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Tips & Strategies (4)
Tips & Strategies (4)
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Keep your eye when you create a temple in an area with exit to the sea.
Usually these regions are susceptible to both ground attacks from the legions as well as maritime attacks.
Be aware when you build these types of temples and look good when your opponents make temples in these types of places because you have the versatility to perform three types of attacks: by land, by sea or by both simultaneously!
Get first technology is quite interesting for the game, since it’s a pretty easy way to get closer to final victory.
In a game of 4 players or more if you have a spirit so aggressive to attack early on some players, get some technologies as soon as possible first. The technologies bought by creating cost more but are worth it and make all the difference when the game goes to the final.
Remember that copying technologies does not make you score in the game.
It can be confusing to track the new units when a player builds an army. That’s even more so when there are temples or a lot of spent iron involved!
To avoid confusion and arguing, just agree to lay new pieces down in the region they are produced until the action is finished.
It’s a great way to not risk the game be slowed to a halt by indecisiveness or arguing and strive.
In a similar way of the last tip, tracking which units have moved and if any of those moves is legal or not can be difficult as the game progresses and conflicts rise or as more pieces and regions are involved.
The two movement techs are the ones contributing the most to this effect, specially when sieges are involved (all of which sparks tension between the players). So, if you decide to move an unit, either a ship or legion, simply lay it down in the region you intend it to move on.
It doesn’t matter if you are still deciding to move it or not or where you are going to move it to, as long as you lay them down it’s easy to rethink and/or undo that particular move before you end your turn.