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The Bum Rush - Or, a guide to how to demolish Ridiculous AIs in 150 turns or less

The Bum Rush - Or, a guide to how to demolish Ridiculous AIs in 150 turns or less

Right now, due to the ability to create your own sov, it is entirely possible to completely wreck the game via intense specialization. How would you like to conquest the entire world in 150 turns? Own every city in the game?

Take a look.

 

How do you do this? It's simple. MAX. ATTACK. Pretend magic doesn't exist. Forget about it. Don't even research it. The goal is to max out your sov's battling ability in the shortest amount of time possible. To that end, here is my setup.

 

 

Notice how many flaws I'm taking. this is for a reason - All those flaws have to do with magic, heirs, recruitment, and other things that will never come into play because the game is over so quickly.

 

This game was run on a normal size map (ridiculous difficulty map), with the standard number of AIs, all set to Ridiculous individually. More AIs would likely make it easier.

On the first turn, found your city ASAP. Start out getting materials, etc. Once you have a good flow of those going you'll want to move onto maxing out your research and gildar capabilities. Ignore anything that isn't immediately useful. Don't worry about upgrading your food gain, you'll be swimming in it soon enough.

 

Start researching warfare. Send your sov out and have him murder everything in sight, you want to level up as much as possible. -ALWAYS- raise str when leveling. Period. Nothing else is worth it. Note that due to the way my Sov is set up, I can attack and THEN move twice in a single turn. THIS WILL ALLOW YOU TO KITE ALMOST EVERY ENEMY IN THE GAME by attacking and then moving. Abuse it heavily for early EXP gain. Other quick ways to get easy exp include killing a single member of a mutiple unit party and retreating, then attacking again and repeating (you get 50 exp each time) and repeatedly killing defenseless sovreigns inside THEIR BORDERS (not yours, they'll die!!) for free exp over and over.

 

Have your sov start capturing any cities he finds. most likely they'll be empty, unless you have a ton of trouble finding your neighbors. Either way, it'll be easy street. Every time you capture a city, build the latest unit possible from your research to guard the city. As you build momentum, you'll want to build one to take with yourself first, then build a guard as you are leaving. This is because you need some cannon fodder for your sov against the natural guardians of neutral cities, especially if they have real nasty creatures like drakes. Whenever you capture a new city, buy new items for your sov (don't go hammers until you don't need to kite tough enemies anymore), and queue improvements. Focus primarily on researching warfare, but you can grab the first few Quest techs and a few Civilization techs as needed to keep the flow up in the early game.

 

A note on exploring - if you find yourself dead ended, remember that the 5 mana you have is exactly enough for you to cast teleport every few turns. Use this to find new areas to scout or, very late game, to hunt down those pesky fleeing sovs.

 

Early on, DO NOT kill enemy sovs. Let them flee. They will most lilkely build a new city, which they will the leave unguarded for you to capture and add to your empire. If a sov offers you peace, accept it. Then kill them. There's no disadvantage to breaking said peace offers over and over, and this minimizes your own cities' exposure to attacks.

 

Easy peasy! Once you get high enough in research, start adding some real nasty units to your small army. You'll have teched so high, so fast, and have so much output, that you'll bowl over anything in your way in no time. Tada~

 

21,351 views 32 replies
Reply #26 Top

Unfortunately, if you couldn't move after attacking you'd simply switch to a bow to kite, it just cuts the melees out of the picture. Really there must be a better solution that works equally well for ranged and melee - like splitting attack and movement speeds in some way, such that faster attack speed from a weapon or level up doesn't have you racing across the battlefield faster too.
End of quote

 

Now that's exactly what I've been thinking. There is no reason at all that wielding a sword should give me an extra tactical movement point. Have a weapon attack speed and a movement speed. On a sword, you get two attacks. On a big honking hammer, you get one attack. The sword should hit more often and do more consistent damage. The hammer should miss a lot more frequently but do way more damage when it actually hits. In addition, it should have some sort of "stun" affect or something. If big enough or high enough strength, probably even a "knock-back" affect that grows as strength grows and maybe does extra damage the further they get flung. That would be *awesome*. 

 

Reply #27 Top

I've yet to see an AI cast a spell at me, this really needs to be improved.  A few spells from a caster AI would probably kill your hero no matter its attack and defense.  Which brings up the next problem of how melee champions have HP that is too low to ever live through a caster champions spells...

Reply #28 Top

Int VS DEF, dear boy-they can't hit you unless they close in.  Melting Hands is their best hope of hitting you.  Not that they won't cast, because I've witnessed it.

Reply #29 Top

Fascinating report. I'm confused about the kiting though. How are you not suffering from counterattacks before you move? Deflect spell? All 1-hit kills?

Or is your armor good enough to not take damage from them, in which case what is the benefit of kiting?

Thanks for the info.

Reply #30 Top

Quoting wercho, reply 29
Fascinating report. I'm confused about the kiting though. How are you not suffering from counterattacks before you move? Deflect spell? All 1-hit kills?

Or is your armor good enough to not take damage from them, in which case what is the benefit of kiting?

Thanks for the info.
End of wercho's quote

 

 

1 hit kills for me. Not allowing a death strike/final shot ala GalCiv is pretty overwhelmingly in favor of berserk attack.

Reply #31 Top

Just shows you how this game was never really beta tested....

 

Different compartmental mechanics were tested but the game as a whole never was. Otherwise things like this would of been balanced and so many other things...

 

You post this thinking your are cool but really your just "gaming" the game. Finding the balance loopholes and flaws in the game design. AI needs major work, so many mechanics need polish and balance. Not sure how anyone can play this game right now in the shape it is in and post here like they made some awesome discovery. You discovered a broken imbalanced game...grats u won on turn 100 - did you have fun? - were you challenged? - will you do this over and over and over?

Reply #32 Top

Quoting wercho, reply 29
Fascinating report. I'm confused about the kiting though. How are you not suffering from counterattacks before you move? Deflect spell? All 1-hit kills?

Or is your armor good enough to not take damage from them, in which case what is the benefit of kiting?

Thanks for the info.
End of wercho's quote

 

Ideally, your sov should be taking a weapons path that allows them to one-shot everything as they go. If you're fighting something that early on with more than 20 HP, something very odd is going on. Or you're fighting a neutral guardian. IDeally by the time you have to deal with higher HP totals, you'll have a small army and very quality weapons.