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==Starting Off==
A basic strategy to starting off is: As soon as the match starts [[convert]] largest group of [[wildmen]] then send ten [[brave]]s to [[Firewarrior Training Hut|firewarrior hut plan]]. Your [[shaman]] should be done making her [[Reincarnation Site]] pillars, so imediatly move her to the strip between you and your closest enemy. While she is moving lay [[Guard Tower|tower]] plans across that strip and send [[brave]]s to it (1 per [[Guard Tower|tower plan]]). Make two [[convert]]s on the strip. Then [[convert]] all the [[wildmen]] on the strip to the middle, make a line of [[Guard Tower|towers]] down this strip on the side where your enemy faces until you reach the middle. Lay one [[Guard Tower|tower plan]] on the first step of the middle. (1 [[brave]] to each plan). Your [[Firewarrior Training Hut|Fire Warrior Hut]] should be ready, train six [[firewarriors]] and use them to fill the [[Guard Tower|towers]] from front to back on each strip. [[Convert]] some of the strip to your ally but leave some for your ally. Lay [[hut|hut plans]] when you have idle [[brave]]s, (five [[brave]]s per hut). [[Convert]] all the [[wildmen|wildies]] around your base until you have a population of 40 or over. Charge [[Earthquake]] and [[Ghost Army]] then send [[Ghost Army|ghost]]s to take [[firewarrior]]s out of the [[Guard Tower|towers]]. Keep [[warrior]]s ready and keep repairing your defense with [[firewarrior]]s and [[landbridge]]s, try not to waste [[earthquake]]s on [[Guard Tower|towers]] and instead use them on [[hut]]s and hills at the enemy base, use [[tornado]]es/[[warrior]]s to destory lone [[Guard Tower|towers]]. Keep the pressure with [[warrior]]s and move you defense closer to the enemy base.


==Defending==
==Defending==
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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 16:59, 8 July 2007

Pressure Point
Pressure Point
Pressure Point
Mode : Multiplayer
Players : 4
Stone Heads : 1
Vault of Knowledges : 0
Alliances : N/A
Difficulty : Hard
Start of Level

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






Starting Off

A basic strategy to starting off is: As soon as the match starts convert largest group of wildmen then send ten braves to firewarrior hut plan. Your shaman should be done making her Reincarnation Site 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 braves to it (1 per tower plan). Make two converts on the strip. Then convert all the wildmen on the strip to the middle, make a line of towers down this strip on the side where your enemy faces until you reach the middle. Lay one tower plan on the first step of the middle. (1 brave to each plan). Your Fire Warrior Hut should be ready, train six firewarriors and use them to fill the towers from front to back on each strip. Convert some of the strip to your ally but leave some for your ally. Lay hut plans when you have idle braves, (five braves per hut). Convert all the wildies around your base until you have a population of 40 or over. Charge Earthquake and Ghost Army then send ghosts to take firewarriors out of the towers. Keep warriors ready and keep repairing your defense with firewarriors and landbridges, try not to waste earthquakes on towers and instead use them 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.

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.

Adapting

This article needs expanding
Please focus on Defending, Attacking and Adapting

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Note

  • 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.


Levels
Single Player: TutorialThe Journey BeginsNight FallsCrisis of FaithCombined ForcesDeath From AboveBuilding BridgesUnseen EnemyContinental DivideFire In The MistFrom The DepthsTreacherous SoulsAn Easy TargetAerial BombardmentAttacked From All SidesIncarceratedBloodlustMiddle GroundHead HunterUnlikely AlliesArchipelagoFractured EarthSoloInfernoJourney's EndThe Beginning
UW Single Player: AftermathLava FlowSoul SurvivorWorld Wide WebHuman ShieldNo Man's LandProtection RacketPrisonsOvershadowedFortressL'AssassineNatural Disaster
Multiplayer (2 Player): Hills Divide UsEye of the StormTwo CrabsSkirmishAll Around the World
Multiplayer (2 Player) UW: BarricadeCogFortressesSliced BeetleTwo WayMultiple Choice
Multiplayer (3 Player): Linked IslesSkirmishThree EyeAvenging-AngelsSandy Castles
Multiplayer (3 Player) UW: CanyonAnglesThree Crabs
Multiplayer (4 Player): Two on TwoCratersDead SeaFace OffPressure Point
Multiplayer (4 Player) UW: CogClockwiseWalls