środa, 11 kwietnia 2012
Something about Roundshiers... And something about Blocking...
As you have read Roundshiers are rubbish.This is proven because 10 roundshiers can be beaten by 4 peasants! Though make 30 of them at the very moment you can make them and send them straight out into the enemy's town. This should eliminate most of the peasants and take over the buildings.
Now, If you don't want to DESTROY a building or even CAPTURE it send out about 20 pikemen and 5 officers next to the exit of the building (i.e. where the units come out) this will eliminate them as they come out. Oh, yes a couple of 18th Century Dragoons would be good too!
Now, If you don't want to DESTROY a building or even CAPTURE it send out about 20 pikemen and 5 officers next to the exit of the building (i.e. where the units come out) this will eliminate them as they come out. Oh, yes a couple of 18th Century Dragoons would be good too!
Other Cool Games ALERT!
Spore,Age Of Empires,Wizard101,SimCity and Tony Hawk are all cool games which I play 24/7 365 a year!
NEW COSSACKS TIPS!!
During gameplay, press Enter and type any of the following Codes:
Code Result
-------------------
supervizor - Toggle Fog of War On/Off
money - Give Resources
izmena - Switch Player With Numpad Keys 1-9
multitvar - Press P to Access All Units
www - Enables supervizor, multitvar, izmena Cheats
VICTORY - This wins the game
resources - All resources
shield - Unlimited cannon
Gods - Help from the gods :-D
AI - Control enemies
Note:
-----
Remember that the cheats are all cAsE SeNsItIve
Note:
-----
Once the multivar or www code is used and you place the units that you
want on the map, you need to press [F9] to return to normal click mode to
play game. When you press P it will bring up a list of all units available
in that mission. Select the unit, then left click on the screen to place
the unit. When you are done placing your units, press [F9] to return to
being able to left-click to select the units as normal.
Hint:
-----
Submitted by: Rob v.d. Broek
E-mail: rvdbroek@casema.net
First hit enter, then type "moneyand" hit enter again. Now you have lots of all
things.
Unit list screen:
-----------------
When you press P to display the list of units, the words on the buttons are
in Russian. The lower-left button translates to "Bring" and the lower-right
button translates to "Cancel".
Buildings:
----------
Complete the indicated task to unlock the corresponding new building type
when playing as England or Poland.
17th Century Barracks: Build a Blacksmith.
18th Century Barracks: Progress to the 18th Century.
Academy : Build a 17th Century Barracks.
Artillery Depot : Build a Stable.
Blacksmith : Build a Town Hall.
Church : Build a Town Hall.
Diplomatic Center : Build a Academy.
Dwelling : Build a Town Hall.
Paling : Build a Storehouse.
Shipyard : Build a Windmill.
Stable : Build a Blacksmith.
Storehouse : Build a Town hall.
Tower : Build a Storehouse.
Wall : Build a Storehouse.
Unit list screen:
-----------------
When you press P to display the list of units, the words on the buttons are in
Russian. The lower-left button translates to "Bring" and the lower-right button
translates to "Cancel".
Make and clone new troops and buildings:
----------------------------------------
Press P during game play to display a list of countries and items from that
country. Choose your country (for example, if you are playing as France select
the country France) from the right side of the list. This will bring up a new
list on the right side, with people and buildings from your country. Choose
what you want to build (for example, King's Musketeers) from the right side and
click on the button on the bottom-left corner. The button looks like a word in a
different language. This will take you off the list screen and back to the game.
When you left-click the mouse you will be able to build multiple duplicates of
what you selected. To build the duplicates you mist have the correct resources.
To get it to where you can select troops instead of make them, just P again,
select your country, and press that same button you pressed in the bottom-left
corner.
Speed up the game:
-----------------
Press enter and type speed. This will speed up the game twice.
Sinking enemy ships:
--------------------
The situation will present you with much lighter naval force than your enemy
where frontal attack can only yield in failure for your cause. However, by bug
or just bad intelligence, there is a way to sink much tougher ships with your
light ones. Use one as a lure, and set up a trap by your other ships. Enemy will
start to track the ship they spotted first and will follow it all the way, so you
can just go along and sink them with your other ships while they won't react to
that and will continue to follow your first ship. Use small yacht as a bait as it
is faster than those heavier ships and will give you more time to sink the pursuing
enemy ships.
Market Tricks
--------------
Markets are definitely one of the more interesting facets of Cossacks.
There is more to using them than meets the eye...
Don't click trade more than once. New players may not realize this but clicking 'trade'
5 times with 1000 resources is one of the worst things that can be done at the market.
It is much better to specify 5000 resources and click 'trade' once. This is because
the buying price for the target resource is increased with each trade.
The only exception to this rule is 'reverse trading' (keep reading).
All players share in the fluctuating market values. New players may not realize that
market prices are the same for all players. If one player makes a trade, the prices
are changed for everyone. Nearly every good start involves selling resources, so to
get the best prices, you want to be the first player to build a market and start
trading.
Reverse trading. An important feature of the market that is often overlooked is the
fact that prices can be inflated by 'reverse' trading. Say for example you want to
buy some gold, and you have 100000 stone (thanks to the 400% stone upgrade). Simply
trade away gold in 1000 increments and you'll notice the buying price for gold drop
dramatically. An example would be: 83 gold currently sells for 1000 stone(1:12).
That's really high. Reverse trade 8000 gold in 1000 increments to bring the price
down to 205 gold per 1000 stone (1:5). Now, trading away your stone will yield over
100% greater profit.
Code Result
-------------------
supervizor - Toggle Fog of War On/Off
money - Give Resources
izmena - Switch Player With Numpad Keys 1-9
multitvar - Press P to Access All Units
www - Enables supervizor, multitvar, izmena Cheats
VICTORY - This wins the game
resources - All resources
shield - Unlimited cannon
Gods - Help from the gods :-D
AI - Control enemies
Note:
-----
Remember that the cheats are all cAsE SeNsItIve
Note:
-----
Once the multivar or www code is used and you place the units that you
want on the map, you need to press [F9] to return to normal click mode to
play game. When you press P it will bring up a list of all units available
in that mission. Select the unit, then left click on the screen to place
the unit. When you are done placing your units, press [F9] to return to
being able to left-click to select the units as normal.
Hint:
-----
Submitted by: Rob v.d. Broek
E-mail: rvdbroek@casema.net
First hit enter, then type "moneyand" hit enter again. Now you have lots of all
things.
Unit list screen:
-----------------
When you press P to display the list of units, the words on the buttons are
in Russian. The lower-left button translates to "Bring" and the lower-right
button translates to "Cancel".
Buildings:
----------
Complete the indicated task to unlock the corresponding new building type
when playing as England or Poland.
17th Century Barracks: Build a Blacksmith.
18th Century Barracks: Progress to the 18th Century.
Academy : Build a 17th Century Barracks.
Artillery Depot : Build a Stable.
Blacksmith : Build a Town Hall.
Church : Build a Town Hall.
Diplomatic Center : Build a Academy.
Dwelling : Build a Town Hall.
Paling : Build a Storehouse.
Shipyard : Build a Windmill.
Stable : Build a Blacksmith.
Storehouse : Build a Town hall.
Tower : Build a Storehouse.
Wall : Build a Storehouse.
Unit list screen:
-----------------
When you press P to display the list of units, the words on the buttons are in
Russian. The lower-left button translates to "Bring" and the lower-right button
translates to "Cancel".
Make and clone new troops and buildings:
----------------------------------------
Press P during game play to display a list of countries and items from that
country. Choose your country (for example, if you are playing as France select
the country France) from the right side of the list. This will bring up a new
list on the right side, with people and buildings from your country. Choose
what you want to build (for example, King's Musketeers) from the right side and
click on the button on the bottom-left corner. The button looks like a word in a
different language. This will take you off the list screen and back to the game.
When you left-click the mouse you will be able to build multiple duplicates of
what you selected. To build the duplicates you mist have the correct resources.
To get it to where you can select troops instead of make them, just P again,
select your country, and press that same button you pressed in the bottom-left
corner.
Speed up the game:
-----------------
Press enter and type speed. This will speed up the game twice.
Sinking enemy ships:
--------------------
The situation will present you with much lighter naval force than your enemy
where frontal attack can only yield in failure for your cause. However, by bug
or just bad intelligence, there is a way to sink much tougher ships with your
light ones. Use one as a lure, and set up a trap by your other ships. Enemy will
start to track the ship they spotted first and will follow it all the way, so you
can just go along and sink them with your other ships while they won't react to
that and will continue to follow your first ship. Use small yacht as a bait as it
is faster than those heavier ships and will give you more time to sink the pursuing
enemy ships.
Market Tricks
--------------
Markets are definitely one of the more interesting facets of Cossacks.
There is more to using them than meets the eye...
Don't click trade more than once. New players may not realize this but clicking 'trade'
5 times with 1000 resources is one of the worst things that can be done at the market.
It is much better to specify 5000 resources and click 'trade' once. This is because
the buying price for the target resource is increased with each trade.
The only exception to this rule is 'reverse trading' (keep reading).
All players share in the fluctuating market values. New players may not realize that
market prices are the same for all players. If one player makes a trade, the prices
are changed for everyone. Nearly every good start involves selling resources, so to
get the best prices, you want to be the first player to build a market and start
trading.
Reverse trading. An important feature of the market that is often overlooked is the
fact that prices can be inflated by 'reverse' trading. Say for example you want to
buy some gold, and you have 100000 stone (thanks to the 400% stone upgrade). Simply
trade away gold in 1000 increments and you'll notice the buying price for gold drop
dramatically. An example would be: 83 gold currently sells for 1000 stone(1:12).
That's really high. Reverse trade 8000 gold in 1000 increments to bring the price
down to 205 gold per 1000 stone (1:5). Now, trading away your stone will yield over
100% greater profit.
a question for you!
Does anyone know where I could buy European Wars? If they do, they'll get a thankyou and a fankit!
From BestOut3321 (actually ???ACCESS DENIED???)
From BestOut3321 (actually ???ACCESS DENIED???)
ADVANCED COSSACKS TIPS! no amateurs
Only great long-time players of Cossacks will understand this----
| Hints & Tips | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Things the Cossacks don't want you to know. Time. Time is measured in frames, with one unit of Game-Time (GT) equal to 50 frames of animation in fast mode, and 25 frames in slow mode. Most time-units in the game are measured in frames, including buildtime, rate of attack and rate of movement. All GT measurements listed within this site are based on fast-mode, so one diplomatic center unit will train in one Game-Time second (50 frames). Construction Time. The construction times listed in this database represent the time it takes to construct a building with 10 peasants. This time can only be attained by assigning 10 peasants to the construction. When fewer than 10 peasants are assigned, the increase in construction time can be quite dramatic however the construction time can never be longer than 10x that obtained with 10 peasants. To predict how long it will take to construct a building, use the following formula: actual_time = 10 / num_peasants * db_time / 50 frames per secondFor example, an English tower can be constructed in 90 GT with 10 peasants. We know from experience that it is only possible to put 9 peasants on a tower, so a buildtime of (4500/50) 90 GT can never actually be attained:
When more than 10 peasants are assigned to the building's construction, the construction time will be faster, for example, the English Academy (with a construction time listed at 2000, or 40 GT):
The more peasants the better. Generally speaking, 20 peasants will reduce the construction time by half, 30 by 67%, 40 by 75%, etc. No buildings in the game allow more than 40 peasants (the average is somewhere around 24), and the actual number allowed varies from building to building. In the Unit Explorer, the max number of peasants allowed to construct each building is presented next to the buildtime. Yes there is always an exception to the rule. Russian peasants actually build slower than all the rest. Use the following formula to determine how long it will take a Russian peasant to construct a building: actual_time = 14 / num_peasants * db_time / 50 frames per secondSo, to achieve listed construction times, 14 Russian peasants are needed. To reduce the construction time of a Russian building by half, 28 Russian peasants are needed. Many thanks to Tomi for pointing this out. Construction time points of interest. I feel like it would be a good idea to highlight a few points of interest here. While this sort of information does not necessarily affect the overall balance of the game, it can be useful to know.
Food gathering. Forget everything you've read about these upgrades. A peasant will always return to the mill after 13 seconds, regardless of the number of upgrades he has. The upgrades he has determines how much food he will collect during that 13 second time period:
How quickly are other resources gathered? Stone
Market: Don't click more than once. New players may not realize this but clicking 'trade' 5 times with 1000 resources is one of the worst things that can be done at the market. It is much better to specify 5000 resources and click 'trade' once. This is because the buying price for the target resource is increased with each trade. The only exception to this rule is 'reverse trading' (keep reading). Building a Market: Be the first. New players may not realize that market prices are the same for all players. If one player makes a trade, the prices are changed for everyone. Nearly every good start involves selling resources, so to get the best prices, you want to be the first player to build a market and start trading. Trading: Every resource has a minimum selling price. With each trade, you'll notice the amount offered of your target resource go down. You might begin to wonder if there is a 'minimum bid', and the answer is yes. Each resource has a minimum selling price: Gold per 1000:
An important feature of the market that is often overlooked is the fact that prices can be inflated by 'reverse' trading. Say for example you want to buy some gold, and you have 100000 stone (thanks to the 400% stone upgrade). Simply trade away gold in 1000 increments and you'll notice the buying price for gold drop dramatically. An example would be: 83 gold currently sells for 1000 stone(1:12). That's really high. Reverse trade 8000 gold in 1000 increments to bring the price down to 205 gold per 1000 stone (1:5). Now, trading away your stone will yield over 100% greater profit. Keep in mind that the same technique works for all resources, and the more resources you have to trade, the better. 300000 stone is a lot more effective than 100000, and selling anything less than 70000 is not really worth the effort. Likewise, reverse trading 6000 gold in 1000 increments will help bring the price down a bit (maybe you'll get 170 per 1000), but 12000 is far better (you can get as much as 235 per 1000). Using the market-watch window, it is possible to spot other players doing this. Many thanks to [DF]Piktou for telling me about this. Tomi suggested that a list of the maximum bidding prices would also be useful. Bear in mind that the higher the maximum bid the more reverse trading is needed. For example, to realize a 7:1 benefit on gold for food, over 2 million food needs to be traded away. Assuming 1000 stone is trading for 83 gold (the lowest possible bid), 10 trades of 1000 will bring the gold bid for stone up to 210. 15 trades will bring it up to 235, 20 will bring up to 255. To reach 285, 50 trades of 1000 are needed. For the best return on investment, use the following rule when trading stone for gold: For 100000 stone, reverse gold 10 times. For 200000 stone, reverse 12 times. For 400000 stone, reverse 15 times. For 800000 stone, reverse 20 times. Gold per 1000:
Hotkey buildings. Another tip for new players. It is a good idea to assign buildings of a certain type to hotkeys. Doing that will allow you to easily distribute build orders to all buildings of a certain type -- minimizing the number of clicks needed as well as the time needed to train the units. Also, putting the market and academy on separate hotkeys allows you to quickly execute trades (say you run out of coal during a battle) or research the medicine upgrade without looking away from the battlefield. NOTE: AS OF v1.29, NONE OF THE REPAIR UPGRADES WORK. THE VICTORIA UPGRADE IS PRETTY EXPENSIVE, IT ALSO DOES NOT WORK. 4th Town Hall. Another tip for new players. It is important to get your economy up and running as quickly as possible, and in 0pt games, to be prepared for all kinds of early rushes. I do not want to write a start here, as many other players have written good starts, but a few things to consider with any start are the number of Town Halls you build (and when), and the timing of the first few economic upgrades. In a 30+ pt game with high (5000) resources, it is crucial to get 4 Town Halls up early, and to keep them busy producing peasants. Ideally your 4th town hall should go up before 440 GT. This will require selling excess resources at the market, and getting a wood and stone upgrade early on (no later than 350 GT). Many thanks to TinyCerebellum for timing this. Typical counters. Unlike other RTS games, Cossacks does not center itself on the "rock-scissors-paper" concept. Rather, it is based on a balanced selection of historical units, each having many uses.
It is apparent that when sending any kind of unit to attack a group of enemy shooters, the flanking units can easily be distracted by any melee units that may be nearby. They will often stop their charge to attack the melee units, meanwhile being shot to pieces by the very shooters they were intended to attack. A sure way to prevent this from happening is to disable attack. When attack is disabled, your units will calmly ignore any melee units that may be sent to distract them, and walk right up to the shooters. Once they are right on top of the shooters, then re-enable attack. The shooters will scatter, and the flanking manouver will be much more successful. Academy shot power upgrades: Plan carefully. The order in which the shot power upgrades are researched in the academy is important. They are multiplicative, which means a percentage of your current shot power is increased. As you can only research these once, you should plan which units you want to have fully upgraded before researching the academy shot power upgrades. Many 17thc musketeers have an attack lower than 10. Due to the rounding effect discussed below, researching the 10% upgrade before a unit's attack strength is 10 or more will result in that unit not getting any benefit at all. Also, 7000 gold is a lot to spend on a mere 1 or 2 extra attack points. Plan carefully to maximize your benefit. Academy shot power upgrades: rounding. The order in which the upgrades are researched can make a small difference in the result. When a shot power upgrade is researched, the current attack strength of each unit is multiplied by a decimal. The result often includes a decimal. As you might guess, that number has to be rounded off. Who wants a Chasseur running around with an attack strength of 46.8733333? It just so happens that it is most efficient to round the number down, so the Chasseur effectively loses a potential 0.8733333 attack. Because there are 4 upgrades in the academy, it is actually possible to research them in different orders to minimize the attack points lost through rounding. For example: Researching the upgrades in the normal 10%, 15%, 20%, 30% order will leave your 18thc dragoons with 89 attack. Not bad. If you had researched the upgrades in a different order, for example: 30%, 10%, 15%, 20%, they could have had 92 attack. I am working on compiling a list of the best upgrade orders for each nation. In the meantime, kasperkopp@t-online.de has contributed a useful tool to help figure them out. Melee attack rates. When looking at the various melee units in Cossacks, it is important to consider attack rate. Having a better attack or defense does not always translate to a more effective attack. A famous example is the Swedish 18thc pikeman. With a fully upgraded attack of 22 and a defense of 25, he appears stronger than the English 18thc pikemen (21:24). The fact is however, his rate of attack is a full 30% slower at 13 frames compared to England's 9. Tests between the two (130 vs 130) in the map editor show that England wins every time, with anywhere from 10 to 50 units leftover. 9 is the fastest melee attack in the game, and 22 is the slowest. Most units attack with a rate of once per 15 frames.
Cav formations are a somewhat complex subject. In summary, there are 3 types of formations (line, wedge, and "u"). There are 3 formation sizes (40, 90, 160), and 4 formation types (heavy 17thc cav, light cav, dragoons and king's musketeers). As a general rule, line formations of 40, 90 or 160 offer the best formation bonuses. Wedge and "U" formations of 40 and 90 cav offer no benefit at all, and Heavy 17thc cav in formations of 160 recieve the most interesting bonuses. 160 heavy 17thc cav in "U" formation stand-ground have a defense of +80! Their +95 attack in Wedge formation stand-ground is nothing to ignore either -- it is possible to cut down a pikeman with a single blow, with no upgrades! 160 King's Musketeers in "U" formation stand-ground have 100 attack AND +80 defense -- that is simply awesome! Details regarding the 5 types of bonuses are listed below:
Yes, you read that correctly, the King's Musketeer, in "U" formation (not stand-ground) of 160 actually receives a penalty of -5 defense. For any unit that receives -5 defense, including the heavy rider and cav guard, 5 is subtracted from the defense rating. So for example, a king's musketeer with no upgrades has a defense rating of 0. If he is in a "U" formation of 160, any unit he attacks will have an attack bonus of +5 vs the musketeer. Strange, eh? Don't put King's Musketeers into the "U" formation unless they are standing ground! Here's the formula: enemy_attack = the greater of 1 or (enemy_attack - defense)Another example, consider the fully upgraded Saxon Cav Guard (40 defense). If he is placed into a "U" formation of 160, he has +5 attack and -5 defense. So his defense effectively becomes 35. The +5 attack in "U" formation is actually very good for him (who needs +50 defense anyway?). 160 heavy 17thc riders are better off charging shooters in wedge formation, then switching to one of the other formation types to inflict maximum damage. Unfortunately, the battle simulator does not yet take all possible cav formations into account. For now, all cav formations receive the 40 cav line bonus of +0 attack and +1 defense. For all other formation types, you will simply have to use your imagination. If you really want to see these modeled in the simulator, let me know, and I will consider it :) Many thanks to Swissboy and Tomi, both of whom brought this to my attention at the same time. MG42maniac was the first to point-out the immense bonuses of heavy 17thc cav in stand-ground. I did my original tests with 40 and 90 cav in wedge formation, and just assumed no cav formations had any bonuses. Doh! The keeping cost of the 18thc dragoon is pretty high at 106 miners per 1000 dragoons. The cost alone is not the killer here, its the 875 training time. As each dragoon is produced, he sits there collecting a salary while waiting for his fellow alumni to join him. You can also think of it like this: it's going to take a looong time to train all the dragoons you order. Every second, every dragoon already produced is going to require a small payment of gold. As more are trained, you have more dragoons sitting around collecting money. There is no way around this except to train them faster. There are only two ways to train cavalry faster: get the 4x upgrade at the 'smith, and/or build more stables. In the time it takes one stable to train 10 dragoons, you pay a hidden fee of 167 gold (that's how much the first 9 collected while waiting for the last dragoon to come out). That is not a whole lot of money, but if you are like most people, you are used to training 100 or more of these guys. Depending on the number of stables you have, expect to pay the following:
Needless to say, you might start to see more 17thc dragoons over the coming months -- they are happy with just a decent meal. Training/keeping costs of mercenary dragoons. While we are on the subject of dragoon salaries, let's take a look at the merc dragoon: Version 1.15 and 1.29:
Shooter minimum range. Often overlooked, this factor is important to keep in mind when planning a battlefield layout. For example, the higher the minimum range, the fewer shooting units can respond when in stand ground, and the fewer shots they can fire while being approached by melee units. Most musketeers have a fairly short range when you subtract the minimum range from the maximum range. The shooters having the best minimum range are:
The 25th shot. Any shooting unit, including the lowly mercenary grenadier, has a 4% chance of killing his enemy with one shot. Many thanks to [CRT]Wrangel for telling me about this. Fishboat "formations". Fishing boats have a large grouping radius, so if you shift-click a fishing boat along with a group of infantry or cavalry units, then tell those units to go somewhere, the result will be that the units spread themselves out along the way (similar to the old 'scatter' formation from AOK). This can be a very effective way to guard your own artillery when facing enemy artillery. Many thanks to [CRT]Wrangel for telling me about this. Unit stacking. New players might not realize at first, but the increased prices for units don't apply until the units have been trained. It is always better to queue several mercenary dragoons, fishing boats, yachts, cutters, 18thc frigates and victorias all at once to get them for the cheapest possible price. Mercenary dragoons are best in quantities of 100 or more. Their fast rate-of-fire (37) and awesome range (200/900) are extremely useful, but their low (19) attack suggests they are not very effective in groups of less than 50 or so. Most players, when playing million resource games will queue up 1000 mercenary dragoons (the max) as early as possible. When playing 30 pt or more, it is common for players to stack 200-600. Formations. This is probably one of the first lessons in the tutorial, but one of the least-used features in multiplayer Cossacks. A quick review of the bonuses given by formations shows that an infantry unit gets +3 defense and a melee unit gets an additional +2 attack. The +3 defense is the cheapest and most effective counter to 17thc gunpowder. Also, the AI is MUCH better at targeting enemy units when in formation, eliminating the clustering effect caused when a human player selects dozens of units and targets a single enemy unit. This extra efficiency alone is worth the cost and trouble of assigning an officer to a formation. Nearly every unit-pairing in the Battle Simulator reveals outcomes that can be completely reversed with the use of formations. In fact, the only time formations shouldn't be used is on long marches. On long marches it is best to send a few officers/drummers with the units, then put them into formation once they arrive at their destination. Scouting with drummers. Drummers, for one reason or another, have an excellent line of sight. Early in the game it is a good idea to build 10-20 drummers and send them off to monitor various locations on the map (especially corners). It is generally acceptable to scout with drummers during peacetime, provided they do not capture anything or interfere with the enemy economy. Map size. Larger maps take longer to play. A 20 peacetime game on a 2x map is roughly equivalent to a 60 peacetime game on a normal-sized map. This is due to the fact that it takes forever to move units across the map, and a defensive player can easily train and upgrade an 18th century army before any major battle can occur. A 4x map would most likely play out like a 90 peacetime game, with most units fully upgraded before any major battle occurs. Global 8000 unit population limit gone. As of version 1.28, the global pop limit of 8000 units has been removed from the game. The global pop limit is now infinite. Many thanks to Stefan Hertrich for telling me about this. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cossacks Tips!
Right, so if you want to conquer a town send out a couple of archers (about 20) accompanied by 3 officers and about 10 pikemen. Send them out to the town and watch. They should take over.
Also if you want to with those 33 soldiers above you could send out a peasant or two to be able to build towers or barracks in the enemy's town.
Another good one is sending out enormous amounts of 18th Century Dragoons from your Diplomatic Centre, Dragoons are quite armored and they have ranged and sword attack so sending out a 100 or so will make an excellent army. Of course if the enemy has a tower you could either try and get through the gaps in the buildings or use them for defence instead, which has proven to be stronger than a wall!
Also, never ever ever bother making musketeers or roundshiers, they're rubbish though a couple of musketeers along with a couple of pikemen and an officer could defeat a small army.
And, another - Boats can gather food very very fast, much faster than a peasant, but only food as they cant collect iron or coal or other resources. JUST food. This can help a lot if you are low in food,have a lot of cash and wood but you don't have time. Of course then there is also the fabolous Market which also lets you build Docks...
COME BACK SOON FOR MORE!
Also if you want to with those 33 soldiers above you could send out a peasant or two to be able to build towers or barracks in the enemy's town.
Another good one is sending out enormous amounts of 18th Century Dragoons from your Diplomatic Centre, Dragoons are quite armored and they have ranged and sword attack so sending out a 100 or so will make an excellent army. Of course if the enemy has a tower you could either try and get through the gaps in the buildings or use them for defence instead, which has proven to be stronger than a wall!
Also, never ever ever bother making musketeers or roundshiers, they're rubbish though a couple of musketeers along with a couple of pikemen and an officer could defeat a small army.
And, another - Boats can gather food very very fast, much faster than a peasant, but only food as they cant collect iron or coal or other resources. JUST food. This can help a lot if you are low in food,have a lot of cash and wood but you don't have time. Of course then there is also the fabolous Market which also lets you build Docks...
COME BACK SOON FOR MORE!
sobota, 4 lutego 2012
FAQ and Game Guide
I've been playing Cossacks for a couple of years and was eagerly awaiting part
2. Once that was out I was rather disappointed. It was not what expected to say
the least, so I kept playing Cossacks 1. I had no problems with the games'
difficulty level, but I heard many of people that did. So, I deceided to make a
FAQ on the general strategy behind the game. It is a great game so it would be
sad to see it collect dust in someone attic because the don't know how to play
the game properly. This guide is written for random maps but can be used for
historical maps/campaign maps.|
BTW sorry abou tha bad liines everywhere |
So, here it is. Hope it helps!
GAMEGUIDE
The resource model is somewhat different than in other games of its time, say
Age of Empires II and such. Most games have less forms of resources, simplifing
gameplay is usually the reason to choice for this option. Having 6 resources to
manage may seem like a daunting task, but it this quite doable once you know
how. Its mostly good prioritizing; which is most important when and do I need
it or is having a certain resource only a plus? So lets go through the "big 6".
Wood - This is gathered by your peasants by cutting down trees and bringing it
to the storehouse. Wood is mainly used for building structures and ships. The
low tier building use quite a bit of the stuff so having some on hand is pretty
important.
Stone - Stone is gathered by peasant by hacking it from piles of rocks (which
lay all around the map) and returning it to the store house. Stone is mostly
used for building structures. The further you climb up the tech tree, the more
stone buildings require.
Food - Food is gather by peasants by cutting full-grown grain and returning it
to the mill. This is the MOST IMPORTANT RESOURCE. Aside from the fact that you
need to recruit peasants, infantry and such, it is also need to keep those
units alive. Every unit has an certain upkeep in food and if they don't have
food they will die of famine (hunger!). On top of that you need it to create
your huge armies, so you want plenty of it.
Gold - Gold is mined by peasants in mines, it does not have to be brought
anywhere, its just added to your total. Gold is pretty much the most widely
used resource and as such the second most important resource. Its used for
buildings, training units, upgrades for everything, you name it. You should
have a good income of the stuff because you will need it troughout the game.
Iron - Iron is mined by peasants in mines, it does not have to be brought
anywhere, its just added to your total. Iron is used for a verity, the most
important of which would probably be firing your muskets and cannons. (what did
you think bullets were made of?) It is also need to train soldiers, build
cannons and loads of research.
Coal - Coal is mined by peasants in mines, it does not have to be brought
anywhere, its just added to your total. Coal is also used to fire your weapons.
Aside from that its also used as much of the research and for training some of
your soldiers. Hence, its pretty important.
It all starts by building a town. It is important to know how to do this,
because it can make or break you. You always start with 18 peasants, which are
your peon-units. These are the MOST important units in the game and will be
needed in numbers. But before you start blindly building away, you want to
consider how you want to set up shop. First thing you want to do is build a
mill, since food is a absolute must. After you finish building the mill, you
let them build a storehouse near trees and rocks. Don't forget to click on the
mill and push on the grain icon. This will plant grain at the spots which it
missed first time around. (it only costs 5 gold) The grain will need time to
grow before you can reap it. Build a town hall, ones its finished you grain
should be almost ready to be reaped. Send 15 peasants to the grainfield, the
other 3 to cut lumber near the storehouse and start training peasants in the
town hall. 16 will do for now (5 lumberjacks, 6 stone query men and 5 builders)
and research "improving grain crops treatment". (+140% harvesting)
With the builders you need to construct a blacksmith. Once this is finished you
need to research "manufacturing agricultural equipment" which increases your
grainfields capacity by 100%. The blacksmith also allows mines, which are
needed to gain coal, iron and gold. You should start training more peasant to
start building mines. You'll need 5 peasants per mine, so should start building
quite a few. The 5 builder peasants should construct the other building that
became available to you: the 17th century barracks. The barracks will allow you
to train spearmen, musketmen and such. If they are finished with building the
barracks, you should construct academy. This will allow you to train officers
and musicians. Research "Carry out field melioration" (+200% field capacity),
"cultivate new cultures of wheat" (+20% faster harvesting) and "cultivate new
cultures of wheat" (+15% faster harvesting). Now train 15 peasants and build an
extra mill. You can now start building an army. You will soon reach your
maximum number of units, but instead of making houses build an extra town hall.
Now your set expand in the far map, further construct your city and have a army
to protect your territory.
Something to know:
+------------------------+
|Peasant Important |
|hot-key list |
+------------------------+
|Key|Building |
+------------------------+
| C |Town hall |
| Y |Mill |
| T |Store house |
| B |Blacksmith (17th C) |
| K |Blacksmith (18th C) |
| N |Mine |
+------------------------+
Big armies is what Cossacks is all about. Technically you can have a army of
4000 men. I say technically because you need peons to support them.
Understanding how armies work is very important. Cossacks, like many other
strategy games, work with a rock-paper-scissors system; every unit has
strengths and weaknesses. For you to win a battle you need to play on your
strength and minimize your weakness and your opponent will try to do the same.
Rock-paper-scissors model:
--------->Artillery---------
| | |
| | |
| V |
| ---> Musket---- |
| | | |
| | | |
| | V |
-->Cavalry Spear<----
^ |
| |
---------------
NOTE: The fact that for example musketmen are vulnerable for cavalry doesn't
mean they are useless. If they fire a couple of good volleys in a group of
cavalry it will certainly cause damage.
So now you have a general idea on how on what will work certain types of units,
it is important to know how you can handle units properly. First of, you need
to know how to create formations. This quite easy; you'll need a number of the
same units, a musician (mostly drummers) and a officer. Select the whole lot
and press on the officer icon, than on the icon of the units you want join
together and finally the formation you want them in. Formation have to be
certain size, you can't just make a formation of a random number of units. (15,
36, 72, 96, 120 or 196 units) Now that you have a formation of units you can
change its facing by holding the right mouse button and dragging it towards the
way you want it to face, than release the button. You'll be using infantry
mostly and controlling them is important.
Advanced tactics will be talked about later on in the FAQ.
Now that we have the basics under control, we can go on with the advanced
stuff. You have a thriving city but its far from finished. You'll want to
advance to the 18th century as fast as you can. (if you didn't chose a faction
which can't) You should have some soldiers to at your borders to protect them.
First thing, build an second barracks so you can build formation more quickly.
Now make sure you have enough soldiers guarding your territory and make them
stand ground for the defensive bonus.
Now there is a couple of things you should build so you can advance on the tech
tree. First thing is a church, which enables you to build priests (which heal
wounds), a unit I find rather useless since most enemy volley kill some of your
units outright. The second thing you'll need is market place, which lets you
buy resources that you lack for resources that you have an excess of. This very
handy if you want to buy upgrades/build buildings which you lack the resource
for. Since you usually have one or two resources in excess this is extremely
helpful.
After that is finished, you'll want a stable. You want to build this purely
because its required for the "18th century"-upgrade. You want to get your
cavalry from the next building your going to build: the diplomatic centre. This
is because training cavalry takes quite a long time per unit and the diplomatic
centre spits them out instantly. The most usefull cavalry can only be trained
there anyway (except for ukrainians); the cossack. Now build a artillery depot.
This building gives you excess to large guns and is the final step to the "18
century" upgrade. Look at what you need (its pretty expensive) and research it.
Meanwhile research the "raise builders' salary" at the academy.
Now your in the 18th century build 10 extra peasants and send the full group of
15 to build a 18th century barracks. Ones its finished your base is pretty much
done. You might want a some towers around your city for defensive purposes,
especially if your near a big body of water, since the computer often does
build ships at this stage of the game.
Congrats, your base is done!
Upgrading is a important factor in the game. If you do not upgrade your faction
properly, the opponent gets a serious upperhand, which obviously isn't in your
best interest. But than the question becomes; what are good upgrades? Now, that
is something worth explaining. I made priority list per aspect of the game.
Food production:
+---------------------------+-------------+--------------------------+
|Name |location |effect |
+---------------------------+-------------+--------------------------+
|Improve grain crops |Mill |+140% carrying capacity |
|treatment | |for peasants |
+---------------------------+-------------+--------------------------+
|Manufacture agricultural |Blacksmith |+100% field capacity |
|equipment | | |
+---------------------------+-------------+--------------------------+
|Cultivate new cultures of |Academy |+20% faster harvesting |
|wheat | | |
+---------------------------+-------------+--------------------------+
|Carry out field malioration|Academy |No field depleation |
+---------------------------+-------------+--------------------------+
|Cultivate new cultures of |Academy |+15% faster harvesting |
|Rye | | |
+---------------------------+-------------+--------------------------+
|Raise agriculturalists' |Academy |+10% faster harvesting |
|salary | | |
+---------------------------+-------------+--------------------------+
|Improve grain crops storage|Mill |+120% carring capacity |
| | |for peasants |
+---------------------------+-------------+--------------------------+
Musketmen upgrades:
+---------------------------+-------------+--------------------------+
|Name |location |effect |
+---------------------------+-------------+--------------------------+
|Design wheel lock |Academy |+35% faster rate of fire |
+---------------------------+-------------+--------------------------+
|Improve firearms: rifled |Academy |+10% fire power |
|barrel | | |
+---------------------------+-------------+--------------------------+
|Research granular gunpowder |Academy |+15% fire power |
+---------------------------+-------------+--------------------------+
|Design flintlock |Academy |-50% cost of firing |
| | |muskets |
+---------------------------+-------------+--------------------------+
|Research new sulfur |Academy |+20% fire power |
|rectification methods | | |
+---------------------------+-------------+--------------------------+
|Research new nitre |Academy |+30% fire power |
|rectification methods | | |
+---------------------------+-------------+--------------------------+
|Design paper cardridge |Academy |+35% faster rate of fire |
|and iron ramrod | | |
+---------------------------+-------------+--------------------------+
|Conduct a practice shoot |17C. Barracks|Increases fire power by |
| | |X%* |
+---------------------------+-------------+--------------------------+
*: X is dependant on faction and unit
Artillery upgrades:
+---------------------------+-------------+--------------------------+
|Name |location |effect |
+---------------------------+-------------+--------------------------+
|Design more durable gun |Academy |+150% durability of |
|carriage: Gribovalle system| |artillity |
+---------------------------+-------------+--------------------------+
|Research new sighting |Academy |+35% accuracy |
|device for artillery | | |
+---------------------------+-------------+--------------------------+
|Design new barrel types: |Academy |+10% range |
|Unicorn, Carronade | | |
+---------------------------+-------------+--------------------------+
|Develop mathematics |Academy |+35% accuracy |
+---------------------------+-------------+--------------------------+
The best part of the game: waging war! You obviously have some troops at hand
and should expand your army as much as possible. The core of your army should
always be musketmen. In the 17th century you should just pump out musketmen in
groups of at least 72 men. These guys HATE cavalry and rightfully so; they are
not exactly great in close combat and as such get ripped apart by cavalry. The
best thing you can do is screen them of with spearmen. If you have 72 musketmen
screen them with 36 spearmen and put both in line formation. This will make it
hard for cavalry to out-flank you. Make both groups stand ground; this will
keep both groups in place and enhances the defensive capabilities.
You want cannons with you to add some extra punch to your army. These require
some serious management though. There are two ways to deploy them. You can
deploy them in front of your line, because if you deploy behind your line,
you'll kill your own men. You have got to take care of your cannons. They will
kill loads of enemies but they are fragile and vulnerable for cavalry. You want
to keep an eye out for charges on your artillery. When cavalry comes in for the
kill reposition them behind your lines. (and stop firing them!) Either the
cavalry will try to reteat (and get shot up heavily) or the charge in the
pikemen to die a bloody death. (figure 1)
The other way you can deploy them is on a hill, with your troops at the foot of
the hill. Now your cannons don't need to be in front of your lines because they
will fire over your troops. This is the ideal way to deploy them. Cannons also
gain extra range from a higher position. (figure 2) The only way to make this
situation better is to have a enemy army trying to come through a choke point.
Choke points + Cannons = deathtrap!
FIGURE 1:
/\
Facing
+---++---++---+
| C || C || C |
+---++---++---+
+--------------------------++--------------------------+
| P || P |
+--------------------------++--------------------------+
+--------------------------++--------------------------+
| || |
| M || M |
+--------------------------++--------------------------+
FIGURE 2:
/\
Facing
+--------------------------++--------------------------+
| P || P |
+--------------------------++--------------------------+
+--------------------------++--------------------------+
| || |
| M || M |
+--------------------------++--------------------------+
/////////////////////\\\\\\\\\\\\\\\\\\
//////////////////////\\\\\\\\\\\\\\\\\\\
//////////////+---++---++---+\\\\\\\\\\\\
//////////////| C || C || C |\\\\\\\\\\\\
\\\\\\\\\\\\\\+---++---++---+////////////
\\\\\\\\\\\\\\\\\\\\\\///////////////////
\\\\\\\\\\\\\\\\\\\\\\///////////////////
Legend:
///\\\ = Hill
P = 36/72 Pikemen
M = 72/120 Musketmen
C = 1 Cannon
You also need some cavalry of your own. Cavalry has two purposes: flanking and
knocking out cannons. Flanking is a good way to rack up some kills. As I
adviced before; hire Cossacks. They are very fast and quite deadly. The only
problem is that the are lightly armor, but that should not be a big problem
when flanking. Try to get them around the enemy line, which with its great
speed is a very exceptable task and ram them in the back of musketmen. The will
drop like flies and thats the genral idea. Cossacks are also good for charging
cannons. They are there in mere seconds and will destroy them even quicker.
Obviously cannons are high on your priority list of things to knock out.
Ones you hit 18th century something changes. Musketmen become good close combat
fighters, so pikemen become less important. Its often better to have just
musketmen, cannons and cavalry. They still get slayed by cannons in rapid
fashion, though. The general tactics for them stay the same, stand and fire
(preferable stand ground status).
Cannons are great, but far from the best siege tool. If you want to lay waste
to a town you should go for mortars. The have very long range; out-shooting
defensive towers. The great thing about mortars is, when you hit a building,
bricks and pieces of wood fly around. This will make repairing buildings a
hazardous task to say the least. Now if your this far, you should have the game
pretty much won.
FAQ made by -
BestOut3321
FRED56
BlogOut Studios
2. Once that was out I was rather disappointed. It was not what expected to say
the least, so I kept playing Cossacks 1. I had no problems with the games'
difficulty level, but I heard many of people that did. So, I deceided to make a
FAQ on the general strategy behind the game. It is a great game so it would be
sad to see it collect dust in someone attic because the don't know how to play
the game properly. This guide is written for random maps but can be used for
historical maps/campaign maps.|
BTW sorry abou tha bad liines everywhere |
So, here it is. Hope it helps!
GAMEGUIDE
The resource model is somewhat different than in other games of its time, say
Age of Empires II and such. Most games have less forms of resources, simplifing
gameplay is usually the reason to choice for this option. Having 6 resources to
manage may seem like a daunting task, but it this quite doable once you know
how. Its mostly good prioritizing; which is most important when and do I need
it or is having a certain resource only a plus? So lets go through the "big 6".
Wood - This is gathered by your peasants by cutting down trees and bringing it
to the storehouse. Wood is mainly used for building structures and ships. The
low tier building use quite a bit of the stuff so having some on hand is pretty
important.
Stone - Stone is gathered by peasant by hacking it from piles of rocks (which
lay all around the map) and returning it to the store house. Stone is mostly
used for building structures. The further you climb up the tech tree, the more
stone buildings require.
Food - Food is gather by peasants by cutting full-grown grain and returning it
to the mill. This is the MOST IMPORTANT RESOURCE. Aside from the fact that you
need to recruit peasants, infantry and such, it is also need to keep those
units alive. Every unit has an certain upkeep in food and if they don't have
food they will die of famine (hunger!). On top of that you need it to create
your huge armies, so you want plenty of it.
Gold - Gold is mined by peasants in mines, it does not have to be brought
anywhere, its just added to your total. Gold is pretty much the most widely
used resource and as such the second most important resource. Its used for
buildings, training units, upgrades for everything, you name it. You should
have a good income of the stuff because you will need it troughout the game.
Iron - Iron is mined by peasants in mines, it does not have to be brought
anywhere, its just added to your total. Iron is used for a verity, the most
important of which would probably be firing your muskets and cannons. (what did
you think bullets were made of?) It is also need to train soldiers, build
cannons and loads of research.
Coal - Coal is mined by peasants in mines, it does not have to be brought
anywhere, its just added to your total. Coal is also used to fire your weapons.
Aside from that its also used as much of the research and for training some of
your soldiers. Hence, its pretty important.
It all starts by building a town. It is important to know how to do this,
because it can make or break you. You always start with 18 peasants, which are
your peon-units. These are the MOST important units in the game and will be
needed in numbers. But before you start blindly building away, you want to
consider how you want to set up shop. First thing you want to do is build a
mill, since food is a absolute must. After you finish building the mill, you
let them build a storehouse near trees and rocks. Don't forget to click on the
mill and push on the grain icon. This will plant grain at the spots which it
missed first time around. (it only costs 5 gold) The grain will need time to
grow before you can reap it. Build a town hall, ones its finished you grain
should be almost ready to be reaped. Send 15 peasants to the grainfield, the
other 3 to cut lumber near the storehouse and start training peasants in the
town hall. 16 will do for now (5 lumberjacks, 6 stone query men and 5 builders)
and research "improving grain crops treatment". (+140% harvesting)
With the builders you need to construct a blacksmith. Once this is finished you
need to research "manufacturing agricultural equipment" which increases your
grainfields capacity by 100%. The blacksmith also allows mines, which are
needed to gain coal, iron and gold. You should start training more peasant to
start building mines. You'll need 5 peasants per mine, so should start building
quite a few. The 5 builder peasants should construct the other building that
became available to you: the 17th century barracks. The barracks will allow you
to train spearmen, musketmen and such. If they are finished with building the
barracks, you should construct academy. This will allow you to train officers
and musicians. Research "Carry out field melioration" (+200% field capacity),
"cultivate new cultures of wheat" (+20% faster harvesting) and "cultivate new
cultures of wheat" (+15% faster harvesting). Now train 15 peasants and build an
extra mill. You can now start building an army. You will soon reach your
maximum number of units, but instead of making houses build an extra town hall.
Now your set expand in the far map, further construct your city and have a army
to protect your territory.
Something to know:
+------------------------+
|Peasant Important |
|hot-key list |
+------------------------+
|Key|Building |
+------------------------+
| C |Town hall |
| Y |Mill |
| T |Store house |
| B |Blacksmith (17th C) |
| K |Blacksmith (18th C) |
| N |Mine |
+------------------------+
Big armies is what Cossacks is all about. Technically you can have a army of
4000 men. I say technically because you need peons to support them.
Understanding how armies work is very important. Cossacks, like many other
strategy games, work with a rock-paper-scissors system; every unit has
strengths and weaknesses. For you to win a battle you need to play on your
strength and minimize your weakness and your opponent will try to do the same.
Rock-paper-scissors model:
--------->Artillery---------
| | |
| | |
| V |
| ---> Musket---- |
| | | |
| | | |
| | V |
-->Cavalry Spear<----
^ |
| |
---------------
NOTE: The fact that for example musketmen are vulnerable for cavalry doesn't
mean they are useless. If they fire a couple of good volleys in a group of
cavalry it will certainly cause damage.
So now you have a general idea on how on what will work certain types of units,
it is important to know how you can handle units properly. First of, you need
to know how to create formations. This quite easy; you'll need a number of the
same units, a musician (mostly drummers) and a officer. Select the whole lot
and press on the officer icon, than on the icon of the units you want join
together and finally the formation you want them in. Formation have to be
certain size, you can't just make a formation of a random number of units. (15,
36, 72, 96, 120 or 196 units) Now that you have a formation of units you can
change its facing by holding the right mouse button and dragging it towards the
way you want it to face, than release the button. You'll be using infantry
mostly and controlling them is important.
Advanced tactics will be talked about later on in the FAQ.
Now that we have the basics under control, we can go on with the advanced
stuff. You have a thriving city but its far from finished. You'll want to
advance to the 18th century as fast as you can. (if you didn't chose a faction
which can't) You should have some soldiers to at your borders to protect them.
First thing, build an second barracks so you can build formation more quickly.
Now make sure you have enough soldiers guarding your territory and make them
stand ground for the defensive bonus.
Now there is a couple of things you should build so you can advance on the tech
tree. First thing is a church, which enables you to build priests (which heal
wounds), a unit I find rather useless since most enemy volley kill some of your
units outright. The second thing you'll need is market place, which lets you
buy resources that you lack for resources that you have an excess of. This very
handy if you want to buy upgrades/build buildings which you lack the resource
for. Since you usually have one or two resources in excess this is extremely
helpful.
After that is finished, you'll want a stable. You want to build this purely
because its required for the "18th century"-upgrade. You want to get your
cavalry from the next building your going to build: the diplomatic centre. This
is because training cavalry takes quite a long time per unit and the diplomatic
centre spits them out instantly. The most usefull cavalry can only be trained
there anyway (except for ukrainians); the cossack. Now build a artillery depot.
This building gives you excess to large guns and is the final step to the "18
century" upgrade. Look at what you need (its pretty expensive) and research it.
Meanwhile research the "raise builders' salary" at the academy.
Now your in the 18th century build 10 extra peasants and send the full group of
15 to build a 18th century barracks. Ones its finished your base is pretty much
done. You might want a some towers around your city for defensive purposes,
especially if your near a big body of water, since the computer often does
build ships at this stage of the game.
Congrats, your base is done!
Upgrading is a important factor in the game. If you do not upgrade your faction
properly, the opponent gets a serious upperhand, which obviously isn't in your
best interest. But than the question becomes; what are good upgrades? Now, that
is something worth explaining. I made priority list per aspect of the game.
Food production:
+---------------------------+-------------+--------------------------+
|Name |location |effect |
+---------------------------+-------------+--------------------------+
|Improve grain crops |Mill |+140% carrying capacity |
|treatment | |for peasants |
+---------------------------+-------------+--------------------------+
|Manufacture agricultural |Blacksmith |+100% field capacity |
|equipment | | |
+---------------------------+-------------+--------------------------+
|Cultivate new cultures of |Academy |+20% faster harvesting |
|wheat | | |
+---------------------------+-------------+--------------------------+
|Carry out field malioration|Academy |No field depleation |
+---------------------------+-------------+--------------------------+
|Cultivate new cultures of |Academy |+15% faster harvesting |
|Rye | | |
+---------------------------+-------------+--------------------------+
|Raise agriculturalists' |Academy |+10% faster harvesting |
|salary | | |
+---------------------------+-------------+--------------------------+
|Improve grain crops storage|Mill |+120% carring capacity |
| | |for peasants |
+---------------------------+-------------+--------------------------+
Musketmen upgrades:
+---------------------------+-------------+--------------------------+
|Name |location |effect |
+---------------------------+-------------+--------------------------+
|Design wheel lock |Academy |+35% faster rate of fire |
+---------------------------+-------------+--------------------------+
|Improve firearms: rifled |Academy |+10% fire power |
|barrel | | |
+---------------------------+-------------+--------------------------+
|Research granular gunpowder |Academy |+15% fire power |
+---------------------------+-------------+--------------------------+
|Design flintlock |Academy |-50% cost of firing |
| | |muskets |
+---------------------------+-------------+--------------------------+
|Research new sulfur |Academy |+20% fire power |
|rectification methods | | |
+---------------------------+-------------+--------------------------+
|Research new nitre |Academy |+30% fire power |
|rectification methods | | |
+---------------------------+-------------+--------------------------+
|Design paper cardridge |Academy |+35% faster rate of fire |
|and iron ramrod | | |
+---------------------------+-------------+--------------------------+
|Conduct a practice shoot |17C. Barracks|Increases fire power by |
| | |X%* |
+---------------------------+-------------+--------------------------+
*: X is dependant on faction and unit
Artillery upgrades:
+---------------------------+-------------+--------------------------+
|Name |location |effect |
+---------------------------+-------------+--------------------------+
|Design more durable gun |Academy |+150% durability of |
|carriage: Gribovalle system| |artillity |
+---------------------------+-------------+--------------------------+
|Research new sighting |Academy |+35% accuracy |
|device for artillery | | |
+---------------------------+-------------+--------------------------+
|Design new barrel types: |Academy |+10% range |
|Unicorn, Carronade | | |
+---------------------------+-------------+--------------------------+
|Develop mathematics |Academy |+35% accuracy |
+---------------------------+-------------+--------------------------+
The best part of the game: waging war! You obviously have some troops at hand
and should expand your army as much as possible. The core of your army should
always be musketmen. In the 17th century you should just pump out musketmen in
groups of at least 72 men. These guys HATE cavalry and rightfully so; they are
not exactly great in close combat and as such get ripped apart by cavalry. The
best thing you can do is screen them of with spearmen. If you have 72 musketmen
screen them with 36 spearmen and put both in line formation. This will make it
hard for cavalry to out-flank you. Make both groups stand ground; this will
keep both groups in place and enhances the defensive capabilities.
You want cannons with you to add some extra punch to your army. These require
some serious management though. There are two ways to deploy them. You can
deploy them in front of your line, because if you deploy behind your line,
you'll kill your own men. You have got to take care of your cannons. They will
kill loads of enemies but they are fragile and vulnerable for cavalry. You want
to keep an eye out for charges on your artillery. When cavalry comes in for the
kill reposition them behind your lines. (and stop firing them!) Either the
cavalry will try to reteat (and get shot up heavily) or the charge in the
pikemen to die a bloody death. (figure 1)
The other way you can deploy them is on a hill, with your troops at the foot of
the hill. Now your cannons don't need to be in front of your lines because they
will fire over your troops. This is the ideal way to deploy them. Cannons also
gain extra range from a higher position. (figure 2) The only way to make this
situation better is to have a enemy army trying to come through a choke point.
Choke points + Cannons = deathtrap!
FIGURE 1:
/\
Facing
+---++---++---+
| C || C || C |
+---++---++---+
+--------------------------++--------------------------+
| P || P |
+--------------------------++--------------------------+
+--------------------------++--------------------------+
| || |
| M || M |
+--------------------------++--------------------------+
FIGURE 2:
/\
Facing
+--------------------------++--------------------------+
| P || P |
+--------------------------++--------------------------+
+--------------------------++--------------------------+
| || |
| M || M |
+--------------------------++--------------------------+
/////////////////////\\\\\\\\\\\\\\\\\\
//////////////////////\\\\\\\\\\\\\\\\\\\
//////////////+---++---++---+\\\\\\\\\\\\
//////////////| C || C || C |\\\\\\\\\\\\
\\\\\\\\\\\\\\+---++---++---+////////////
\\\\\\\\\\\\\\\\\\\\\\///////////////////
\\\\\\\\\\\\\\\\\\\\\\///////////////////
Legend:
///\\\ = Hill
P = 36/72 Pikemen
M = 72/120 Musketmen
C = 1 Cannon
You also need some cavalry of your own. Cavalry has two purposes: flanking and
knocking out cannons. Flanking is a good way to rack up some kills. As I
adviced before; hire Cossacks. They are very fast and quite deadly. The only
problem is that the are lightly armor, but that should not be a big problem
when flanking. Try to get them around the enemy line, which with its great
speed is a very exceptable task and ram them in the back of musketmen. The will
drop like flies and thats the genral idea. Cossacks are also good for charging
cannons. They are there in mere seconds and will destroy them even quicker.
Obviously cannons are high on your priority list of things to knock out.
Ones you hit 18th century something changes. Musketmen become good close combat
fighters, so pikemen become less important. Its often better to have just
musketmen, cannons and cavalry. They still get slayed by cannons in rapid
fashion, though. The general tactics for them stay the same, stand and fire
(preferable stand ground status).
Cannons are great, but far from the best siege tool. If you want to lay waste
to a town you should go for mortars. The have very long range; out-shooting
defensive towers. The great thing about mortars is, when you hit a building,
bricks and pieces of wood fly around. This will make repairing buildings a
hazardous task to say the least. Now if your this far, you should have the game
pretty much won.
FAQ made by -
BestOut3321
FRED56
BlogOut Studios
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