Building A Base
- Use a Peon/Peasant to repair the
structure while it is being built.
- keep a clear path between your gold mine and
town/great hall. Any obstacles will cause the P's/P's to take a longer route and cn get
lost completely!
- it sounds simple, but build your town/great hall
as close to a gold mine as possible, and your lumber mills as close to forrest as possible
to ensure the distance for collection is as short as possible.
- be careful where you place your cannon towers,
they can begin destroying your own trops and buildings if the enemy get into your
base.
- Farms can be used as good blockades.
They have more hit points than a wall or tower, ad are nor primary targets for the
enemy, often persuading them to choose another route of attack. This can be used
to get the enemy precisely where you want them.
- place a line of axe throwers/archers behind
your defensive line of farms. They can attack any enemies who come to close from the
protection of the farms.
- rivers, woods etc. can be used as defensive
lines, reducing the cost of forcing your enemies into a bottleneck.
- If you are using woods as defences, watch that
your wood colecting peasants/peons will move on to a new area once the one they are
working on has been completely harvested - destroying your defences!.
- To increase the lifespan of your towers when
they are being attacked, use peons/peasants to repair them from behind. The enemy should
value the tower as its primary target and leave the p. to continue repairing.
- Sapper/demolition unts can be used to create paths
through forrests to suprise your enemy in the flank and avoiding defences.
- build towers around your enemy's goldmine to
kill the p.'s who come to mine it. This will eventually cripple their reources.
- Catapults and balistas have a longer range
than towers so use them to safely dispose of the enemies defence line with no casualties.
- Cannon towers will fire on anything
within its range. This can be used to damage enemy units by sending in your own units,
keeping them mving at al times should minimise their damage, but the towers will
contnue to fire, hopefully hitting their own units.
- Sappers can be used to draw out enemy units
from the base in the same way as any other unit, but if you wait until they have a
large enough following, then blow them up in the middle of the group, they can
have an amazing effect.
- casting Haste/slow on your sapper/demolition
squads will enable them to enter enemy defences much faster.
- It sounds simple, but whilst learning the ins and
outs of the game, always turn the game speed down to allow yourself more time to
react.
- Peons/peasants make ideal scouts (they're
cheap and quick to build), and needn't die the second they are confronted. If
you send them on a scouting mission, and they do make contact, oreder them to
build a structure (assuming you have the resources). He will then take on the
strength of the structure, hopefully holding up the enemy long enough for you
to send some real troops to back him up.
- using flame shield and invisibility on
a destroyer can be very effective. It means they cannot be hit and can use the
flame shield to damage opponents.
- Cast runes outside your opponents gold mine to
severly hinder their income.
- keep flying units at leats a space appart
when in flight to avoid them hitting each other and causing damage before they
have even made contact with the enemy.
- place submarines or turtles on a vacant oil patch
to give the enemy a shock when they come to reap the rewards of the oil. If you're
lucky, the enemy won't realise what going on and will continue to send tankers,
evntually crippling their suplies and destroying their fleet.
- whenever possible, cast haste on catapults
to enable them to pull out at reasonable speed after they have destroyed enemy
defences and they send troops after you.
- When using artillery, place a thin
line of troops behind them. If the enemy send out troops to get your artilery,
order them to fall back behind your troops. Let them deal with the enemy and then
re - deploy your artilery - simple but effective.
- one of the best tactics to use when forming
a defensive line of troops is to have a front rank of cavalry, then foot troops,
and then missile troops (archers/axe throwers). As the enemy approach, send the
cavalry foward to harras their advance. Leave the foot troops and archers where
they are. The archers should deal with most of the enemy before they make contact,
but any that do get through will then haveto fight the foot troops at close
quaters.
- whenever possible, send zeplins/flying machines
to escort your fleet. They can detect eneme subs/turtles and leave your fleet
free to target them precisely.
- Think carefully about the order in which you
attack the enemy. Wherever possible out range the enemy, leaving them no chance
to get you. Souds boring, but slow advances often work the best - enemy units
will detect your advance and come to intercept. At the right speed, it is possible
to avoid any large numbers of counter attackers, limiting them to only one or two
at a time.
- A group of 6 upgraded beserkers/rangers will be
enough to deal with any enemy fliers you come across.