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Old November 3, 1999, 01:26   #31
Sten Sture
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Warrior - for martial law
Musketteer - for denying access and defining the battlefield
Artillery - poor movement, but with rails and planning they can take the easy stuff.
Howies - Unfortunately, the strongest military unit by a huge margin. Roll them up to the capitals and it is game over; let the spies pick up the pieces.

I too wish the tank was stronger than Howies. Spies and dips are better all around units, but it is so much more fun to move military units than to bribe everything!
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Old November 3, 1999, 12:11   #32
Mart
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Ancient: diplomat

Renaissance: cannon

Industrial: Riflemen

Modern: stealth fighter, spy

I also like the engineers a lot.
 
Old November 3, 1999, 23:10   #33
geofelt
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Steve-clark;
When I start, 200 gold is typical, growing to 500-1500 eventually. I suspect all the tithes are counted regardless of the tax setting. I find that if I reduce taxes to zero, I still get gold. I think the effect of marketplaces-etc is applied to this amount also.
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Old November 4, 1999, 07:35   #34
ottok
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think: attack, defense and expolarition and improments of scuare, same time!

Howerber: it wrong make to many attackers and then see that others defens is succeswfully.
Better is sometimes, counter attacks, or hit and run.
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Old November 5, 1999, 12:47   #35
Sonderermittler
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1) horsemen
2) horsemen
3) horsemen feat. Cavalry
4) paratroopers
 
Old November 5, 1999, 14:51   #36
Sten Sture
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Sonder - I thought 1) would be "kreiger"

Hope all is well. Hertha goes through and Group A looks as easy as any.
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Old November 6, 1999, 11:49   #37
SlowwHand
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Archers
Dragoons
Artillery
Mechanized Infantry
 
Old November 7, 1999, 16:17   #38
Peter Hennesy
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Elephant, frigate, fighter, stealth fighter. Gotta love the last two for multiple attacks in turn - with decent tech lead they can take out half a dozen units apiece a turn - and former two for their punitive functions.
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Old November 7, 1999, 16:18   #39
Peter Hennesy
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Elephant, frigate, fighter, stealth fighter. Gotta love the last two for multiple attacks in turn - with decent tech lead they can take out half a dozen units apiece a turn - and former two for their punitive functions.
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Old November 7, 1999, 23:29   #40
Flavor Dave
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I can't believe artillery hasn't been mentioned!! Once I've got my army of engineers to build insta-rails and fortresses, vet artillery will take out even vet alpines behind city walls, as long as it's not a river, forest, etc. Use artillery, and you won't need howies. The extra fp is the key.
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Old November 9, 1999, 01:03   #41
SlowwHand
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Ah, ha! I did mention artillery.
 
Old November 9, 1999, 08:44   #42
DaveV
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Based on how many of them I build:

1) Warrior. The best buy in the game. I delay Feudalism as long as possible so I can keep building these guys. For 10 shields, you get a content citizen. And, when Leo's kicks in ...

2) Dragoons. Unstoppable by any pre-gunpowder unit (and pretty good on defense, too). Knights->Dragoons is my third-favorite LW upgrade (after warrior->musketeer and settler->engineer).

3) Cavalry.
4) Howitzers.
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Old November 9, 1999, 09:53   #43
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Another Howy lover!

artillerys aren't that good in diety, when every attack or the ability to retreat count (howys have 2 movements) when the AI can change production and rush buy before their turn so that it's ready during their's. Besides, most AI cities are founded on rivers on the map i use, and for the rest, they can easily use that old musketeer to blow your art. away


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Old November 9, 1999, 09:54   #44
Hodad
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Another Howy lover!

artillerys aren't that good in diety, when every attack or the ability to retreat count (howys have 2 movements) when the AI can change production and rush buy before their turn so that it's ready during their's. Besides, most AI cities are founded on rivers on the map i use, and for the rest, they can easily use that old musketeer to blow your art. away


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Old November 9, 1999, 12:23   #45
Flavor Dave
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1. Artillery come alot earlier.
2. My artillery survive counterattack, cuz I put a rifleman/alpine/MI in an insta-fortress.
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