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Your immediate goal is Democracy. You can find lonely huts in the desert with a handful of guards; they are easy to destroy to get soul crystals. In fact, many things stood in the way of my personal victory in the second mission. The horned helmet symbol on the mini-map shows where the next enemy wave will appear. The best way to deal with human landings is to not let them land in the first place. Diplomacy is Not an Option is a real-time strategy game created by game developer Door 407. Show us your Kingdoms, share tips and tricks, and remember, diplomacy was never an option! Wood fuels much of your early-game construction. The model would be perfect if a religion-infected civ declared war on everybody, including itself. You researched all the good stuff already.
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Now about the combat. Both, but especially the latter, should be avoided at all costs, because the fallen must be buried in a cemetery. You can upgrade your sawmills to level two or just destroy them and build the level two ones closer to the uncut forests. Paying attention to Day and Time is very important. Continue the cyclic building strategy of stage 4. Pay attention to your Wood supply -- once you have at least 25 Wood, build your first House near your Townhall I. These need to be constructed in the path of the attacking enemy wave but they can be kited, to some extent, by your soldiers and lead to your defenses if you miss your mark a bit. I can sometimes make it to Radio by 1 A. D. in the pre-diplomacy version, if I have the Great Library to help me. Only works on civs that aren't democracies. This is what works for me in this build of the game. Gates and towers are a priority. Each attack you repulse means more time to build and grow, and the switch between these two gameplay loops was a joy. I look forward to following Diplomacy is Not an Option as it moves through Early Access to full release. Only by restarting the game several times, adjusting my troop deployment and optimising my building sequence was I finally able to happily collect taxes from my purified population.
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If you've played RTS games like Age of Empires, you'll have a pretty good idea of how to get started. If the AIs are in isolated groups you can deviate from this instant and uniform distribution of tech, but don't deviate too much. If you can, build walls to protect the Wooden Towers -- and ideally, try to surround your entire Town Hall with Walls if you can. After all, numerous convenient micromanagment features help us keep track of our settlement. This is the area of the UI that shows you options for your current menu. AIs are probably allied if they are close to each other and have nearly identical techs, but to be safe, it is best to give the same set of techs all at once to all AIs. When that second wave of enemies arrive, the use of magic spells is a must, especially on the higher difficulty levels, as there will be too many enemies to fight with just your soldiers. 0 unless they change the AI significantly). Diplomacy is Not an Option is out in Steam's Early Access now. Sun Tzu's War Academy: Must-have if you're following a military strategy: otherwise, it comes in handy if your defences are going to be busy.
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There are a few special rules for placement of your first few cities. Only beaten by Michelangelo's Chapel. A growing empire also means broader fronts. Stone is used for a handful of early-game constructions and most mid-game buildings. Nuke cities twice, just for fun. They must be built in the path of the attacking enemy wave, but your soldiers can get around them, to a certain extent, and bring them into your defenses if you miss a bit. Diplomacy is Not an Option turns out to be a fun but extremely tricky real-time strategy game that punishes mistakes mercilessly. Just wait, you will soon have an excuse to fight the entire world! If you have a solid wall, you can use those death knights as an anvil and your soldiers as a hammer as you soak up the enemy wave while reducing their numbers as the fight progresses. An exciting approach that already exists is the possibility to switch sides from the second mission onwards and join the rebellion instead of the king. If your people aren't fed, they will starve and die. Will the entertaining story develop more depth? Building on grass/river or plains/river gives you 2 trade.
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You should first build two sawmills in the closest woods and preferably in the same one because enemy rebels may already be hiding on the other side of the fog of war and you don't want to have to clear two different woods at the same time. Don't build too far from your capital or you lose science to corruption (have to check the algorithm for this- anybody know it offhand? After the horde timer is up, a large number of enemies will come from a specific side of the map that you know in advance. Give them a bunch of non-gunpowder- prerequisite stuff, and they'll be easy pickings later. Most expansion will be into other people's cities. The more civs you meet, the more games you can play.
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One player can build tech wonders while the other builds war wonders and conquers mutual enemies. 99-devel and past versions, but probably applicable to 2. Efficient infrastructure increases overall resource production, ensure you're placing Storage near lumber/mines and granaries near food. Do note that at this point you are shown, on the mini map, the direction from which you will be attacked by the first enemy wave. At the same time, it's easy to find what you need to know. Again, don't worry about any building other than the Town Hall I -- you will either win or lose this campaign mission depending on whether or not you can defend it. Have you played it yet? If you didn't get all the good tech in B. C., wait until you're really huge before you continue researching in A. D. Good tech goals as this stage progresses are: Electricity, Industrialization, Espionage, Combustion, Miniaturization, Radio (for airports to connect your far-flung empire, allowing fast wars and fast trade), Labor Union, Mobile Warfare, Robotics, Rocketry, and Stealth. You might get lucky and find an undefended inland city, and if you don't find one, just get back on the boat and you'll be ready for the next turn. Always set archers to Target Strongest, so that they'll prioritize high threat units like Hulks who can wipe out your front line if they're left alive. Anyone looking for a challenge is guaranteed to find it here. This will allow you to build new sawmills, food production buildings, and stone mines. So you can cruise out on your railroads and blast invaders back into the sea. So long as you gather more in a day than you consume, you'll have a surplus for troops).
Your population growth is more efficient, because you can quickly get over 20 new population per settler as opposed to the smallpoxers' 5. As your population skyrockets, keep raising the luxuries rate until your size-3 cities reach size 8. Genghis Khan left a few survivors. Use your swordsmen to push back the wave a bit but always bring them back to your towers so that they dont get chewed up and can be supported by the catapults and towers. While this rush of construction and preparation is definitely stressful, the buildup before the next attack has an almost calming quality to it. If you don't deal with the rebels in time, you won't have a breather until the next, sometimes gigantic, wave of enemies. After getting Explosives, use all your obsolete settlers to build cities- especially if you don't have Leonardo' Workshop. Should have at least 5 cities by now. My initial naivety gave way to an iron will to master the campaign on the higher difficulty levels.
Later, you build a really cheap unit and then you'll be ready to switch the huge excess to what you really want. As for the search for the stone, you have to find mountains that have white deposits but are not guarded by a mass of rebels. You can build huge cities which trade with each other, generating huge wealth. Then switch some luxuries to taxes and buy libraries, sewer systems, and banks in the 12-cities plus marketplaces, harbors, and aqueducts in your second crop of 8-cities. Explorers can snap these up and probably get some really nice tech, since the huts can escape AI predation well into the late game, and you can get hut tech even if you already have Invention (unlike Civ II). I prefer to invade across narrow straits by building a city within transport range of enemy territory. Don't go too crazy pushing the rebels back but continue to move in a circle to reveal the map.