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Last post 09-30-2008, 11:02 AM by Minato. 11 replies.
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anhilator78  |
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my name means anhilator78 in english |
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Subject:
the ultimate DM guide
put down ur best tips/advice.
- stick with one civ at a time so u can level it tonnes
- build a church ASAP and get mercantilism
- if u rnt goin for a total mad rush, get 70 vils on gold + food
- build a market and trade wood 4 gold
if u look above my post or directly below it, u will sight an example of noob communication
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Subject:
Re: the ultimate DM guide
-5 villies build 4 stables 1 villie gets the church one gets the houses explorer gets Lakota tp. -once church is built get shipment that makes infantry and calvary train faster, factory robber barons and dragoon upgrade. -get Lakota upgrade start building dragoons instantly, and go attack it always works, sometimes the enemy only has houses and Town Center built other times a Barracks as well but it works extremely well.
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: the ultimate DM guide
about your guides: you need 99 vills in any situation, not 70, but if you are in a total rush, build just some. Building a market and trading all wood for gold is the worst idea ever, since you need the wood for buildings, and still the wood will just trade for a very little number of coin, dont do this unless is extremely necessary. Portuguese, If you put 5 vills in stables, and 1 vill in church, how are you getting population? DUH, and you cant make a fast rush of dragoons, since then your opponent will just resign and make game unrated, unless is a total noob. The real good guide: send 3 vills to build a church, after its done build 19 houses, then hunt or go mining with em.
The rest of villies send em to make barracks or stables, or block houses, or war huts, etc... Send explorer to get Cheyenne upgrade of faster cav, then go to comanches and get all upgrades.
WIth the church upgrade of 2000 XP, well, the most important is to get the card that allows fast building of infantry, cavalry, and buildings then 2 factories (though the cards you are sending are depending on the civilization you using)
The infantry may not create instantly, but you will still need infantry so build a few barracks, when your opponent attacks you, build units to counter what he is making (the most important are dragoons since they got ranged attack and they create instantly, but if you are vs a civ like spain with fast HI (rodeleros), then get skirmishers or cannons). Try to support hes rush, build outposts, since still the wood isnt very necessary and they can help, mirco all time, try to hit n run hes military, and circle around outposts, build a lot of buildings around him so he will get annoyed and it will be easier to mirco, after all this your opponent shouldnt have got any economy, you still need to have a little, now attack your opponent.
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anhilator78  |
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my name means anhilator78 in english |
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Subject:
Re: the ultimate DM guide
civs in order of power (i think)
1. russia (sevastapool)
2. germany + france (good cav and eco)
3. spain
4. ports
if u look above my post or directly below it, u will sight an example of noob communication
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Иван Грозный  |
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My name means Ivan the terrible in russian |
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Subject:
Re: the ultimate DM guide
IMO, sevastopol it isnt whats makes russia the best civ, its the super card combination: Muskeeters can build forts (forget exactly the name), + sevastopol + fast infantry creation + team fast infantry creation + fast cavalry creation + cheyenne tech of faster cavalry creation, if you combine all this, then russia owuld be one of the most deadly civs. And Actually, this is the REAL listof the best DM civs, from best to worst: 1st- India, In difference the other asian civs, they can get cavalry instantly with just 1 card, IMO, I know that they got no church, but if you create 19 houses, 2 TPs, and 2 stables, you get 1st shipment, if you use this in fast cavalry creation, this will save you mostly all game, since because you can age to imperial, all your units will be OP comparing to the opponents, just mass howdhas+mahouts and send all military cards, not counting that if you create vills with other civs, you will lose the food you neec for military, but in Indias case, Villagers cost wood, and wood is practically useless in DM.
2nd Russia-At the moment they are really OP, sevastopol, musks can
build forts, and only civ with instant infantry+fast vill
production=OP, they considered one of the the bests treaty civ and I agree, they
are really good, remember 1 pop Heavy Cavalry and best raid unit oprichnik.
3rd French-Powerfull economy with coreurs, good unit variety, they got a
card that makes Cuirrs even cheaper even being too lame, looks like
same treaty case. 4th Dutch-1 pop ranged cavalry, but the most
important are Banks, they give the best start in game, since no one
creates vills because they raided easily, dutch get banks, which need a
time to get destroyed with cavalry (exept oprichniks) gives em the best
start in game, allows to create more units, and very possibly win game,
in my own experience best 1vs1 DM civ, Though they got bad late DM game
economy, since they can get just 50 vills. 5th Germans-Very
powerfull WW with high attack, free uhlans per shipment allows em
better raid, Doppels are great at siege and the best unit in game
countering lame rassiers. Royal Guard skirms powerfull countering
infantry and 1 of best ecos since 2 vill types. 6th Spain-Super
powerfull counter: Lancers, only cavalry unit in game that got x3.0 to
infantry in meele, (x4.0 with a card), and instant cheap pikes,
remember the all powerfull Unction, that allows their units be super
powerfull and really hard to counter, the more pop per TC card allows
em just need to create TCs and no houses, so its much easier and they
can get more military buildings, not counting that they get shipments faster.
7th British-Great Boom with
Manor houses, allows em economy faster than any other civ, the super
longbows with meat shield are a perfect counter for skirmisher type
units, and the card that allows em to create villagers per Manor house
allows em the fastest economy in game. 8th Portuguese-4 TCs are
really usefull, they the only civ with 4 TCs allowing em faster vill
production, best dragoon in game, super cassador with high attack, and
muskeeters as powerfull as red coats, very good unit variety, the
spyglass allows to see opponent units to make a decent counter, not bad
but the other civs got better bonuses. 9th Ottomans-Slow Vill
production, no card of instant infantry, just 1 infantry type unit, no
unlimited spahi card, obus take 2 pop, when the other RI takes 1,
making em get less RI. The only thing that saves em its constant vills
production so they odnt need to waste food in vills, but still they
killed easily and they create slower than any other civ. 10th
Chinese-Only thing that saves this civilization its that they can age
up to imperial, but it isnt great advantage since their upgrades are
crappy-if you F.U. a unit to imperial it will have just the attack and
HP to industrial, so it isnt necessary, you just waste more resources,
they got no church so they cant get instant unit production at start as
other civs, and their units create slower than any other civ, you cant
make specifying 1 unit, just 2, since they create armies in groups as
russians, but this include another unit as disadventage, only thing
that saves em its that they faster, since the houses take more Pop you
just need 5 houses and 3 TCs, the consualte its almost useless since
you start with 0 export, antoher thing that saves em its that they got
20 vills wonder when aging allowing em fast eco, the other things that
saves em its the best eco in game since of imperial economy upgrades,
but the key its to rush em since they cant get church. The Spies
upgrade its good but at same time bad, since it costs more than 10000
Coin and its almost impossible to get it, even if you get it you cant
get more military and you dead esaily. 11th- Japan, Actaully they arent that bad normally,
but since they got no cards of fast creation of anything, they get
miulitary really slow, and any minimum rush makes em lose everything,
the shrines create almost no resources, and just 75 vills limit, Only
thing that saves em its the abillity to age to imperial, but still they
just good late game with The Daymios and Shoguns, in Late game they the
best civ, but since its DM not treaty, they worst civ. 12th-Iroquois-Same
as Japan, no cards of fast creation, 1 of worst economies in game
(probably the worst), bad cavalry counter units, Only thing that saves
em is fertility dance and 30 Militia Tommies, but still you raided
easily when fertility, and when you early attack with 30 tommies people
just apply the rule of resigning before 2nd minute and game unrated, if
that rule wouldnt be in DM then it would be balanced. 13th-Sioux-Bad
economy, slow cavalry creation, slow infantry creation, all units cost a lot of
food which is great disadventage because you will lose it instantly, no militia, only thing that saves em
late gamely are teepees, but this are desrtoyed easily, and remember
the worst thing, no walls, they can get raided easily. 14th-Asstecs-Personally
I know this civ better than any Other, I played it mostly and I got
even a medal with wins with it, Very slow infantry creation, very bad
infantry counter allowing em get killed easily, the Coyotes are killed
before they can attack, since there are a lot of em, they cant attack
at same time, and they killed before they get the RI, The mace sucks,
just 1.5 bonus to HI, The prowler is one of their only good units, but
in its cost its 90% food, so you lose it incredibly fast, its killed
before it gets the enemy, again, very slow infantry creation, no
artillery or cavalry, WORST unit variety in Game, Only thing that saves
em its the 21 Prowler militia, but as in the Iroquois case, people just
resign, totally unbalanced civ, and = than in the other Natives, the
FIre pit Needs time before it gets with 10 warrior rpiests and 15
vills, all military from nobles (the only good units) costs over 150
resources, but it has a bonus that it takes 1 pop, but costing 1 pop
less, they are weaker than other units, lossing resources fastly,
almost all military costs more food that gold/wood making a super fast
food lose, making it a great disadventage. A really mediocre civ and I
expect dont play it never again directly taken of my thread List the 14 civs in DM- from best to worst (though I edited some things here)
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Subject:
Re: the ultimate DM guide
i really cant get to grips with India in DM (i love em in SUP tho :p ) lost like every game with them and i cant seem to get my eco up (not a problem with any other civ i play)
personally i like the brits - they're my favourite civ and my first love :D
i like Russians as well, but i dont play them as much b/c people say they're OP and i dont want to be seen as only having my rank b/c of Russians.
hehe i've only played a couple DM games in TAD but everyone thats called me a noob has resigned sooner or later :D
i do suck though - must be embarrassing to lose to me :D

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Subject:
Re: the ultimate DM guide
I thought I'd revive some DM threads (from a couple months ago, which is the equivalent to a few hours here in the DM Strategy forum)..
Иван Грозный:
IMO, sevastopol it isnt whats makes russia the best civ, its the super card combination:
Muskeeters can build forts (forget exactly the name), + sevastopol + fast infantry creation + team fast infantry creation + fast cavalry creation + cheyenne tech of faster cavalry creation, if you combine all this, then russia owuld be one of the most deadly civs.
And Actually, this is the REAL listof the best DM civs, from best to worst:
1st- India, In difference the other asian civs, they can get cavalry instantly with just 1 card, IMO, I know that they got no church, but if you create 19 houses, 2 TPs, and 2 stables, you get 1st shipment, if you use this in fast cavalry creation, this will save you mostly all game, since because you can age to imperial, all your units will be OP comparing to the opponents, just mass howdhas+mahouts and send all military cards, not counting that if you create vills with other civs, you will lose the food you neec for military, but in Indias case, Villagers cost wood, and wood is practically useless in DM.
2nd Russia-At the moment they are really OP, sevastopol, musks can build forts, and only civ with instant infantry+fast vill production=OP, they considered one of the the bests treaty civ and I agree, they are really good, remember 1 pop Heavy Cavalry and best raid unit oprichnik.
3rd French-Powerfull economy with coreurs, good unit variety, they got a card that makes Cuirrs even cheaper even being too lame, looks like same treaty case.
4th Dutch-1 pop ranged cavalry, but the most important are Banks, they give the best start in game, since no one creates vills because they raided easily, dutch get banks, which need a time to get destroyed with cavalry (exept oprichniks) gives em the best start in game, allows to create more units, and very possibly win game, in my own experience best 1vs1 DM civ, Though they got bad late DM game economy, since they can get just 50 vills.
5th Germans-Very powerfull WW with high attack, free uhlans per shipment allows em better raid, Doppels are great at siege and the best unit in game countering lame rassiers. Royal Guard skirms powerfull countering infantry and 1 of best ecos since 2 vill types.
6th Spain-Super powerfull counter: Lancers, only cavalry unit in game that got x3.0 to infantry in meele, (x4.0 with a card), and instant cheap pikes, remember the all powerfull Unction, that allows their units be super powerfull and really hard to counter, the more pop per TC card allows em just need to create TCs and no houses, so its much easier and they can get more military buildings, not counting that they get shipments faster.
7th British-Great Boom with Manor houses, allows em economy faster than any other civ, the super longbows with meat shield are a perfect counter for skirmisher type units, and the card that allows em to create villagers per Manor house allows em the fastest economy in game.
8th Portuguese-4 TCs are really usefull, they the only civ with 4 TCs allowing em faster vill production, best dragoon in game, super cassador with high attack, and muskeeters as powerfull as red coats, very good unit variety, the spyglass allows to see opponent units to make a decent counter, not bad but the other civs got better bonuses.
9th Ottomans-Slow Vill production, no card of instant infantry, just 1 infantry type unit, no unlimited spahi card, obus take 2 pop, when the other RI takes 1, making em get less RI. The only thing that saves em its constant vills production so they odnt need to waste food in vills, but still they killed easily and they create slower than any other civ.
10th Chinese-Only thing that saves this civilization its that they can age up to imperial, but it isnt great advantage since their upgrades are crappy-if you F.U. a unit to imperial it will have just the attack and HP to industrial, so it isnt necessary, you just waste more resources, they got no church so they cant get instant unit production at start as other civs, and their units create slower than any other civ, you cant make specifying 1 unit, just 2, since they create armies in groups as russians, but this include another unit as disadventage, only thing that saves em its that they faster, since the houses take more Pop you just need 5 houses and 3 TCs, the consualte its almost useless since you start with 0 export, antoher thing that saves em its that they got 20 vills wonder when aging allowing em fast eco, the other things that saves em its the best eco in game since of imperial economy upgrades, but the key its to rush em since they cant get church. The Spies upgrade its good but at same time bad, since it costs more than 10000 Coin and its almost impossible to get it, even if you get it you cant get more military and you dead esaily.
11th- Japan, Actaully they arent that bad normally, but since they got no cards of fast creation of anything, they get miulitary really slow, and any minimum rush makes em lose everything, the shrines create almost no resources, and just 75 vills limit, Only thing that saves em its the abillity to age to imperial, but still they just good late game with The Daymios and Shoguns, in Late game they the best civ, but since its DM not treaty, they worst civ.
12th-Iroquois-Same as Japan, no cards of fast creation, 1 of worst economies in game (probably the worst), bad cavalry counter units, Only thing that saves em is fertility dance and 30 Militia Tommies, but still you raided easily when fertility, and when you early attack with 30 tommies people just apply the rule of resigning before 2nd minute and game unrated, if that rule would
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