* Archers are NOT attackers (except cho-ko-nu) * Don't train units without barracks for the 1st rush. For example, immortals are good for attacking both axes and archers. UUs which has superior effect on more than 1 type opponent unit are the key to faster success. * Every military unit has adv and disadv, some have more advantages. Firstly, below are the general rules for early units.
In early game, who are the actors? Archers, axes, chariots, spearmen. Wheel is also fine, but in fact you don't need it before connecting copper/horse to capital. Agriculture, mining and mysticism are the better ones.
Build your 2nd city so as to obtain copper/horse in 1st 8 squares, not in 2nd 19 (unless you're creative)ģ) Starting free techs are important. Training units are 1st priority.Ģ) Acquire copper and/or horses early with your 2nd city. Even if you find the stone, don't settle near it unless there are other good resources in the same city radius. Don't build the mids unless you find the stone.
And build the stonehenge only if it really suits your trait combo. You will have free of them during war anyway.ġ) Build the great wall if you play on high difficulty. Do sth in between.ħ) Start the game with building 1settler and 1worker.Ĩ) Don't build too many settlers for new cities or too many workers in early game. After each big military tech, pause the peace time.ĥ) During warring period, don't hesitate on going a bit late on tech, after the war you will recover fast.Ħ) Don't capture all the cities and don't raze all. Make your plans for shorter, quick kills.Ĥ) Don't waste very long time for peaces. Totally kill at least 2 of your closest neighboursģ) Don't waste very long time for warring. There are similar threads, but I wanted to make this one as a quick and short summary of many available good starts.Ģ) The earlier your first rush, the better.