Step 4 - NomadHello,
I
made several observations in Nomad watching CTC, MysT and otherexpert
records as well as playing a few games and talking to Poisn(BsK_Force)
and these are the general notations I gathered, I hope youfind them
useful.
Most common civs are: Vikings, Persians and as a third
civ eitherChinese or Mayans. Spanish, Celts and a few others are good
too but notat the same level as the previous 2.
All civs excluding their particulars share the same basic goals, there is 5 Steps in this and they are as follows:1stBuild
the TC as soon as possible. Usually the vills are sent to
anintermediate point, the one point that is closest to all of your
vils(except one vil that searches for a good water spot and builds a
dock)and once reaching that area a vil uncovers a good spot to TC you
startbuilding it.
[see basic RM strategy ]
2ndSecure
the min. food to guarantee non stop vill production. Oncethe TC is up
put the min. of villagers on food to keep the tc workingand the rest go
to wood to make fish boats from your dock as soon aspossible.
3rdPlace
enough vills on wood to keep dock working and making housesas well as
some additional wood to build the remaining Dark Agebuilding to
purchase the Feudal Age upgrade.
4thScout
the map until you have found all the resources you will needfor your
strategy. It is normal to scout with a villager in nomadunless we were
lucky enough to find some sheep. It is crucial to findenough resources
to keep your TC pumping vils, but if we alreadycovered this it is a
good idea to start scouting with a villager whenyou have around 10,
once your villagers and fishing are secured.
5thFocus
on reaching our goal age. Generally it's not profitable todelay the age
upgrading for a 2dock boom (except severe lacks of food)so in my
opinion it is best to focus on the resources we need once thefish boat
production is steady. So once you have enough vils on woodput more on
food if you found more (hunting, berry etc) and up ASAP, iffood is
short put more on wood and drop a 2nd dock and pump both. Youtypically
need 6 vils on wood to pump one dock and build houses
When playing nomad 3v3 it is common to share the tasks this wayViking
-> goes for a Grush (galley rush) except when he needs todesperately
defend a Flush (feudal rush) or when enemy docks are toofar to reach in
a timely fashion. In this case it is usually better togo for a Castle
Age galley rush.
The other 2 civilisations usually focus on land
(in Castle Age)although they can also Grush if enemy docks are very
close or theirfish cant be defended by the viking ally. Alternatively
they can Flushif the enemy is close and his spot is weak enough (hard
to defend forenemy).
Another important factor when using task
distribution is to supporteach other: Viking should defend ally fish
boats if possible as well asget as many enemy fish boats as he can
(it's also a good idea if yourallies going land make a second dock
behind the Viking protection ifneeded) as well as land allies should
defend the water player from landattacks (it helps a lot if the viking
can just wall himself in).
Being Nomad a random position map,
playing 2v1, 3v1 or 3v2 is verycommon. Team coordination is very
important as well as killing theweakest enemies (land economy of water
players, water economy of landplayers). Viking player slinging food to
his allies going land army isa good option if the game conditions are
good for it.
Civilisation Details1)Vikings
Just a few details
Vikings
need to gather 20wood before they can afford to make their1st fish boat
(they have to wait till the tc is up to get 1) so theydon't need to
drop a dock as fast as other civs, they can sparesometime to find a
good dock placement
Since they usually galley rush it is
important to find food to getto feudal fast and gold. It is also
important to locate enemy and allydocks to grush most efficiently so
sparing a fish boat to scout orsimilar is a good idea.
Walling
their economies totally (preferably in Stone) before enemyreaches
Castle is a good idea since they will be weak against landattacks. If
they are attacked by mayan archers it will be their alliestask to help
them.
2)Persians
Persians start is very similar to
the vikings, the difference is theycan make a fish boat before building
the TC (Persians start with +50wood) so they have to make a dock and a
house as soon as possible inorder to make a fishing boat ASAP, even
before their TC is up.
3)Mayans
Mayans are nearly the
same as vikings, their priority is to buildtheir TC faster and they
need food fast too (their initial food is 150compared to 200 for Vik
and 250 for Persian) although they start with+1 vil
Mayans usually either go Xbow or help Vikings with the Grush.4)Chinese
Chinese
have the most complex start of all the civs. Poisn told mehe thinks
china is the strongest civ if they have the right start.
They
start with no food so they usually need to gather even beforethey build
the TC. It is very good to mill either shore fish or deerswith 2 or 3
villagers right from the beginning (starting positions isusually a good
way to decide). They can also start the same way as inLand Nomad if we
are lucky enough to have close villagers and good food(quite rare
though).
Chinese generally have more villagers and less fish
boats thanother civ, which I particularly fancy a lot since villagers
are waymore versatile.
With Nomad out of the way you are now ready to move onto Step 5, everyone's favourite
Step 5 - Land NomadGeneral Map NotationsFirst thing to do is to define how the map is made. Land Nomad(fixed), the official wcl version is like this:
-
There are defined bases for each player with the standard
aocdistribution (one side for the allies one for the enemies). Each
ofwhich has straggler trees, a pack of 7 or 8 deers (between 11 and
16squares away), a pack of 4 sheeps (9/11), a pack of 3 pigs (13/30),
4packs of 3 sheeps (10/50), a lonely pig (14/1
and certain amounts of gold and stone.
- Villagers start at a minimum distance of 8 and a max of 70 from their defined base so they can be nearly everywhere.
- There are other food sources (berries) as well as gold, stone and 5 relics with a random distribution on the map.
The StartWith
this in mind it is time to begin. The standard is to send thevills to
an intermediate point (central point to all) and it isimportant to
flare the area we are going so we can avoid sharing spotswith allies as
well as getting a general idea of what is "ally ground"and "enemy
ground". It is usually best to build the lumber camp in themeet point
of the villagers unless we were lucky enough to walk by agreat spot
(look for straggler trees / deers / pigs).
It is important that
every player has at least some sheep toexplore. Once again priority is
finding enough food to allow usnon-stop vill production. If you get the
feeling that is not going tohappen it is a good idea to explore with a
villager. It is not good tomake a very fast tc knowing it will be idle
soon. The food our alliescan send us is as good as any, it is important
to tell them ourcondition in case it is required to send or receive
sheep.
When scouting our goal is the same as in nomad: finding
theresources we are going to need for the strat we want to do.
Whenlooking for food remember to look for straggler trees / deers /
boarssince once you find one of them you are certain there are more
aroundthat general area. Once we are sure we have enough resources it
is agood idea to send a sheep looking for enemy bases.
About how fast to go up it depends on what's our goal as usual.
We
usually aim for castle age: 23-25 pop to Feudal ---> 25-28 toCastle
[b]although it can be faster or slower too depending on how muchfood
we've found. Again using advice from previous articles and
comingarticles you can decide on strats and econ upgrades.
[b]Military StrategyThe
most usual civs in LN (3v3) when picked are Mayans, Persiansand
Chinese. Generally on LN TC's cover the wood so the conventionalFlush
is far less effective than in the other maps. Certain kinds ofDrush or
Archer Flush may work if enemy has weak mines or gatheringpoints such
as far deers, gold etc. But usually the most effective rushis the Trush
(tower rush), the reason is quite simple: it's the onethat can most
efficiently nullify the tc cover. When there is a Feudalrush of any
kind in a game allies role is fundamental. Usually all thebattle
focuses over the players engaged in the feudal war because theyare the
most vulnerable targets. Allies have the task of defendingtheir ally
and finish the enemy if possible.
When the players are not far
enough to allow feudal attacks mostcommon is either all the players go
to castle or one of them sling.When all the players go to the castle
age mayans have an important rolebecause they have no "mobile" units.
This can lead to 3 differentsituations:
1)mayans have a close enemy: in this case the most effective is Mayan go Xbows.
2)mayans have no close enemy leading to 2 situations:
-a)they go plum archers to attack together with their allies.
-b)boom ---> imperial ---> eagle warrior rush.
When
Mayans go Xbows ally Knights have an important role as meatshield
protecting the Xbows (main attack unit) from enemy Knights, etc.It is
important the Xbows keep active as well as good communication
andcoordination between allies.
The SlingThe
sling is a very common ln strat. Usually China gets resourcesfrom
either Mayans or Persians. It is important that the playertribbing is
in a favourable position: hidden/walled/well protected.When slinging
its most efficient sending wood and food, gold issomething the slung
player can collect easily by himself (unless weirdmap conditions). You
usually see long slings (loads of resources),which is something that
annoys me a lot. I have the theory that thebiggest amount of resources
a player can tribute without auto erasinghimself from the game are
600units in land maps and around 800-900unitsin maps with good fish.
Hypothetically a sling of 600 food (bloodlines+ 2 armor upgrades) or
300/300 to each ally (bloodlines + one armor)and the addition of a 3rd
ally playing is a godly strategy. Not likelywe will see it anyway.
When
defending sling teamwork is crucial. Monks and camel areusually the
best option. It is very important when fighting a slungplayer to
understand that a 1:1 killed / lost unit ratio is no longeracceptable.
(Theoretically over 1,5:1 should be good) and thereforeit's important
to pick fights carefully. Notice slung players usuallyhave a few
upgrades so they are stronger.
Some important data:- Market tribute taxes are 30% raw ---> 20% with Coinage (Feudal upgrade).
-
Tributing team usually has 800 additional resources in game(slinger's
castle upgrade resources become military units resources forthe slung
player: 1000 - 20% = 800)
- When the players reaches Castle Age
the slinger is still Feudaland therefore have 7 additional villagers
(35/28 =25% additionaleconomy for him, counting the market taxes it
becomes a 5% additionalmilitary resource available for the slinging
team and it decreases asthe game goes on: when the rest of the players
have 42 villagers (notcounting additional tcs) slinger has 49 that is a
17% more -20% ofmarket taxes = -3% of resources. Having this in mind
you can deduce:
a) Time benefits the defender: the longer the battle the weaker sling team econ becomes.
b) Slinging team must translate its initial military advantage into damage to the enemy as soon as possible.
Slinging
team score increases "virtually" the slung player scoreincreases 100
points each 500units received and the team scoreincreases 100points
each 1500units tributed.