Pressure Point: Difference between revisions
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When your thinking, "Their defense is worn out, now what?", attack their village. The universal Pressure Point strategy is to back them up to their village then let hell break loose and cast those [[earthquake]]s and [[volcano]]es you saved up during your battles. Don't forget troops too! 2 warriors to an upgraded hut is quite good. | When your thinking, "Their defense is worn out, now what?", attack their village. The universal Pressure Point strategy is to back them up to their village then let hell break loose and cast those [[earthquake]]s and [[volcano]]es you saved up during your battles. Don't forget troops too! 2 warriors to an upgraded hut is quite good. | ||
==Starting Off== | |||
Here is a basic strategy to start off. As soon as the match starts convert largest group of wildmen, send 10 to fw hut plan. Your shaman should be done making pillars, so imediatly move her to the strip between you and your closest enemy. While she is moving lay tower plans across that strip and send men to it 1 per tower plan. Make 2 converts on the this strip. Then convert all the wildmen on the strip to the middle, make a line of tower plans down this strip on the side where you enemy faces until you reace the middle. Lay one tower plan on the first step of the middle. 1 man each plan. Your FW hut should be ready, train 6 fws fill towers from front to back on each strip. Convert some of the strip to your ally, leave some though. Lay hut plans when you have idle braves, 5 men per hut. Convert all the wildies around your base until you have 40+. Charge EQ and ghost, use ghosts to take fws out of towers. Keep warriors ready and keep repairing your defense with fws and landbridges, try not to waste eqs on towers and instead on huts and hills at the enemy base, use tornadoes/warriors to destory lone towers. Keep the pressure with warriors and move you defense closer to the enemy base. | |||
==Adapting== | ==Adapting== |
Revision as of 06:23, 8 July 2007
Pressure Point |
Mode : Multiplayer |
Players : 4 |
Stone Heads : 1 |
Vault of Knowledges : 0 |
Alliances : N/A |
Difficulty : Hard |
Pressure Point is identicle to the Single Player level, Middle Ground. However 90% or more of the players do not worship the Stone Head which grants you Armageddon, the level mostly only includes constructing, defending and adapting.
This is a level which goes in depth on defending with towers. You each start with a good shaped, bunky base. Earthquakes will shape the land heavily but it will take many earthquakes to sink it down to water.
Worship Objects:
Item | Shots | Spell/Effect | Follower Count |
Stone Head | 1 | Armageddon | 6 |
Defending
Remember on Pressure Point, If you don't have the upper hand, then camp. Wait until your huts upgrade and etc, until your population is at least 150+ and you have a few troops to spare. Always repair attacks on your defense and keep a steady number of firewarriors on hand to refill those towers. Braves also serve as a good defense because they stall for time and can push shamans into the water along with extra pushes from a firewarrior. If you don't even want to waste as much as a brave, patrol some ghosts, although braves work better as ghosts can still stall for time if they are in quantity.
Attacking
Attacking is very important on Pressure Point, because if your not attacking, your not winning! That goes for almost all levels, though.
Ok, most use Earthquake to attack towers, but some do not advise this, Tornado works much better in some player's opinions.
Say at the start of the game you are building towers and your opponent casts an earthquake on you. It probably hit about 3 towers. If you built them good enough the earthquake should not destroy any of them and only catch fire which would take away about 3 wood from them. You can easily repair this by assigning one brave to each, and that would only take away 9 wood. Then it shouldn't take long to repair it, by then your opponet may have half an earthquake.
Use Tornado on towers, unless you see millions of towers clumped together. Tornado is nearly guarenteed to destroy a whole tower and sometimes chips off wood from other towers.
This is another vital part to winning, after you destroy your opponent's defense or part of it, you should build over it, otherwise a game could take a long time.
When your thinking, "Their defense is worn out, now what?", attack their village. The universal Pressure Point strategy is to back them up to their village then let hell break loose and cast those earthquakes and volcanoes you saved up during your battles. Don't forget troops too! 2 warriors to an upgraded hut is quite good.
Starting Off
Here is a basic strategy to start off. As soon as the match starts convert largest group of wildmen, send 10 to fw hut plan. Your shaman should be done making pillars, so imediatly move her to the strip between you and your closest enemy. While she is moving lay tower plans across that strip and send men to it 1 per tower plan. Make 2 converts on the this strip. Then convert all the wildmen on the strip to the middle, make a line of tower plans down this strip on the side where you enemy faces until you reace the middle. Lay one tower plan on the first step of the middle. 1 man each plan. Your FW hut should be ready, train 6 fws fill towers from front to back on each strip. Convert some of the strip to your ally, leave some though. Lay hut plans when you have idle braves, 5 men per hut. Convert all the wildies around your base until you have 40+. Charge EQ and ghost, use ghosts to take fws out of towers. Keep warriors ready and keep repairing your defense with fws and landbridges, try not to waste eqs on towers and instead on huts and hills at the enemy base, use tornadoes/warriors to destory lone towers. Keep the pressure with warriors and move you defense closer to the enemy base.
Adapting
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- Adapting is pretty much taking advantage of your land.
- This really can't be explained but remember one thing, act as if its you going up to a defense and creating something you couldn't get passed.