
March 25th, 2004, 01:04 AM
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Sergeant
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Join Date: Sep 2003
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Re: Defending vs. stronger neighbor early attacks
Quote:
Originally posted by GavinWheeler:
I suppose I hope that I am sneaky enough to come up with a strategy to deal with the neighbour over those ten turns!
Given a little preparation, it becomes a battle of wits. If conflict is too early in the game, you have no funky spells researched and no slinky items forged, so it is too much a question of who has the best national troops and gold supply.
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It happens... a lot . It's not unusual for an early war to start by turn 10 to 15. Some players are famous for their early rush and aggressive expansion . And yes, that'll be a match of national troops and gold supply. That's why scales are regarded as very important among the players I met.
Altenatively, you could just make sure that you have an early killer strategy to be an deterrent, such as an Blue Dragon with "Breath of Winter". Most nations can have pretender/national troop combo to afford one or two.
It's just a part of the game. An MP game is not a static research-for-the-killer-magic type of competition. You need to consider survival in the beginning, the midgame and the endgame, plus a big dose of diplomacy throw in.
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