Post by CotF | Amhaye™ on Aug 29, 2012 16:35:07 GMT 1
This is a basic start for India sepoy.
Cards Needed: Distributivism
Foreign Logging
5 Sepoy
Team Shivaji's Tactics
Dravidian Martial Arts
British East India Company
Build Order:
Discovery:
The discovery for India varies hugely by map and by game. If you want to age faster or slower, more eco, more military, all varies your discovery build. To do this right you have to play around with the civ and get comfortable with it. In team games it is good to have constant villager production through the entire age up process so you will make 14-16 vils then age. You can do this two ways. If you know how many vils you want to age with you can chop the correct amount of wood then switch all your vils to food. When you first try this its probably better to keep 7, maybe 6, vils on wood to maintain villager production, then sending the rest to food to get your age up resources. First card is Distributivism, after you send that you cant take a few vils off wood and onto food as is worth a little more than 2 unupgraded vils i believe. You have to plan ahead in discovery because you have to put your agra in a good spot. If your aging before 3:30 I put 3 vils on the wonder. After that i tend to put that fourth vil on so my partners dont get left without my backup. Until you age your vulnerable because your opponents can pretty easily take out your aging vils with mm or their first batches. Although, a good player probably wont go for mm always watch out for it because it can really hurt. During transition try to get up a few houses, maintain villager production and get res for your first batch of sepoy. A few on gold, maybe 2 or 3, with good gold treasures you don't need any on gold until a little bit later, more on food, remember 3:1 ratio for sepoy, and rest on wood. You will be leaning on wood for the most part because your vils cost wood, this makes your macro much more difficult.
Colonial:
Once you reach colonial you will immediately queue up some sepoy in your agra, (arrg hotkeys don't work in your agra in fp), send foreign logging, and get a market up as soon as you can without disrupting vil production. After this the build really opens up. If you feel you have enough sepoy and you can protect whatever li your teammates are making, or just be able to have enough for your strategy you can send 600 wood and put up some houses a consulate and get some market techs. I typically like to get a larger mass out in a quick fashion so i can protect my teammates li so i send 5 sepoys (don't forget to make your agra your gather point, and try not to send the free vil into battle -_-, also switch your gather point back when your done), followed by Dravidian Martial Arts, the card that increases all your units melee attack. As your third or fourth card send 300 export. If you are playing boomy ally with ottomans and get the 4 vils, for a more military heavy approach ally with brits and send redcoats. From here play by sense. You should be set up to spam sepoys and have a flexible economy to switch if needed. I recommend sending some eco cards, possibly thuggees, or a resource card if you want to age up. India is very versatile and possibly the most versatile colonial civ so don't be afraid to stray from your build. Remember, team urumi is great, as it team thuggees (op card imo better than urumi, is merc though). Play around with it India is a great civ and can have a great eco if you play them right.
Fortress and other notes:
I like to age up in decent time with India as you can to some extent hide behind the agra. Don't get too confident because it is pretty weak in colonial and will fall fast if you just boom behind it and don't protect it. India age 3 is incredibly powerful and you have lots of options for an age up wonder. You can go up with the Karni Mata to boost your eco, Tower of Victory to give a bonus to all of your land units, or the Charminar Gate for 1 mahout and access to mansabdar units. I typically go Tower of Victory as Karni mata only boost nearby gathering and by the time I age I've typically run out of my starting resources and am not gathering from one unified place. Charminar gate works well especially if your opponents have some li that you can smash with that mahout but you need to remember to use that mansabdar sepoy. Tower of victory boosts your units no matter what and gives you a large amount of wood as well which comes to great use as a civ that has vils for wood. You can even put up another tc with it which will really get your eco booming. Also, if you decide to switch units you still have that attack bonus, and don't have to worry about protecting and replacing a mansabdar unit. Also, remember, while your aging put up a barracks or the building for the unit you want to upgrade as you cannot do this with the agra. Also, you'll probably have a good enough eco to double rax spam, or maybe even triple rax. Play around with this India is a great civ.
Cards Needed: Distributivism
Foreign Logging
5 Sepoy
Team Shivaji's Tactics
Dravidian Martial Arts
British East India Company
Build Order:
Discovery:
The discovery for India varies hugely by map and by game. If you want to age faster or slower, more eco, more military, all varies your discovery build. To do this right you have to play around with the civ and get comfortable with it. In team games it is good to have constant villager production through the entire age up process so you will make 14-16 vils then age. You can do this two ways. If you know how many vils you want to age with you can chop the correct amount of wood then switch all your vils to food. When you first try this its probably better to keep 7, maybe 6, vils on wood to maintain villager production, then sending the rest to food to get your age up resources. First card is Distributivism, after you send that you cant take a few vils off wood and onto food as is worth a little more than 2 unupgraded vils i believe. You have to plan ahead in discovery because you have to put your agra in a good spot. If your aging before 3:30 I put 3 vils on the wonder. After that i tend to put that fourth vil on so my partners dont get left without my backup. Until you age your vulnerable because your opponents can pretty easily take out your aging vils with mm or their first batches. Although, a good player probably wont go for mm always watch out for it because it can really hurt. During transition try to get up a few houses, maintain villager production and get res for your first batch of sepoy. A few on gold, maybe 2 or 3, with good gold treasures you don't need any on gold until a little bit later, more on food, remember 3:1 ratio for sepoy, and rest on wood. You will be leaning on wood for the most part because your vils cost wood, this makes your macro much more difficult.
Colonial:
Once you reach colonial you will immediately queue up some sepoy in your agra, (arrg hotkeys don't work in your agra in fp), send foreign logging, and get a market up as soon as you can without disrupting vil production. After this the build really opens up. If you feel you have enough sepoy and you can protect whatever li your teammates are making, or just be able to have enough for your strategy you can send 600 wood and put up some houses a consulate and get some market techs. I typically like to get a larger mass out in a quick fashion so i can protect my teammates li so i send 5 sepoys (don't forget to make your agra your gather point, and try not to send the free vil into battle -_-, also switch your gather point back when your done), followed by Dravidian Martial Arts, the card that increases all your units melee attack. As your third or fourth card send 300 export. If you are playing boomy ally with ottomans and get the 4 vils, for a more military heavy approach ally with brits and send redcoats. From here play by sense. You should be set up to spam sepoys and have a flexible economy to switch if needed. I recommend sending some eco cards, possibly thuggees, or a resource card if you want to age up. India is very versatile and possibly the most versatile colonial civ so don't be afraid to stray from your build. Remember, team urumi is great, as it team thuggees (op card imo better than urumi, is merc though). Play around with it India is a great civ and can have a great eco if you play them right.
Fortress and other notes:
I like to age up in decent time with India as you can to some extent hide behind the agra. Don't get too confident because it is pretty weak in colonial and will fall fast if you just boom behind it and don't protect it. India age 3 is incredibly powerful and you have lots of options for an age up wonder. You can go up with the Karni Mata to boost your eco, Tower of Victory to give a bonus to all of your land units, or the Charminar Gate for 1 mahout and access to mansabdar units. I typically go Tower of Victory as Karni mata only boost nearby gathering and by the time I age I've typically run out of my starting resources and am not gathering from one unified place. Charminar gate works well especially if your opponents have some li that you can smash with that mahout but you need to remember to use that mansabdar sepoy. Tower of victory boosts your units no matter what and gives you a large amount of wood as well which comes to great use as a civ that has vils for wood. You can even put up another tc with it which will really get your eco booming. Also, if you decide to switch units you still have that attack bonus, and don't have to worry about protecting and replacing a mansabdar unit. Also, remember, while your aging put up a barracks or the building for the unit you want to upgrade as you cannot do this with the agra. Also, you'll probably have a good enough eco to double rax spam, or maybe even triple rax. Play around with this India is a great civ.