Difference between revisions of "Strategies"

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(Added a section on score calculation. Could not find this in forms or wiki. Found the formula on GitHub.)
 
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(Taken from the forum)
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Glest is an RTS, or a Real Time Strategy game. Thus, the use of strategy is something the game revolves around. There's a large number of choices of strategy to use, and overly, the choice of strategy can completely determine the verdict of the game. It is recommended that players experiment to see what works best for them, utilizing their strengths and tastes.
  
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==Faction Specific Strategies==
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*[[Strategies/Tech|Tech]]
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*[[Strategies/Magic|Magic]]
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*[[Strategies/UNATF|UNATF]]
  
<b>andyglest:</b> (added by [[User:Andy0101|andy0101]] manually (not from forum))<br>
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==Tips==
If you wanna beat man - think like a man! If you wanna beat computer - ... I'm not sure how should you think then! <b>:)</b> I will give you an example on Tech. Computer makes many small units rather than few big. I saw CPU produce 20 archers, while I'm researching Robotics. So, maybe it is better to have different tactic than CPU, and make strong units when time arrive. But don't do that in the beginning! First make some small units. Here is one more example: This is a tip for Water world settlement map: There is no way to attack than by air units. So here is what to do:
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*Most factions have [[units]] of varying speeds. If you just select a variety of units and tell them to attack, the fast units will always reach the destination first, and being alone, they can easily be picked off. Group your units with a number (ctrl + #) then you can select them anytime by pressing that #. We can use this to easily attack 10 steps at a time until we reach the foe, this time not one by one, but as a large powerful group.
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*If you have time to burn, you can create unit lines. Archers and ranged units can wait behind rows of melee fighters, who serve as the first line of defense.
 +
*Taking control of the units rather than telling them to plainly attack can save you more units, and defeat the foe faster. Try to target one enemy at a time to take him/her down quickly, weakening the enemy, and performing better than attacking a scattered group of enemies.
 +
*Learn units weaknesses and strengths. For example, [[Tech|Tech's]] archer's have a piercing attack type, which is best against organic (such as the daemon) or leather (such as the horseman), but poorer against metal (such as the guard). On the other hand, impact attacks such as the catapult do better against metal, but worse against organic and leather.
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*Units with splash attacks (such as the [[Archmage]] or Airship) do very well against buildings or large units because the splash hits the unit more than once. Every cell of the unit gets hit by the splash, meaning a size 2 (2x2) unit can be hit 4 times with a splash attack, meaning 4x damage!
  
#send one worker build a farm, send other 2 mine, order producing 5 workers
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==Generic Types of Strategies==
#send that workers to mine and produce more workers. DO NOT send any worker to repair/help builder. there is enough time to build it.
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===Rushing===
#make a blacksmith, but don't upgrade anything! all that upgrades are for land units.
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Rushers create cheap, fast units and attempt to attack the foe before they are capable of putting up a proper defense. They thrive on small maps, as it takes less time to reach the foe. Their strength is their ability to destroy a foe before they are capable of defending themselves sufficiently. Their weakness is that if the rush fails, they are at a disadvantage of already having squandered resources and being behind defensively.
#make a technodrome
 
#produce 3 technicians
 
#research advanced architecture.
 
#send an technician build a aerodrome, and one more to repair (help) building.
 
#send other technician make a air ballista.
 
#research robotics
 
#produce 2-3 ornithopers.
 
#make more technicians, more aerodroms.
 
#produce 2 airships.
 
#make one more air ballista
 
#send an ornithoper to discover enemy bases. when you see an enemy, don't try to attack - run away and search other bases. run away again to your base.
 
  
while doing this, throw your eye on your ally a bit. WHAT DO THEY DO?? i saw my ally fill his whole island with units, and then produce ONE dragon! see? you shouldn't think like a computer here! but after you attack with your air units, you probably won't win. thats because they have so much land units that they are stronger (!) than you. attacking with 5 air units on 50 archers is self-kill! and what now? if you were acting like computer you couldn't attack for a very long time! at the end i closed my game because everything convulse because of so many ally and enemy units!
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===Turtling===
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Turtling is the act of focusing on a strong defense, keeping all your units in your base, surrounding yourself with defensive structures, etc. They do not attack until their base is full or they are attacked, preferring to attack a weakened foe. Their strength is that it is very difficult to defeat a turtler who has their base full of combat units. Their weakness is that delaying their attack for so long can result in the foe growing too strong for them to defeat, as well, they risk running out of resources from their anti-expansive gameplay.
  
<b>andyglest:</b><br>
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===Raiders===
"the best way is to begin a game with this:
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Raiders focus on hit and runs. Instead of charging a large number of units head on, they focus on using many fast or powerful units to sweep bases, causing as much damage as they can before retreating. This is commonly used to assault the foe's workers or buildings. The strength of raiders is their ability to cripple the foe's economy without serious damage to themselves. Their weakness is that the strategy does not work against combat units, only those who cannot attack.
# human - magic - team 1
 
# cpu ultra - magic - team 1
 
# cpu ultra - tech - team 1
 
# closed
 
  
now watch how the cpu ultra plays and do the same. also, while playing u can watch and a tech.
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===Swarmers===
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Swarmers send large numbers of units in waves to try and combat the foe. They tend to focus on a single base, using large, diverse groups of units to lay siege on the opponent. Their strength is the ability to send a large number of foes at a time to attack a foe, crippling them continuously. Their weakness is that as a result of sending all these units away, their defenses tend to get neglected, and sending so many units has very high upkeep.
  
first make many initiates, few deamons, start building energy sources, then summoner guild, then libary. at same time make few battlemages. attack with 10 battlemages and 5-6 deamons, 5-6 magic armors and a 1-2 drakers
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===Lords===
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Utilize multiple small bases with their own defenses towers and units to defend it. Production buildings will be built in appropriate places (sometimes in pairs or threes), with medium defenses. Strength is in the numbers, and the ability to recover quickly if a single base is lost. The weakness is that scattered bases are far easier to topple one by one than larger, better fortified bases.
  
magic and tech are same difficulty, just u need to learn how to use it. for beginners tech is easier because it is like real life, but magic doesn't exist in real life, so u need to explore that imagination."
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===Communists===
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Similar to the Lords' strategy, but instead of having multiple smaller bases, Communists use a scattering of units over a large area to try and control that area. In effect, it's one massive base. However, this comes at the risk that moving to a part that is being attacked can be difficult to perform in a timely manner. The strength is the size that they control, as they can cover large resource areas and many paths. Their weakness is the fact that units tend to be scattered out, making it difficult to put up a constant defense.
  
<b>andyglest:</b><br>
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===Chieftain===
"Golem is great for defense! walking takes too much ep, but i know how to use it! move a initiate near a enemy, and then ritual a golem :) walk with that golem to enemy, and when they see u press hold position. golem will not move, but they will come to you because they saw u. u will defeat many enemy units then, and weak it."
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Chieftains focus on attacking en-mass with one large army. They aim to have to attack only once, stockpiling units in multiple bases, expanding, but holding off attacking until they have a very large army.  Their strength is that they are fiendishly powerful, and can take out players completely when they attack. Their weakness is that if their attack fails, they leave themselves crippled, and can be continuously disrupted, holding off their attack.
  
<b>HomerJ (Magic):</b><br>
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===Octopus===
"I found succes in fighting an Tech AI by building up a good defense with some Golems and some drakes behind to cover a fast aproach to the Archmage Tower and... Dragon Call.
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Octopus players expand their bases, making that their focus. If there's resources, they can create a base there. Their strength is that losing a base hardly puts even a dent in their economy, and they can utilize that economy to expand further or advance an army. Their weakness is that scattered bases are very easy to take out, and their economic focus tends to leave them with a poor army.
  
If you can stop the AI long enough to produce some Dragons... you can kick serious butt!
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===Eagle===
Only these orni... copter..., ehm... you know what I mean, only they are able to take out your Dragons in the field, airships can't attack air, archers are to weak.
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Eagles focus largely on getting air units early on, and use those to expand and make up the bulk of their army. Effective use of the eagle tactic will sweep targets for anti-air units before sending in their air units to lay waste. Their strength is the advantage air units tend to have over ground units. Their weakness is that air units are slow and expensive to create, can be crippled drastically by anti-air units, and are vulnerable early in the game until they can start mass producing air units.
  
If you want to win over Tech AIs you gotta move over the field slowly with your golems. Back them up with a few dragons and drakes... you're unstoppable."
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==Multiplayer==
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:<small>See [[MG/How to win an Internet-Game]]</small>
  
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==Scenarios==
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:<small>See [[Strategies/Scenarios]]</small>
  
<b>barnaby (Tech):</b><br>
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==Scoring==
"I had more than 3 times the kills of all CPUs combined Smile
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The battle end score is calculated using the formula "int score= enemykills*100 + unitsProduced*50 + resourcesHarvested/10". It is possible to win the battle but not have the highest score. This case is more likely with less aggressive players.
  
I did it by producing nothing but horsemen and gyros. When they attacked I sent the gyros in to bombard them, and then ran the horsemen straight to the back to take down catapults/robots, then used the horsemen to take down the archers, then sent horsemen back to base and left the gyros to deal with the rest. After that, if it was daytime I sent my healthy units to their base to take down their castle, then retreated and repaired my injured units so I could keep elites. When things were quiet I'd send my near elites to the de-castled bases to kill pigs 'n stuff to get elite Smile
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==See Also==
 
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*[[Mods/List|List of Factions]]
So, from this, there's a couple of bits of feedback:
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*[[Multiplayer]]
 
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[[Category:Strategies]]
1. Horsemen are the only worthwhile ground units
 
Horsemen have same production time as archer/swordsman but are much more powerful and are easily worth the extra cost. Robots take too long to produce (and require more attention) and aren't as fast. Horsemen are easily better than robots when used properly, their speed makes it easy to surround loners and move on before reinforcements come to help.
 
 
 
2. Gyros are only worthwhile air units
 
Gyros can only be hit by enemy gyros and archers. Horsemen make short work of archers, so as long as you have more gyros than the enemy, the gyros are virtually invincible. Blimps are too slow and can't shoot gyros, so they're very vulnerable. They might be useful for going on a quick suicide mission to take down an enemy castle, as long as you have a few gyros to draw the archers/gyro fire. Gyros are more useful in defence though, so it makes the 500 gold price tag not really worth it.
 
 
 
3. Would be nice if units surrounded their target
 
When you've got a group of horsemen and you click an enemy unit, they tend to line up on one side, rather than surrounding the enemy unit. I usually click just behind the unit to make sure the horsemen surround them. Gyro's do the same thing, which makes them more vulnerable to archers.
 
 
 
4. No good base defences
 
The air ballista kicks arse (probably a little too much), but in general, the base defences aren't worth building. You need to do a fair bit of investment (blacksmith -> technodrome -> advanced architecture) just to get an archer tower, and they're not very useful. I find 3 archers to be much more potent than a tower, and you get the advantage of being able to move them. I think the tower should shoot the gyro flames (do they do more damage?) and you should be able to build them from the beginning. It seems like their should be more defence structures, maybe moats/barricades.
 
 
 
5. Technicians should have auto-heal
 
It's quite time consuming (and hard at night) to get the technician to heal my units after a raid. Would it be possible to make the technician move on to the next nearby unit when they finish healing the current one? Could do something similar with building repairs too.
 
 
 
6. The Gyrocopters aren't 'gyrocopters'
 
They're Ornithopters"
 
 
 
<b>Chimaira:</b><br>
 
"it isn't too hard to survive the onslaughts, you just have to know how to mass produce, if you play other games you should know to do this, constantly make workers and military."
 
 
 
<b>RV-007 (Magic):</b><br>
 
"1. You do your harvesting as usual with wood, gold, and stone.
 
 
 
2. You get enough worker units not just for resources but construction as well. You remember to time budget the work shifts for the initiates.
 
 
 
3. You aim for finishing the magic library
 
 
 
4. You continue to harvest as much as you can for the 'Ancient Summoning' ability
 
 
 
5. You finally got it. Time to recruit the 'MAGIC ARMOR' not the daemons with the use of your summoner.
 
 
 
6. You start to invest less in the magic armors and save more money for the final building. Now is the time to give your armors defense training with the regular use of work shift and recruit more initiates (activately).
 
 
 
7. You invest in building up to the tower, save more harvests and wait a bit. You still have to buy 'dragon summon' and meet the summon costs for dragon. You go into less spending with initiates and armors.
 
 
 
8. You finally got the dragon summons and prepare to wait more for the dragon unit to arrive.
 
 
 
9. You got the dragon, time to invest in harvesting for more dragons for a better defense.
 
 
 
10. You decided that it's time to scout (actually, sabotage the enemy's resources). So, you sent your 1st dragon to look about for the enemy base. Your enemy faction will now trip once you find it, it's time to escape. Let your first dragon to camp in safe distances from the base and near a neighboring mine crop (of gold).
 
 
 
11. You find that the enemy has ran out of mine crops and will now explore for more. If your calculations are correct, the enemy will sent scouts. You hide from the enemy scouts and later attack the enemy miners when they are present in your dragon's area. The enemy will trip again and sent in ranging units, and that means FLY away till they are gone.
 
 
 
12. You have been summoning a plenty of dragons while your enemy struggles with resource exploration. Now you wanted to make your dragon scout area a more secure place. You sent your other dragons to the area and start to defend it valiantly against all enemy invaders (especially the rangers and workers). You wanted to make your raid and assembled all your armors to march to the out skirts of the enemy base. MORE time passes by while your armors dog paddle across the land.
 
 
 
13. You said FINALLY when all combat units are in position. You decided to wait for the enemy AI to sent out the remaining troops for its last stand (that part gets epic). You march your armors snuffing any resistance around the base. You decided to bring in the dragons to break down those annoying towers one by one. From there, you achieve victory, taking some screenshots of the last stand and a downfall of a tired outpost. You enjoyed a splendid one punch win.
 
 
 
*Disclaimer: don't (always) rely on this with the Glest 2.0 version, this is to gave you a fighting chance. I hope that there is a Glest version without the Tech (horseman and air units) and Magic (golem, raptor, anti air tower, and demon giant) added characters still out there for free download.
 
 
 
*as for the Tech faction, it's almost the same except for using the Workers, Knights, Technicans, and Battle Machines. Gaining a scout area is NOT likely to happen with the techs. Refer to the version 1.3 (I think).
 
 
 
*I hope these general hints help you enjoy this game.
 
 
 
*Please try the 'Skyface Flats' and 'Water world settlement' maps in the Glest download contribution section. You will enjoy them in time."
 
 
 
<b>ATIRuby77:(Magic)</b><br>
 
This is a good strategy against Tech. Ultra Magic  has too many Summoners, Plus their regular army.
 
 
 
Attack 1:"Attack with 48 Daemons, and 16 Battlemages. they  might not get killed, but it really works. while they are trying to kill your Daemons, your Battlemages will own them."
 
 
 
Attack 2: "This time, send 16+ Ghost Armour, and 16 Archmages. The same thing will happen as the other attack, only this one will most likely kill them."
 

Latest revision as of 13:01, 10 January 2017

Glest is an RTS, or a Real Time Strategy game. Thus, the use of strategy is something the game revolves around. There's a large number of choices of strategy to use, and overly, the choice of strategy can completely determine the verdict of the game. It is recommended that players experiment to see what works best for them, utilizing their strengths and tastes.

Faction Specific Strategies[edit]

Tips[edit]

  • Most factions have units of varying speeds. If you just select a variety of units and tell them to attack, the fast units will always reach the destination first, and being alone, they can easily be picked off. Group your units with a number (ctrl + #) then you can select them anytime by pressing that #. We can use this to easily attack 10 steps at a time until we reach the foe, this time not one by one, but as a large powerful group.
  • If you have time to burn, you can create unit lines. Archers and ranged units can wait behind rows of melee fighters, who serve as the first line of defense.
  • Taking control of the units rather than telling them to plainly attack can save you more units, and defeat the foe faster. Try to target one enemy at a time to take him/her down quickly, weakening the enemy, and performing better than attacking a scattered group of enemies.
  • Learn units weaknesses and strengths. For example, Tech's archer's have a piercing attack type, which is best against organic (such as the daemon) or leather (such as the horseman), but poorer against metal (such as the guard). On the other hand, impact attacks such as the catapult do better against metal, but worse against organic and leather.
  • Units with splash attacks (such as the Archmage or Airship) do very well against buildings or large units because the splash hits the unit more than once. Every cell of the unit gets hit by the splash, meaning a size 2 (2x2) unit can be hit 4 times with a splash attack, meaning 4x damage!

Generic Types of Strategies[edit]

Rushing[edit]

Rushers create cheap, fast units and attempt to attack the foe before they are capable of putting up a proper defense. They thrive on small maps, as it takes less time to reach the foe. Their strength is their ability to destroy a foe before they are capable of defending themselves sufficiently. Their weakness is that if the rush fails, they are at a disadvantage of already having squandered resources and being behind defensively.

Turtling[edit]

Turtling is the act of focusing on a strong defense, keeping all your units in your base, surrounding yourself with defensive structures, etc. They do not attack until their base is full or they are attacked, preferring to attack a weakened foe. Their strength is that it is very difficult to defeat a turtler who has their base full of combat units. Their weakness is that delaying their attack for so long can result in the foe growing too strong for them to defeat, as well, they risk running out of resources from their anti-expansive gameplay.

Raiders[edit]

Raiders focus on hit and runs. Instead of charging a large number of units head on, they focus on using many fast or powerful units to sweep bases, causing as much damage as they can before retreating. This is commonly used to assault the foe's workers or buildings. The strength of raiders is their ability to cripple the foe's economy without serious damage to themselves. Their weakness is that the strategy does not work against combat units, only those who cannot attack.

Swarmers[edit]

Swarmers send large numbers of units in waves to try and combat the foe. They tend to focus on a single base, using large, diverse groups of units to lay siege on the opponent. Their strength is the ability to send a large number of foes at a time to attack a foe, crippling them continuously. Their weakness is that as a result of sending all these units away, their defenses tend to get neglected, and sending so many units has very high upkeep.

Lords[edit]

Utilize multiple small bases with their own defenses towers and units to defend it. Production buildings will be built in appropriate places (sometimes in pairs or threes), with medium defenses. Strength is in the numbers, and the ability to recover quickly if a single base is lost. The weakness is that scattered bases are far easier to topple one by one than larger, better fortified bases.

Communists[edit]

Similar to the Lords' strategy, but instead of having multiple smaller bases, Communists use a scattering of units over a large area to try and control that area. In effect, it's one massive base. However, this comes at the risk that moving to a part that is being attacked can be difficult to perform in a timely manner. The strength is the size that they control, as they can cover large resource areas and many paths. Their weakness is the fact that units tend to be scattered out, making it difficult to put up a constant defense.

Chieftain[edit]

Chieftains focus on attacking en-mass with one large army. They aim to have to attack only once, stockpiling units in multiple bases, expanding, but holding off attacking until they have a very large army. Their strength is that they are fiendishly powerful, and can take out players completely when they attack. Their weakness is that if their attack fails, they leave themselves crippled, and can be continuously disrupted, holding off their attack.

Octopus[edit]

Octopus players expand their bases, making that their focus. If there's resources, they can create a base there. Their strength is that losing a base hardly puts even a dent in their economy, and they can utilize that economy to expand further or advance an army. Their weakness is that scattered bases are very easy to take out, and their economic focus tends to leave them with a poor army.

Eagle[edit]

Eagles focus largely on getting air units early on, and use those to expand and make up the bulk of their army. Effective use of the eagle tactic will sweep targets for anti-air units before sending in their air units to lay waste. Their strength is the advantage air units tend to have over ground units. Their weakness is that air units are slow and expensive to create, can be crippled drastically by anti-air units, and are vulnerable early in the game until they can start mass producing air units.

Multiplayer[edit]

See MG/How to win an Internet-Game

Scenarios[edit]

See Strategies/Scenarios

Scoring[edit]

The battle end score is calculated using the formula "int score= enemykills*100 + unitsProduced*50 + resourcesHarvested/10". It is possible to win the battle but not have the highest score. This case is more likely with less aggressive players.

See Also[edit]