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Unifying the Tribes (Impossible) - Pontiac 1 - American Conquest: Fight Back скачать в хорошем качестве

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Unifying the Tribes (Impossible) - Pontiac 1 - American Conquest: Fight Back

2 active CPUs, plus infinite raids from 2 different angles. This can be one of the hardest maps, so you gotta play outside the box if you intend to win without taking multiple hours. You play as the Delaware with 20 Peasants, 1 Chief, and very modest resources in a rough location. Bison herds can walk into your base and kill your fragile Peasants with ease. Your objective is to convince 5 of the 6 tribes around the map. This is harder than it seems. You will have 3 enemies. They will make your life impossible if left unchecked: Britain (Black) has 2 small bases that will continuously spawn groups of Trappers to storm your buildings and annoy yoi. One of them is in the top center of the map, while another is in the opposite side. The northern one is isolated from other enemies and vulnerable to attack, while the southern one sits safely behind the Blue base. The Hunting Lodges award resources when capture, with more being awarded the more you wait beforehand. Britain (Violet and Blue): These active CPUs start with only a few Peasants and Pikemen each, but will become more powerful over time, with plenty of resources at their disposal, if left unmolested. Blue starts at the south side, next to a Black base, and only has 1 access to your starting location, so its attack routes are more predictable. Violet starts at the east side, far from a Black base, with more room to maneuver in order to attack you, and can block access to one of the tribes you need to negotiate with. This makes Violet a more necessary target to destroy than Blue. 5 of the 6 friendly tribes (Green) need to be contacted by bringing units to their Chiefs. Most of these will take a while to fulfill, but will grant you units over time in exchange. Keep units nearby if they are far away from your base by the time you need to make a delivery: The Western Huron, located south of your starting location, require a Trading Post near their Storehouse. They will give you Shooters in return and are the easiest to obtain. The Northern Sioux, east of your starting location, require 300k Wood and will spawn Archers for you in return. The Eastern Huron, in the northeast corner, require 300k Wood. They will give you Shooters in return. The Delaware are east of the western Huron, will require 15 Horsemen, and will give you Archers. The Southern Sioux can only be reached moving through the Blue base and require you to eliminate Blue. They will give you Mounted Pikemen in exchange. The Iroquois can only be reached through Violet's base and require you to eliminate Violet. They will give you Warriors with Tomahawk in exchange. Now, for the starting moves. Most of your buildings are slow to build, but Peasants are fast to create, so make Dwellings first. Set up your starting buildings and garrison them so that Bison and Bears are killed by them instead of wasting Wood in Peasant's arrows. Send your Chief to scout towards the Violet base, with as many Peasants as you can spare behind him. It's time to plan out your containment strategy. As stated above, the bases on the northern side of the map are more vulnerable and can be supressed separately, while also clearing the road for necessary objectives. After all, you will need to eliminate at least 1 of the active British CPUs and that will be extremely difficult if allowed to expand. The northern Black base will also save you a lot of pain if kept in check. With weak early units, the best method is to park buildings at their doorsteps and use them to shoot at whoever tries to step out of their base. The Black Hunting Lodge is not very tough to reach, and a close enough building can kill an trapper that spawns practically forever. each one of these buildings will need a supporting Dwelling to replenish or reinforce garrisons. The excess Peasants will be of use later. For the Violet base, the Stone Mines are the key. Denying your enemy the Stone means no more buildings. Luckily, the CPU will only build Mines on 2 Stone sites, so keeping units next to them will prevent it from building any. If you move your Chief close to an already built Mine, the Mine will instantly explode, but you will have to try a few times (remember to save) to avoid the explosion taking him down as well. Once you have your enemies on the northern side of the river contained, you can focus your military on keeping the Blue British at bay. Set up a solid defense in the river crossing and start making Archers (your earliest decent military unit) to intercepts their attacks on their side. Build up your economy, and save up to fulfill the tribes' requests. Also, prepare for the final blow against Violet. Keep Violet in a constant stage of siege, letting your buildings shoot down any bypassers, and setting their outlying buildings on fire whenever you have enough units. To make their destruction more likely, set fire to buildings on opposite sides. Keep this up, and you will have cleared them out completely, gaining that 5th tribe's favor.

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