1.
Taking advantage of civilization stereotypes: Most players are rather
stubborn in that they will focus on one strategy and will not stop, you
must use this to your advantage. Usually the opponent will be this
stubborn when he/she realizes that you are a civ that specializes in a
certain line of units(Viking: Infantry, Persians: Cavalry, etc.) He/she
will mainly only use the counter to the unit that he/she expects you to
employ in battles(Persian: Pikemen, Viking: Archers), so you already
know what he/she will build. What you need to do is build a complete
opposite to the units that your opponent expects you to use(Viking:
Heavy Cavalry, Mongol: Heavy Infantry). Usually the opposite to the
stereotypical unit is the counter to the counter of the steriotypical
unit, so you will easily destroy your enemy's army.
Although
powerful if pulled off, using this strategy is rather risky, because
your opponent may anticipate your strategy and build the counter to the
radical unit that you are planning of creating.
2.
When approaching your enemy, set your army to staggered formation:
Along with protecting yourself from scorpion and magnonel fire, when
your army is in staggered formation, it looks much larger than it really
is. When you have large units like cavalry, the army's size is
exaggerated even more. The use of your looking larger than it really is,
is that your enemy might get frightened and may run away. Even if they
do fight, they may be in a frenzy to fight off your army, which means
that the amount of extra troops that your enemy might train could
severly slow down his/her economy.
3.
Attack your enemy on two fronts: (Note: This strategy is best used with
an ally, so you will not have to switch from one part of the map to
another.) Accumulate 2 armies, and situate them on either side of an
enemy. First attack with one army, and when a large portion of your
enemy's army is defending against your first army, attack with your
second army. Most likely, your enemy will have sent all of his/her army
to the other side of his/her territory, so one half will be nearly
completely unguarded. This will make it much easier for your second army
to break into the city. Eventually, your enemy will be forced to send
his/her army to defend against your second army, allowing your 1st army
to break through the city much easier. Just with the time your enemy's
army takes to get across his/her territory will make it much easier for
you, but it may also greatly confuse your enemy, giving you even more
time.
4. Distract your enemy from
his/her economy: This strategy is rather useful in the start of the
game, using your scout. Although it takes a bit of micromanagement, you
can use gather points on your town center, in order to save you some
time. Using the scout, attack one of your opponent's villager. If it
attacks, run away. Most likely, your enemy will have to send villagers
out to kill your scout, in order to stop your harassments. Because he
will be focused on your scout, some of his villagers may be idle.
Another economic problem that the enemy will have is that the villagers
that are trying to kill your scout cavalry will not be gathering
resources.
5. Houses look like
unpacking trebuchets: When you have reached the imperial age, you will
have access to trebuchets. Just that fact will frighten your enemy. When
your army has reached the outside of your city, lay down several
houses, but don't build them. By some strange quirk, unbuilt houses look
like trebuchets unpacking. In a frenzy, your enemy will send Cavalry,
so kill them with pikemen. With the enemy's cavalry decimated for, pull
out your real trebuchets, as it will be easier to hack away at the
defenses. If you are lucky, your enemy will think that your real
unpacking trebuchets are houses, so he/she might not attack. If he/she
does attack, simply defend with your army. This strategy will save you
some time, which is vital for RTS games.
6.
Villagers can be very power vs. buildings: In the Imperial Age,
research sappers, which will give your villagers a +15 attack vs.
buildings. Keeping them fairly guarded, these sappers can demolish
building rather quickly. If your enemy is generally an "angry" player,
the fact that lowly villagers are razing his/her city may infuriate
him/her, making him/her think less clearly. Although this doesn't always
work, it works well when it does.
7.
Verbally confuse your enemy: This is the "strangest" of these
strategies, but it works rather well. There is several ways to confuse
an enemy, be it saying gibberish, etc. If you say something like "Am I you for me seven turtle",
your enemy might be confused greatly, there is no need for me to say
why. You can also tell your enemy what you are "planning" to do. This
will get your enemy to think if you are insane to tell him your
strategy, and if what you said is true. Because he/she will be thinking
about what you are going to do, his/her economy and military might slow
down.
8. Distract your enemy with
buildings: If your enemy is about to attack you on land, quickly build
several cheap, relatively strong but quickly built buildings, such as
houses, all over the area of land between your enemy and you. When your
enemy reaches your "distraction" buildings, most likely he/she will
attack them, moving from building to building destroying them. (Be sure
not to have 1 type of building, because your enemy might figure out your
strategy.) Since the enemy has been busy razing your buildings, you
will have saved time to strengthen your defenses and reinforced your
army. Another good use for the "distraction" buildings, is that they can
"tell" you how far away your enemy's army is, and what the army is
comprised of, which allows you to defend much easier, telling you the
counters of their army.
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