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Last post 06-22-2012, 12:52 PM by ANKUR. 32 replies.
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Subject:
Re: India Good Faith Agreements Boom.
Chrissl:you can get your 4 vils in age 2 without the card if you put the export-rate on +60% (?) for some minutes. btw if you play with the card you should send it as 2nd card, not as first one... but if you dont want to run with india all the time you should play with cannons from the consulate anyway because the consulate armees spawn i think 50% faster. and you definitely SHOULD play with cannons because its free armee and your oponnent doesnt expect it! http://www.agecommunity.com/stats/GameStats.aspx?loc=en-US&GameID=de7b8ea2-763c-407e-9ad6-2e6172999052&sFlag=2&md=ZS_Treaty in this game i made 23 cannons, 300 chakrams, 700+tigers which allows you beating ports. op 21
Lol then you're one card behind since you should be sending small trickle/good faith/20% wood first then large trickle and then cheaper buildings. This allows you to get the most effectiveness out of your cards. What are you a joke?
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Subject:
Re: India Good Faith Agreements Boom.
I send small trickle/20%wood as first card and good faith as 2nd so i can get the 4 vils for 180 immediately after reaching age 2. Im not quit sure but i think the 3rd card is cheaper buildings which arrives before ports in consulate (its important that you get ports AFTER the cheaper buildings card). I dont exactyl understand whats your problem tbh. The 60% thing was just a possible alternative...
I dont make the 2nd market upgrades before i go age 3 anyway (->faster age 3) so i dont care when i reach age 2.
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Subject:
Re: India Good Faith Agreements Boom.
So you're sending small trickle/20% wood over large trickle? facepalm India's boom is like the only civ where I gave it a lot of thought and tried to think of alternatives. With the right BO and decent enough res, one can make it to age 5 below 15 mins and maxed vills around 17:30 which is the same speed as ports.
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Subject:
Re: India Good Faith Agreements Boom.
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If your going to use India you need to add the cards: Call to arms, Mughal Architecture, and Battle field Construction with India.
At the end of the treaty have about 25 of your Sepoys spread out over the map between you and your opponent and a ton of Barracks and Stables, also have 20 villagers spread out as well building markets everywhere. With the Mughal Architecture card it allows you to build buildings extremely fast and makes them cheaper. Make sure you ally with Portuguese since you will get the 15% cheaper buildings as well.
After 35 seconds into the game your villagers and sepoys should have built about 45 buildings.
Now the next important step is to make sure you have the Call to Arms card, this will give your buildings the ability to produce men when they fall.
As the enemy starts to destroy the buildings near his walls, your buildings will start producing men!! This will force your opponent to fall back since he will lose men as he is destroying your buildings, so each building is now turned into a battle field! That will allow you to push your army up to his gates, and start opening his walls with your OP flail Elephants.
Build aton of markets and various buildings around where your army is so as his mortars shoot you get reinforced with men! This will allow you to get a constant stream of men as you push into his town as well as your soldiers that you are producing.
Since India totally pawns wood, with the 1300 infinite wood as well as trickles, you'll never run out of wood to build more buildings!
That is how you can beat any civ even France with India, by using its OP cards--Mughal Architecture, Call to arms, and Battle Field Construction.
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Subject:
Re: India Good Faith Agreements Boom.
I dont think you can max out vils at 17:30 as india, even as port 17:30 is very good. (in online games without teamcards/big treasures). I send small trickle/20% wood before the large trickle because you cant send the large trickle in age 1 ...
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Subject:
Re: India Good Faith Agreements Boom.
Dr. An0nymus:
Using consulate card with India is luxury, i dont even use it with japan or china.
Would take +10tiger card 100%, may +25 HP & 6 more castles card.
Taking 20 Chakrams with em is bullshit(my opinion) cause of a) +1k gold & b) 8 elephants are even better refering to the need 2 take care of wood ressies
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Subject:
Re: India Good Faith Agreements Boom.
War elephants don't even compare with mahouts in strength, you're not saving wood by using them. And you don't need to worry about wood as India, an infinite 1300 wood shipment easily sustains anything besides spamming mahouts, which is dumb anyway. On your other suggestions, people do send the tiger training/monk hp card, this card replaces sawmills/small trickle/age I coin (depending on your deck setup) and castle hp/castle build limit isn't a useful boost for India. The only civs that I've seen use that type of card effectively are natives that need it for training inf and Otto. With the consulate card, you get the ability to get cannon at a reasonable train speed, filling a major gap in India's army, and this thread is just talking about using it early to speed up the 4 vill shipment.
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Subject:
Re: India Good Faith Agreements Boom.
Thranduil81:
In a fast game i would take em, in 3V3 never...Tryed it several times with standard army, working good cause of having some sec. more time to build etc. I try keeping the number of pop. at 180/185 to take some elephants if needed.
Edit: How many games u've played with em?
Im not arrogant, but its my fav civ and i really can handle it, almost at all maps(blabla hard against some civs blabla hard against some real good players blabla u know what im tryin 2 say)
Join 2 get free cocaine
Haters gonna hate
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Subject:
Re: India Good Faith Agreements Boom.
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i think neither war elephant nor chakram are gud enough to invest 2300/3300 resourses on them , consulate army is better to use
knight_br:Optimal explanation .. very succinctly
LordStefanIII: Unkown_Genius:Leave it to Age.Comm to get a thread twenty miles off topic.
:) Or turn into a flame war.
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