Post by mYzo on Aug 29, 2012 23:22:12 GMT 1
hey guys, you may have played and lost against my iro before, thought id let you know how i do it.
first of all I use basically a nr deck, all eco and all military cards i can get my hands on.
downsides-
-late game there isnt a lot of eco cards so a european boom would beat this after everyone hit imperial, but before that your safe to be far ahead of everyone else
-iro can push much harder earlier (before 8min) with a rush deck, but anything after that this strategy is better (but iro are so quick they can still keep up with this)
-fanpatch
upsides
-if done right, i find it basically unstoppable. but even i screw up and lose some vills in a raid from time to time.
-its fucking fun
-iro is the best civ fast enough to stand strong early game and do a FULL boom, with only nr cards, at least to have it work everytime
here are the steps/tips
-get hunting dogs if its not a burden in age 1
-send 3vill
-stop creating vills at 600 food and go to age up throw enough vills on wood to send 5 tom from tc as soon as age up
-send 5 tom from tc (450food 100wood) as you'll need this to compete with other players who arnt booming
-put enough vills on wood to supply for JUST houses as well as steel traps, sell some food for steel traps if needed
-if you have enough gold get first lumber upgrade aswell, but theres no need to sell until you are collecting a large sum of wood
- make sure you're 2nd and 3rd card sent are the 4 and 5 vill cards, place them on food or wood if needed
-by now you probably have a large sum of aenna, when you're one warhut isnt enough to pump them out constantly build one or two more
-send spice trade, (then team furrier if you want but im usually a dick and skip it), then send the 2 a2 military cards for your aenna, then the arsenal upgrade in longhouse card and upgrade the aenna there aswell, this will make your aenna very strong, even strong enough to stop a decent amount of Calvary, ive had 50 a2 aenna shutdown 15 cuirs with minimal casualties
-REMEMBER toms are just 25 wood, by now your woodchop should be fully upgraded in market and after i send the military cards i usually ship over the two woodchop cards next. so if there is a lot of cav dont be scared to mix in some toms, or even fully switch over if needed, all your previous sent cards will go to this unit aswell and its an easy transition. this also helps to build warhuts by distant hunts and not losing my by now massive economy, make sure you upgrade them when you can in order to insure your vills are safe. by the time i hit age 3 which is usually later than others i have enough wood to put up 1 more tc immediately as well. i almost always beat the other two players to industrial and imp following this
-in age 3 i always triple tc asap (USE THE TC and 10 VILLS FOR 1000gold CARD DO NOT BUILD A 3rd TC <--- it will really help with your eco an extra 10 vills no wait) when i run out of hunts i now have the wood to build mills and even plantations if needed. this is when ill start sending my mill and plantation card (theres only two i think) plus a team mill if im feeling nice, make sure to send that last military card for your foot soldiers to give them that final umph for now is where they will be at their strongest in big, cheap masses.
-age 4 light cannons if needed, dont be afraid to hop on some mines if there are any left (natives have slow mine keep in mine) and use that mining card you have in your deck to speed things up a bit, light cannons own, and with the 4 industrial cards for them you have in your deck they own even more. with a booming eco they dont make a dent either. use their range and own some infantry!
-if you havent won by now you'll notice you're infantry are being produced very slowly, you'll want to make a firepit to change this or you will be over run by european civs with faster production and have resources you cant even use build up
-have fun, and show everyone that iro does not suck, you just don't know how to use them.
any questions ask
if you wanna see how its done pm me and lets play
first of all I use basically a nr deck, all eco and all military cards i can get my hands on.
downsides-
-late game there isnt a lot of eco cards so a european boom would beat this after everyone hit imperial, but before that your safe to be far ahead of everyone else
-iro can push much harder earlier (before 8min) with a rush deck, but anything after that this strategy is better (but iro are so quick they can still keep up with this)
-fanpatch
upsides
-if done right, i find it basically unstoppable. but even i screw up and lose some vills in a raid from time to time.
-its fucking fun
-iro is the best civ fast enough to stand strong early game and do a FULL boom, with only nr cards, at least to have it work everytime
here are the steps/tips
-get hunting dogs if its not a burden in age 1
-send 3vill
-stop creating vills at 600 food and go to age up throw enough vills on wood to send 5 tom from tc as soon as age up
-send 5 tom from tc (450food 100wood) as you'll need this to compete with other players who arnt booming
-put enough vills on wood to supply for JUST houses as well as steel traps, sell some food for steel traps if needed
-if you have enough gold get first lumber upgrade aswell, but theres no need to sell until you are collecting a large sum of wood
- make sure you're 2nd and 3rd card sent are the 4 and 5 vill cards, place them on food or wood if needed
-by now you probably have a large sum of aenna, when you're one warhut isnt enough to pump them out constantly build one or two more
-send spice trade, (then team furrier if you want but im usually a dick and skip it), then send the 2 a2 military cards for your aenna, then the arsenal upgrade in longhouse card and upgrade the aenna there aswell, this will make your aenna very strong, even strong enough to stop a decent amount of Calvary, ive had 50 a2 aenna shutdown 15 cuirs with minimal casualties
-REMEMBER toms are just 25 wood, by now your woodchop should be fully upgraded in market and after i send the military cards i usually ship over the two woodchop cards next. so if there is a lot of cav dont be scared to mix in some toms, or even fully switch over if needed, all your previous sent cards will go to this unit aswell and its an easy transition. this also helps to build warhuts by distant hunts and not losing my by now massive economy, make sure you upgrade them when you can in order to insure your vills are safe. by the time i hit age 3 which is usually later than others i have enough wood to put up 1 more tc immediately as well. i almost always beat the other two players to industrial and imp following this
-in age 3 i always triple tc asap (USE THE TC and 10 VILLS FOR 1000gold CARD DO NOT BUILD A 3rd TC <--- it will really help with your eco an extra 10 vills no wait) when i run out of hunts i now have the wood to build mills and even plantations if needed. this is when ill start sending my mill and plantation card (theres only two i think) plus a team mill if im feeling nice, make sure to send that last military card for your foot soldiers to give them that final umph for now is where they will be at their strongest in big, cheap masses.
-age 4 light cannons if needed, dont be afraid to hop on some mines if there are any left (natives have slow mine keep in mine) and use that mining card you have in your deck to speed things up a bit, light cannons own, and with the 4 industrial cards for them you have in your deck they own even more. with a booming eco they dont make a dent either. use their range and own some infantry!
-if you havent won by now you'll notice you're infantry are being produced very slowly, you'll want to make a firepit to change this or you will be over run by european civs with faster production and have resources you cant even use build up
-have fun, and show everyone that iro does not suck, you just don't know how to use them.
any questions ask
if you wanna see how its done pm me and lets play