I've noticed people making some weird mistakes in-game. So here are some general tips I gathered, please add on:
-Musketeers do not counter Dopplesoldners they counter cav. They can, but xbows and light infantry are better.- Anti-infantry units, not pikemen, counter war wagons.-Scouting 4tw. If you know what your enemy has you basically are bound to win most battles.-Do NOT try to place your Fort without the Fort Wagon being on the place where you want it. Send the Fort Wagon to the location first, then start making the Fort. Also, make sure you scout the area where you're making the fort and make sure none of the enemy units have a big enough LOS to see the construction. Place units in front of the Fort to make sure the construction will be safe.-On the other hand, if you peak at the enemy building their Fort and it's not far from you, go for it! Do not hesitate in taking out the enemy Fort, even if you lose dozens of troops, you'd lose a lot more if the Fort went up. When the enemy hits Fortress Age it will probably be one of his priority, so do some scouting .-Scout for forward bases!: A lot of players will forward build to get a faster and more effective rush. It's a great idea to keep a scout around for the forward bases.-Rush is the new turtle. If you plan on defending yourself, the best attack is the best defense. The best way to turtle is to keep the troops at home around the base and keep a steady rate of troops incoming while not getting in the way for your economic improvements and settler production rate.- It's usually a good idea to send lots of people to gather wood while you're aging up. As soon as you hit second age you'll be needing a lot of wood.- "Don't build your fort in the middle of a battle! all the time someone tries this on me and I just kill the fort. I might loose my entire army but then he has no fort all game!" -tster- Keep a steady rate of settlers being created. You should have around 60 on a normal boom. ALWAYS move villagers around to things you need more, but always keep some on things you don't need at the moment. Making sure you have the resource incoming even if you don't need it won't place you on a bad situation when you do.- During late game, where you have around 15-20 villagers mining from a gold mine, it's a great idea to send half of those to another mine. Gold is very important and in case the mine runs out in the middle of combat, you'll still have another to make sure you have a steady rate of troops. Also, if your gold gets raided you don't have to worry as much.- Save HC cards! If you have extra skill points (points used to purchase cards) and you don't see anything that it will 100% make your deck better, just save it up. At level 10 and 25 there's awesome cards, and if you have skill points saved up, you can get a whole bunch of them as soon as you hit that level.-Do not build important buildings next to a trade route when the enemy has a TP. This is a scout that they can use, and if they see your forward fort, then they’ll go around it or know it’s there. Or don’t have your factory near a TP either. -some_player-Hunt animals from behind, so that they move towards your town center. it is less walking time, so saves you villie seconds. -Fwiffo-Keep an eye on the score, see if they have a native American symbol on their name early in the game so you can watch for an NA rush.-Use minutemen when you need them! I often see people I’m rushing not use them even though my pikemen or dopps would get crushed vs. them-Keep Surgeons garrisoned in your TC's when not in use. Not only does it keep them safe, it gives them an attack! Make the enemy think he is forcing you to garrison villagers! -Ceres-Once more, scout But this time, a unit is not necessarily needed. Occasionally look at the trees around the opponents base. You will be able to see them fall, so that is where their lumberjacks are. You can also see deer and Bison that have been shot and gathered on the map in places you are not exploring. -Armagin - Nootka clubmen are very useful to rush. They only cost 80f 15w (lowest wood cost from all natives) and they own cavalry and buildings. They are much better then pikes because they have 80 hp more then pikes and cost more 4x as much wood. If you put 5 musks as a back up they own muskets easily. If you have 10/15 early enough you can take out his tc. Very usefull vs ff/merc strats -Shizzle
Actually, use all natives, they don’t cost pop and cant help in certain situations-A different look at the fort. This is when it’s already been built. Circle around the fort and attack his base from behind. His fort will be useless this way. DONT attack his fort when you slightly outnumber him because you will only sacrifice troops. His fort will be useless this way and he has to defend his base.-Shizzle
This backdoor technique is very good and can be used for a surprise-Use Walls! Yes, they are weak. But they can get irritating for the opponent. They will block out raiders coming your villagers. You don’t necessarily have to completely wall in, just guard your back door. -When attacking a TC surround it This enables you to melee any units that come from shipments and trpa escaping villagers. -brandnizzle-Do not counter Grenadiers and Abus Guns as artillery, counter them as light infantry -MNBOBThat's it for now .[This message has been edited by Stonewall J (edited 07-12-2006 @ 10:25 PM).]