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Hoop Thrower
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Joined: 16 Mar 2010
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Location: Chile

PostPosted: Mon Jun 21, 2010 10:46 pm    Post subject:

Hey, Chile played today and I'm posting anyway.
What do you mean they have no units to spam? Spamming Gatling Guns is really fun, actually, GG + culverins should cover most problems. lol
You may want some meatshields though, anything will serve.
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Chzchan
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Joined: 23 Jan 2011
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PostPosted: Wed Jul 25, 2012 5:45 pm    Post subject:

Has anyone else done this in a treaty game before?

Great Revolution Arrow Emancipation Proclamation

It will allow you to build settlers again even though Great Revolution turns all your settlers into National Militia and restricts settler development.

I've been able to go up against two people on my own in a 40 minute treaty game before by doing this end game.

It allows me to have an unstoppable military made up of cheap units and gatling guns while maintaining a booming economy. I can also send in an infinite amount of Forts because the Fort shipments have no build limit.

It is actually quite scary on the receiving end from how my friends reacted to being both defeated by one person.

I'm pretty sure that this is just a huge bug that needs fixing because it really makes America overpowered in every meaning of the word.
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Tilanus Commodor
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Joined: 03 Apr 2007
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PostPosted: Wed Jul 25, 2012 9:28 pm    Post subject:

Thanks for the hint, design flaw is noted!
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RoyalGuard
Austrian Line Infantry
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Joined: 09 Jul 2012
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Location: Age

PostPosted: Thu Jul 26, 2012 5:26 am    Post subject:

Noooo ! why that design flaw was amazing hah!
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Mr_Jr
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PostPosted: Thu Jul 26, 2012 5:30 am    Post subject:

I did not know about going from Great Revolution to Emancipation Proclamation allowing one to build settlers again, but I did know that since the United States retains its deck and does not go to the revolution deck, that one could send the frontiersman cards again for a little bit of resource gathering and so.
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Silmariel
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Joined: 12 Feb 2010
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PostPosted: Thu Jul 26, 2012 11:40 am    Post subject:

I simply do not get it. Why does someone revolt in a treaty game (even if it'spossible to regain settlers)?
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RoyalGuard
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PostPosted: Thu Jul 26, 2012 3:30 pm    Post subject:

The units are stronger(colonial militia). Besides if you don't have any infinite cards in your American deck(since theirs too many other good cards) you can revolutionize and get the shipments offered in a revolution deck from your town center. However this was only good when you could have made villagers if you asked me. I never play treaty games, but I would imagine this is the reason.
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Chzchan
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PostPosted: Thu Jul 26, 2012 3:31 pm    Post subject:

Silmariel wrote:
I simply do not get it. Why does someone revolt in a treaty game (even if it'spossible to regain settlers)?


Infinite Forts via Revolution tech shipments.

Colonial Militia have a ranged bonus versus Cavalry, and deal more damage than Marines, but only cost as much as a Settler.

All Town Centers become barracks essentially, and I can continually build them with my Hero.
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peugeot407
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PostPosted: Thu Jul 26, 2012 3:40 pm    Post subject:

...and on top of that, even without the ability to regain Settlers, there's still Factories, Banks and other autogatherers that keep working. Well, and TPs, but they won't have much of an impact.


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RoyalGuard
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Joined: 09 Jul 2012
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PostPosted: Thu Jul 26, 2012 3:50 pm    Post subject:

Yeah i agree, but that auto gatherer thing I would say only works the best with the dutch, since they can have 10 banks and a factory. now THAT gives you a nice revenue, unlike the Americans who can have 2 factories and 2 banks max but that is not that great, oh and well a few frontiersmen i suppose.
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peugeot407
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PostPosted: Thu Jul 26, 2012 3:54 pm    Post subject:

Rather depends on when you revolt and how much resources you have left when you do it, of course... If you play a 40-minute treaty, it should be possible to stack quite a lot of resources before revolting, which should give you a nice basis for autogatherers to continue on. That said, there's no denying that the Dutch have by far the best post-revolution economy...


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Chzchan
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PostPosted: Thu Jul 26, 2012 3:58 pm    Post subject:

But you see, since Americans can revolt even after reaching Imperial, Revolution is actually worth it.

And also the Emancipation tech gives you your entire economy back.
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RoyalGuard
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PostPosted: Thu Jul 26, 2012 4:09 pm    Post subject:

Oh yeah well you see I never play treaty games and I revolt in normal games so i never had the chance to stack resources since I needed to make a constant defensive force. So yeah that's why I considered the Dutch the second best(for tons of gold after revolution), after bug fix number 1.

Yes Chzchan the Americans were the best because of that, but it was only a bug so bye bye strategy haha. Besides you can get a card that gives you all Imperial age unit upgrades for free so its not that bad for the others.
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Silmariel
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Joined: 12 Feb 2010
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Location: Berlin

PostPosted: Thu Jul 26, 2012 5:28 pm    Post subject:

Forts are useless (except the russian ones).
Colonial/national militia sucks because you can train imperial dragoons as well. And instead of letting the explorer build TCs you could simply stay with your settlers and let them build barracks, stables and artillery foundries. The only reason to revolt are gatling guns and the Americans have them already in age III. Revolting isn't worth it. Not in a treaty game. Otherwise it's fun to surprise your opponent (or yourself) with a revolution.

TPs have an huge impacton your economy. NEVER EVER underestimate them.
Dutch are pretty good at revolting although the have few villagers.
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SAOL
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PostPosted: Thu Jul 26, 2012 5:49 pm    Post subject:

Chzchan wrote:


Colonial Militia have a ranged bonus versus Cavalry, and deal more damage than Marines, but only cost as much as a Settler.
Marines are cheaper than settlers...
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Chzchan
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Joined: 23 Jan 2011
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PostPosted: Thu Jul 26, 2012 6:11 pm    Post subject:

SAOL wrote:
Chzchan wrote:


Colonial Militia have a ranged bonus versus Cavalry, and deal more damage than Marines, but only cost as much as a Settler.
Marines are cheaper than settlers...


But Colonial Militia have ranged bonuses against units, have more health and deal more damage than Marines.

Even with Semper Fi, Marines don't have anything on Colonial Militia aside from speed.
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