As good as this game was this game: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--SBosTMF1R4.html was even better as I had to use warriors and archers to complete an early rush by turn 67
This biggest part of being aggressive in Civ warfare is defense. Use defensive terrain and flanking traps to whittle the enemy army down, then go aggressive once their military drops below 100. Military civs will still make units at this point, but if you kill them every time they pop out of the city, one by one, its super easy. TL;DR: Ranged units on defense.
I'd be curious to see you play the seed again where you don't steal the Zulu's first settler and you let them forward settle you and get the horses. Then you might not have any horses. What would you do then? And sometimes you don't have horses or iron, what then? Then, going all aggressive becomes much slower and harder to do before they get crossbows. Stealing a settler based on dumb AI decisions almost feels like cheating, at least for a tutorial video. Because It makes the game even in going from 3 vs 1 in settler number to 2 vs 2, so it's not even really like deity anymore. I do appreciate the content though, thanks!
If they took the city I would probably go war chariots with archer rush as most of this video did consist of me butchering the zulu with archers. Rush the city, take the horses, and build horsemen thereafter. I might come back to this game soon but archers are the real unit killers until you can get horsemen in numbers
@@maartenpauwels8970 You can try choosing a civ that has a starting bias for horses or iron so it'll be more likely that you get them. Off the top of my head, I know Genghis Khan has a starting bias for horses and Victoria has a starting bias for iron, but there are others that have them as well.
In that case put warriors or chariots in front line and archers behind, casualties would be high, but archers should take care of most infantry. War would be more defensive focused. Settlers would settle cities behind.
great intro on Deity difficulty level war. I had to discover this accidentally after getting rolled like 5-6 times. I had to be playing as australia vs a very spicy russia. walls, 3 archers and a lone warrior boy can hold off anything.
The times you don't want to go for an early war is when the terrain doesn't allow it. Could be very small choke point mountain passes, very long distance between you and the ai like on highlands maps, or could even be water between you. Especially when these are coupled with an ai that has just gotten a God spawn and their tech is way ahead of you. Yeah they're dumb, but crossbowman with walls is no joke Feel like you should have talked about when you should get a general. Pillaging takes 3 movement not 2, and plundering a trade route takes all of your movement and ends the unit's turn
Hey bro. Ur gonna get bigger. Your content is good. Your videos are entertaining and your voice is tolerable. Most civ youtubers have really unpleasant voices or way too much energy. I'm glad I found your channel. Been a boon to my game play too
Nice rush.. im glad you mentioned chariots at the end, chariots are underated you get them so early, and if you dont rely on strategic resources and beeline wheel, you can start building an army sooner and be at the opponent's door turn 40. my rush build order is, warrior, warrior, settler, monument in both cities. beeline wheel and military tradition, spam Chariots in both cities with some archers mixed in.. send them down a road to the enemy if possible.. send the warriors with them to deal with anti cavalry.. once you roll over the first civ you see, build up the cities with campuses upgrade chariots to knights before the next war.. my favorite rush is Archer hoplite.. you can even eliminate rome before they even get iron working, take their iron if they have it upgrade the army and move on..
"Kill a unit with a slinger" "Be the target of a declaration of war". Usually deity declares if you only sit on your warrior, and defense is ez with a warrior and a slinger. Inviting the AI to waste their resources (hp) on your city is a great way to abolish their military early. Then you get archery fast, use that money you had for a warrior to upgrade your slingerpair. As if you had focused on getting that kill with a slinger, youd have the tech when you bought the warrior. You need excactly 1 warrior for early game war, but a pair is useful. Archers pre walls are op, and should be spammed. You need 3 with promotions and a warrior in the least to capture a city without walls. Works every time. Ok i play on marathon, but i have the time to conquer 2-4 civs before any walls hinder my progress. Also prioritizing a builder is crucial to get that boost for craftsmanship, for agoge. And it is quite important to get that flanking bonus from the military tradition civic. So preworking a slinger to 1 turn, waiting for war builder, then when war the slinger, then maybe another slinger if in need but the builder is more worth it in the long run if you just can manage it.
Turtle is much easier to learn but as TCLR proved with the previous video, it doesn't scale to Deity. Early War requires precise strategy and tactics but once you learn them, Deity wins are easily attainable.
Frankly both play styles can work, depends on your situation. Here he had a nearby forward settling neighbor, best play was to go to war, which was done well as seen in the video. But if you have plenty of land, no need searching for someone to fight - just start pushing out a bunch of settlers with ancestral hall.
@@eyeborg3148 Played true start earth with Canada on Deity, got lucky and had neither the USA nor the Cree spawn in and played 100% pacifist, just because I didn't need to go to war.
@Jacob I agree with you dude! I just discovered him a few weeks ago and he’s definitely the coolest player. I love how honest he is about the early war on Deity. I like all of the Civ players and the whole community online and not to single anybody out but let’s just say that some people super edit and get a little full of themselves. This guy keeps it effing real lol. Plus funny.
When u get that free settler, you rename the video, then produce an early war guide. Still more useful than most guides maybe, I just think organizing, renaming and condensing all of your content will serve u well.
It takes 3 move points to pillage. Units that haven't moved but have less than 3 (basically anything not on a horse) can still still pillage. If you somehow get a unit to have 6 or more move you can pillage twice. Then there is that amazing promotion on horses that reduces pillage to 1 movement. If you are a ship however, I don't know why, coastal Raids require at least 3 move points BUT will also exhauste all points when used, so you can't raid and run.
Wanted to try that too. No enemy within quite some margin... Then MEGA MOUNTAINS everywhere with only tree or hills. So... attacking became quickly compromised haha
Seems you got lucky that you didn't have a lot of barbs to contend with. I'm trying to masterfully bait you in to a replying. I get barbs can be used as training for your units but they definitely eat up turns and allow your neighbor more time to get up their own militia.
I don’t know if you’ll see this, but I have a few questions 1. What is the goal for an early war? Pillaging? Taking cities? Gaining promotions? 2. Which units should I build?
1. all 3, mostly taking cities to snowball and go to whatever victory type you want 2. Archers, Swordsmen until the medieval era along with some battering rams and siege towers. Then siege units (bombards) and whatever melee or horse unit until planes come around. And then planes and tanks to kill everyone remaining
Hey, thank you for the guide! That works on online speed too, I won with Nubia at science victory, I tried winning by domination but I got little problems at the end. I basically got my special archers, trained about 5-6 and 3-4 horsemen, conquered Byzantium then got cuirassiers and bombards, I conquered Khmer, by that point I got 20 cities and turtled for a science victory. I won really late (turn 172, in standard speed I think it's turn 344), I have a question, could you make an online speed game? If with some non domination civ, thank you.
Why go catapults over rams? My thoughts being catapults are slower to get and twice as long to make but i dont play deity. Vanilla game with whatever extra Civs that came with it
Every single game I play, whatever I do I have 3 scouts alert my cities and I spend the first 100 turns fighting off horsemen then swordsmen then crossbows.
can u do a video on terrain combat benefits and when to disengage from a fight to stay alive? i just often struggle to keep my units alive... especially early siege units die so fast ... :c
maybe do another same topic you had a few weird things happen that never happen in my games...extar population abandoned settler i ve never seen that ever
A question about the "Zone of Control" discussion around 23:40 You say that if you control all tiles zone-of-control-wise around a city, it will go under siege. You also say that melee/cavalry units exert Zone of Control on every adjacent tile, while ranged units only exert Zone of Control on the tiles they are standing on. If this is the case, why is the city not under siege in the example? The Horseman to the West of the city should exert ZOC on the three tiles to the West, North-West, and South-West of the city. The Warrior to the South-East of the city should exert ZOC on the three tiles to the South-West, South-East, and East of the city. Finally, the Archer to the North-East of the city should exert ZOC on the remaining tile to the North-East of the city. However, the city is not under siege. Am I missing something here?
This early game war is all fine and dandy, but what do you do about mid game wars? Civs like japan have very strong mid game units but whenever I try to get some use out of them I they get destroyed
Samurai are good but the problem is you can't upgrade into them. When your playing for mid game war you want to build some horsemen, catapults and then knight rush and get bombards (if they have walls). If Samurai upgraded from swordsmen Japan would be so much better for domination (although they are already pretty good)
@@TheCivLifeR thanks for the reply, when you play scythia and you get horses early on, I feel like you are forced to go catapults every single time btw. Tried twice now and twice I hit a brick wall where I'm losing multiple of the captures cities to loyalty and walls are keeping me from snowballing the ai. Doesn't help germany had 2 lvl 8 cities at turn 50 or something. So used to playing science or culture this war stuff feels like a different game
I don't see the point of pillaging tiles if you're going to take the city, wouldn't you just have to repair those with a builder immediately after taking?
Pretty sure (not positive) you get better yield from pillaging and repairing than not pillaging (and not repairing). Plus pillage is an immediate boost rather than an increase in rate, and can get you into the next tech early often.
Pillaging is the strongest play in the game. It will create more of everything faster than you can naturally create it. Seriously... it is completely broken. Many times you want to pillage everything before you take the city.
@@TheCivLifeR lol fair point, but obviously not a reliable method for Deity success. For an instructional video would have better appreciated an example that wasn't so luck-dependent, but still your initial builds and overall aggressive strategy does allow to better take advantage of such opportunity should it happen. Looking forward to more vids, or maybe a rematch ;)
Take lucky settler due to a stupid AI mistake. So glad all noobs can do that every game... "don't let units die no matter what".... my god that's so useful.... "just don't loose units." Got it!!!.......... "Attack the units. The enemy units mostly."......................This guide is like that joke : "To be a millionaire 1st get a million dollars."
Forget not letting units dying, just trowh them at cities. Especially needed in hard wars. You need to know which units you can just trowh away and which ones you cant. Losing units is fine
At what Point does the AI build walls? I usually get their army killed with ease but then walls screw me over and researching the tec plus constructing plus travelling Takes so many rounds
It depends on their flavor, what techs they go for, and dumb luck. Georgia will beeline walls almost immediately for example. If a civ goes mainly naval techs they will not get walls until much later or until they feel threatened. Rushing catapults or rams after your units is the best possible option Catapults are stronger but rams are cheaper and come earlier
You can usually just trowh your units at the walls. If you lose half your army but take all their cities its fine, you can almost instantly get those units back
I take a city or two then I start losing them to loyalty and the AI gets walls in his last city or two and I feel like I got nowhere. Do you need enough units to rush through to all his cities as fast as possible without stopping? Does game speed make a difference? I usually play Epic.
No short answers to these questions. You have to look at the terrain. Pick cities you can blitz quickly and raze ones you won't be able to hold. I usually ignore the last city because it will eventually flip to you anyway.
great video but how the fuck aren't there barbarians at all? even with the 2 scouts detecting your cities and (i assume) going back to their encampments... I play on Immortal and literally the first 70 rounds +- there are fuckloads of barbarians and barbarian camps spawning right next to me and attacking me right away, even though I almost always try to instantly go take them out