weren’t being very efficient. You walled up your dock, which vs. a set player is a very good idea, however you went on to gold a bit too late and it really dellayed your ability to build a temple, I’d suggest putting a villager on gold by the 2:30 to 3:00 mark, even if you can’t afford a mining camp just yet it’s best to get on to that gold early if you plan on walling up. Now take a look at your dock throughout archaic, it is idle for a lot of time despite the fact you have the resources available to build ships constantly. Even if your starting fishing ships have to go quite a ways along the shore to fish, always remember that you will be building new docks anyways and your new ones can be closer to that fishing. Back to your food gatherers, you build a second mill with them on the aurochs, it likely would have been a better choice to make them your first target for food, hunting is faster than chickens as well as the fact they actually had more food on them than the chickens did. I’ve got a couple of problems with your economy after you click the classical upgrade, first off you leave 2 guys praying at the temple, from the looks of things you have no intention of actually using that favour early on so it really is a waste of valuable resources. As well you really should have gotten the gold upgrade, you end up with so many villagers on the same gold pile and it’s very ineficient especially without any upgrades I’d also like to suggest that you take half of your villagers off that gold mine and move them to another one behind your base as it’s just too crowded by that single gold mine, in fact you end up having villagers stand around because they can’t even get to the gold.. As well you probably didn’t need to leave any villagers on food throughout the transition and in to early classical, if you look at your resources you were never really strapped for food. By the 12 minute mark you still have essentially made your fishing good by taking out your direc opponents docks and war ships, you really should have taken some of your villagers off of wood and put them on to gold or even favour at this point, you had more wood than you could spend however another option would be to start using that for more military buildings. As well once you sort of won the water you should have gotten the fishing upgrade as it makes your fishing ships much more efficient. At the 17 minute mark it becomes apperent you are about to lose all of your fishing, unfortunately however you weren’t building any new villagers, and hadn’t for some time, I think that you really have to keep building villagers through most of classical, especially when you don’t have the water totally secured. I’m going to insist again that you get more ecenomic upgrades as you really seemed to be having troubles pulling in enough gold, but yet had an excess of food and especially wood for a lot of the game. I think that’s enough about your economy as it wasn’t really the complete reason why you lost this game.
Part 2: Scouting
On to your scouting which I can only describe as well horrid. You start off not too badly scouting out your shoreline then even finding I bang Isis’ priest and bolting it, however from there on you really go downhill and I’m not sure why. At about the 4 minute mark you leave your scout near the front of your base for a bit, then you scout to the back until you find a gold mine and he litterally sits there for the rest of the game. You really should have been scouting out your opponents base to see if he was putting up extra docks, this could have saved you some resources as water as you would have likely found he wasn’t building extra docks, and in fact was collecting a lot of food. As well you had no clue if he had any barracks up or was going for a straight FH, on top of that you would have found good spots to raid in his economy. Don’t ignore your scout, very often he’s the most important unit in the game.
Part 3:Military
And finally for your military. We’ll start off with your hero building in archaic. It really made little sense to me that you made Jason in classical as all you did was pick up 1 relic with him. The only reason why you should really be building Jason in archaic would be if there are several valuable relics between you and your opponent, or if you wanted to stop them from forward building, which apperently wasn’t much concern to you. In this case the relic you wanted was behind your base and could really have waited a couple of minutes. Now given the fact that you did build Jason in archaic I really think you should have gone for the 2 golden lions relic up near the top corner, it’s a really handy relic and the earlier you get it the better it is. Enough about that.
On to your water fighting where you get 3 docks up, however you really do get them up pretty late in the grand scheme of things, your second dock you don’t start building until the 6 minute mark, by this time a lot of people could get ships on your docks and prevent you from getting a second one up, try to have your second and even third dock started by the 5 minute mark at the latest I think. Next you mass up a fair amount of triremes, in facy you very quickly have a lot more than your opponent and take no messures to find out how much he has which again goes back to your lack of scouting. You really could have moved them up earlier, if he outnumbered you too badly well then fine you just retreat, if not you then start to cut off his fishing a lot earlier than you did. Beyond that he sent a very small force of kebenits at you which you quickly destroyed, but then you continued to play defensively on water for another minute or so. You really should have moved in immediately, the fact he sent a force so much smaller than yours should be a good indication that you had the ability to take him off water right away. By the 11 minute mark you have taken your opponent off water aside from his dock, the dock goes down by 12 minutes. It really seems from watching you at this point that you forget this is a team game, you could have easily left a ship or two covering the dock and gone off with your gallies to raid enemy fishing. Instead you sit there with your ships for the next couple of minutes. But wait it gets worse, at about 12:45 you actually delete a bunch of your ships instead of going to fight one of your other opponents on water. This really makes no sense, this is a team game you are playing and you seemed to be playing it like a 1v1. As well your ships sit in a rather useless spot covering a gold mine that it would have taken maybe 2 ships to cover. To be honest with you I don’t even think your ships could reach that. Keeping all your ships in one place was an open invitation to let I_Bang_Isis back on to the water if he wanted to be (which he didn’t). Your ships could have been better used covering the chokepoint near the forward tc, although they wouldn’t have done too much there, they certainly would have done more than what they were doing. Finnally at the 16 minute mark your ships move again to raid some fishing unfortunately you waited so long that his ships had nothing left to do but stop your ships so you didn’t do too much damage there. That’s the end of you on sea, so on to the land fighting.
Initially you build 2 stables upon hitting classical, however this was a poor choice due to the fact you had lots of food coming in, but not really enough gold. I feel you would have been better off building hoplites mixed with hippikon. No big deal, but you should pay attention to what resources you can afford to spend more readily. Your placement of the stables is fairly good as it makes it a lot more difficult for your opponent to enter in to your base, however a couple of your buildings are a little too close to your gold miners which does impede their ability to collect efficiently at times. Once your stables are up, you build a few hippikons, however due to a lack of scouting you don’t really do much with them and they just sat there waiting to react to whatever your enemy does. This is not a good thing, you don’t want to be the one reacting to your opponents moves, you want to be the agressor that makes him react to you. Again your lack of scouting hurts you as you don’t have enough land army built up early, ended up investing too much in to water when your enemy put an awful lot in to land. When your opponent attacks you are not really prepared, you don’t have enough military nor do you have enough military buildings to catch up to his production. However you do start to makeseveral more stables, unfortunately this is the only military structure you build for a long time. I know you got a good relic to give your hippikons more hit points but that doesn’t mean you can use them as your only unit in your army. You really needed archery ranges at this point, they cost a lot less on gold, as well they do fairly well vs. apes of set which your opponent seemed to be massing up a lot of. As it is your one dimensional army becomes very easy to defeat for your opponent and you never really have a chance. You’ve got to remember an egyptians army is based around having the right counters for your army, if they can manage that they will defeat you. Making only 1 unit line makes this far too easy for your opponent and he absolutely destroys your army over and over. On another slightly different note you really have to watch your building setpoints a little more closely, at the 14 minute mark he I_Bang_Isis greatly outnumbers you, but yet you still have some of your setpoints forward, so your units uselessly run in to the middle of his army and get killed without doing much damage. You really had to make a setpoint behind the buildings so you could have time to mass up a large amount of units to try and overwhelm him with. Beyond the 15 minute mark you really have no chance on land, you just made too many poor choices to have a chance beyond this point.
Part 5: Closing Statement
Now I’ve got to point out one slight problem I have with how you played overall, based on your unit selection and how you used your civ, I think you really have to take a look at your god selection, you picked Zeus but never really took advantage of his extra favour rate too much, you used the bolt early on which could have saved you having to face a couple of extra animals, but really nothing of note. I think based on the way you played this, you would probably be better of using poseidon than zeus with your unit selection. Just a thought.
After having watched the game a couple of times I must admit the apes did cause a lot of trouble for you, however for the most part the trouble was stoppable but you just didn’t use the right unit selection to have much of a chance, hippikon are a poor choice due to the fact that the apes only cost 1 population, so you only end up with 15 more hp or so vs. 3 apes, but they end up with more total attack and they have pretty good hack armour. If you had mixed up your army more you would have had a much better shot at winning.
Anyways that concludes the clinic, I hope this helps you in some way, and good luck.
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14.03.03
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Due to the fact I was updating and making my site better I haven’t had the time to do any new game clinics, however I’m really hoping to find the time this weekend to do 1 or 2 more and post them right here, so check back sunday probably.
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