![]() In other words, only attack when you're at full health, otherwise be healing. Unless you're on Warlord difficulty, it's not a good idea to attack two turns in a row. Try to keep at least one of these units, if not two close to your city until you've got your second city planted (this is not to say don't scout, just make sure you scout the area close to your first city extensively), this will give you at least one unit to escort the settler and/or protect workers, the city will take up space in which barbs can now no longer spawn, and gives you additional "free" firepower in the form of the city's bombardment, which brings me to my next point:Īlways try and "kite" barbarians back towards your nearest city if you can this way you can park your unit one tile outside your city, which should allow that unit to heal up more damage than any barbarian unit can inflict early on, and allow you to damage the barbarian with your city bombardment.Īttack, Heal, Repeat. I tend to find this is adequate until you need to build up your military to conquer another civ. Very often you will end up with at least one unit upgrade ruin, which should allow you to field an archer, a scout and a warrior, or two scouts and a spearman. Having said that, what do you usually build early on in terms of units? I will always build a scout early on at the very minimum, and would hope to build two within the first fifty turns (on standard speed) usually. First: a quick note, the /r/civ sub is a lot more active than this one, so I would suggest any future questions you have are directed there. ![]()
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