A Proud Member of
|
|
|
|
| |
Nationalist Strategies |
[Kalisari's Tactics] [Nulak's Tactics] [Nulak's
Tactics-Military] [Orional's Tactics] [Rapid's Tactics]
[Terra
Kahn's Tactics]
[Wyldrage's Tactics] |
|
Rapid's
Tactics: Nationalists |
|
FORMAT |
These articles will be
divided in the following sections: |
Start:
How to survive the few first minutes, trying to find a balance between
military strength and economy.
Economy:
Useful buildings
Military:
How to design the faction's army, including information for their
specific units.
Team:
This is to describe their role in a "perfect" team of 4
players. This means: all factions played and good teamwork.
|
|
START |
Don't build engineers. My build order
is:
. 1st village: Iron Export (IE), Bank (B)
. 2nd village: B, IE
. 3rd village: B, IE
. 4th village: Quarry (Q), Blacksmith (BS)
. 5th village: BS, B
This varies a little from game to game; usually by that fourth village,
I have a mine that needs an engineer on hand. Sometimes I need troops,
so that fourth village will be BS/B instead.
Generally, you do NOT want to recruit
a new settler company as soon as the previous one finishes. Instead,
build out one of the component slots first. If you have the cash to do
both, then recruit the settler ASAP (in order to speed development), but
it is more productive to have a bank than a new village, and both take
the same amount of time (although the bank takes more cash).
Footmen are very effective units for
their cost, but you won't use them past the opening. Long-term, you want
Infantry, so just hope to survive the rush and go for mid-game strength.
I rarely bother building engineers until my fourth town is up; I'll just
not upgrade a blacksmith to iron export if I need troops, and then
recruit a company of infantry.
|
|
ECONOMY |
Each village can support exactly 1
company, so your villages should be tuned to your companies. A company
of engineers needs a Quarry (possibly upgraded to Mining Post) and a
Bank; a company of infantry needs a Blacksmith and a Bank; a company of
Bowmen/Mage/Mage needs a Woodmill and a Library. Build your villages out
to support your troops. Don't be afraid, mid-game and later, to sell off
a bank or iron export if a Library will do you more good instead. A bank
costs $132 and nets +$15, whereas a Blacksmith costs just $60 and nets
+6i (which can recover $18 if you are iron-deficient), and Blast Furnace
costs the same $132 as a bank but nets +10i (which can recover $30).
|
|
MILITARY |
Since you have very low company
limits, each company should have its own support. Mid-game and
late-game, don't build a company of 6 infantry; instead, use
infantry/cleric/zealot or other mixed combinations. You don't have the
slots to field lots of companies, so each one should be strong on its
own.
I'll agree with those above that
having engineers mid-game and late-game to build supply lines can be
critical; also, it helps to be able to claim mines that are nearby,
instead of giving them away to your teammates that have recruited
engineers.
|
|
TEAM |
Trade one of your fresh villages for a
Ceyah or Royalist village; your teammate will be glad to have the extra
component slot, and you will be glad to have the extra company.
|
Nationalist Strategies
[Kalisari's Tactics]
[Nulak's Tactics] [Nulak's
Tactics-Military] [Orional's Tactics] [Rapid's Tactics]
[Terra
Kahn's Tactics]
[Wyldrage's Tactics]
| |
|