Purplefairy22 View Profile View Posts. Originally posted by I Am The Liquor :. Catapults, catapults, catapults. Those bad boys are relevant until you get cannons! Rookies including myself back in the days typically underproduce siege. And yes, there are later game siege too but catapult era is the most crucial. The issue with defense tactics, is that it's sort of like instructing an MMA fighter how to absorb punches while on the mat. IF you're having consistent problems with stacks invading, you're either a not retaining the initiative yourself, i.
That said, cavalry are also stack counterers. Having a small band of maybe cavalry units readily available, can completely cripple an enemy army giving you enough time to muster up. Last edited by d! NO ; 15 Jun, am. And I disagree, the strategy does not really revolve around death stacks. You can win a game without a conflict if you are good at diplomacy and you do not share borders with aggressive civs.
You can turn aggressive civs against each other by asking them to declare war in exchange for things. In fact one of the hardest AIs to bear is Gandhi, a leader that is rather peaceful, because the India civ has 2x speed workers, which given them a massive advantage in the beginning.
Civ 4 is a game and the graphics are very good for its time. In fact the graphics still look OK today. Trebs and Macemen only have 1-movement. This means that they cannot force combat with the Musketeer. Even if they could, the Musketmen have 9-strength against the Trebs 6 or Macemen's 8. And I don't believe that Macemen get melee bonus against Musketmen: Musketmen aren't considered melee units, they're gunpowder units. The only time you can use Trebs is when the death-stack arrives at your city's doorstep.
You smack the stack with collateral damage Pillage and siege strategy. Knights are a legitimate response, but require Iron and Horses. Knights don't get defensive bonuses. A Musketeer death-stack waiting in a forest ie: Regenerating will have I'm not liking the odds, even if Knights have a movement advantage.
Only France gets the musketeers with 2 movement. Every civ has a special unit which gives them a temporary power spike, that is part of the game.
Also re offense and defense you even mention in your own post the defensive bonuses not being available to Knights As long as you pick a balanced not tectonics or something map type, getting iron and horses by the mid game should not really even be much of a problem.
Even if you fail at that, longbowmen are stronger at defending cities than musketmen are at attacking them, while being cheaper and requiring lower tech. This is just such a trivial part of the game I am not sure why you are acting like it is a major flaw. Getting musketmen is not a game-ending powerspike. I'm not talking about Musketmen. I'm talking about stacks, with Musketmen as a specific midgame example.
The death-ball stack is the premier tactic in Civ4. I just chose Musketmen since its the mid-game. But it could very well be Swordmen, Knights, Infantry, or Tanks. Collateral damage units were too weak in Civ4 with not enough movement to really be useful outside of defending cities at least before Bombers. If you entered combat on the open battlefield, the side with the bigger deathstack won. Trebuchets cause collateral damage, and so do knights. Individual trebuchets will lose to musketmen but as a group they will cause enough collateral damage to allow a stack of other units to finish them off.
Grenadiers are a different story. But Trebuchets only have 1 movement. Since embarked land units still provide Support, the maximum number of Support stacks is 10, which can be earned when the defending unit is surrounded by 5 water tiles, each occupied by a friendly embarked unit and a naval unit. To take advantage of Support, units with low Combat Strength like recon or ranged units should be placed behind the melee frontline to provide extra sturdiness. Wounded units should also be retreated to the back line to heal and provide Support to the frontline at the same time.
Also, try to take out ranged units quickly if possible, since their damage pierces any Support provided to your units. Of course, it is more advantageous to get your hit in before your enemies get the chance to, but if you cannot finish the kill before your turn ends, make sure your units end their turn close to one another.
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. Civilization Wiki Explore. Civilization VI. All Games. Explore Wikis Community Central. Register Don't have an account? Flanking and Support Civ6. Edit source History Talk 2. Do you like this video? Play Sound. Wilhelm IX 25 May, am. I just wanted to say thanks, all of your guides are great, you really helped me to improve my gameplay and I really appreciate all of you work you've put into making those guides.
Have a great day! Zigzagzigal [author] 22 Aug, pm. Not at the moment. I'd like to make guides for Civ 6 when it releases, but I don't have as much time free as I used to.
Hopefully I'll at least make an equivalent of this guide, the Civ summaries guide and something that compares Civ 5 to 6 with a focus on which Civs in Civ 6 correspond the most with the playstyles found in Civ 5. Yahweh 21 Aug, pm. Are you working on anything new? Love all of these. Zigzagzigal [author] 17 Aug, pm. Nope, it's disabled in the code. If you look at the XML file, you'll notice the American river bias is embedded in code which prevents it from activating.
Bblok 13 Aug, am. Awesome guide. Offers many new ideas and options. I often refer to this guide when playing a game.
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