calmyourtits wrote:300w for TP is better than trickle, always. Spice trade is greedy, yeah, but in some situations that''s viable like if your opponent is being greedy but you can''t really punish them. 700f is indeed a bad shipment, any build that sends it is supoptimal. But to be fair you''re not going to lose games over it.
700f is a good shipment for russia indeed. as russia train vills and musks in batches, it costs lot of food to train them at the same time(285+270=550+). you can send 700g to train musks and may have more units than 700g after 5 minutes, but sending 700f is the only way to train vills and musks in the same time. as sometimes you have to hold the rush, and have to train musk continuously, you have to stop training vills if you send 700g, but with 700f the problem is solved perfectly.
My understanding is that 700f is generally speaking worth a fair bit more to Russians than it is to other civs, because it is the only way one can maintain full vill and military production in early colonial. This is possibly substiuted by wood if you are making predominantly Strelets.
What is interesting is that we say : yes Rush now is so NOT rare that people cannot succumb from that. And instead I actually cannot resist to rush and often I am unable to indipendently defend myself and make opponent troops return to the base, Once I am attacked I am lost because dutch get too poor when they receive a rush. Probably I must improve "barricades and Walls" by building these last very well and then cooperate with the positioning of the first buildings (2 houses, market, 4 banks, maybe a tower... )
The things is... do you imagine how much precision and time must be spent to build this properly ? for me it would be too distracting to do that. Will give it a try...
TLDR: Send crates, build TPs. You should read it though. Exploring other perspectives is always good, and can help you come up with new ideas of your own.
I don't think that rush is bad. In jap mirror, garja showed that a yumi/club rush was hard to hold even if we know what is coming. Vs russia as France, the most annoying strat isn't a timing but the 15musk/5coss rush when you only have 4huss+mm. And then comes the 4coss shipment.
calmyourtits wrote:Sioux are pretty broken, whenever anyone picks them it instantly makes the game not interesting. But hey whatever floats your boat I guess, it just doesn''t float mine.
what about japan vs souix? they can''t raid them i think it''s the perfect counter.
Yeah Sioux just can't really deal with an upgraded mass of Yumi and Ashi with their cavalry, nor can they deal with Japan's boom.
I'm guessing the best way to play Sioux vs Japan would be to actually cav start to kill monks asap, maybe send war clubs to start sieging shrines and then going to fortress for wakina / rifle riders?
I don't know. Upgraded Yumi / Ashi just do so well against most things that Sioux have. Sioux might trade well in the first fight but then Japan's economy at that point is too overwhelming.
incog wrote:Yeah Sioux just can''t really deal with an upgraded mass of Yumi and Ashi with their cavalry, nor can they deal with Japan''s boom.
I''m guessing the best way to play Sioux vs Japan would be to actually cav start to kill monks asap, maybe send war clubs to start sieging shrines and then going to fortress for wakina / rifle riders?
I don''t know. Upgraded Yumi / Ashi just do so well against most things that Sioux have. Sioux might trade well in the first fight but then Japan''s economy at that point is too overwhelming.
Best way is bs'' semi ff. Wakina/ars>'yumi/ashi if they try to save their shrines.
@incog, the jap will ashi start not yumi. But maybe AR start is better, anyway, you'll kill some shrines so it doesn't really matter, the idea is to kill as many shrines as you can and timing push when the jap reaches age3 as naga did but the 2 tp semi ff is better than what naga did.