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DP: You really have to work on combined arms to be effective. Fifty infantry work really well against some things, but you'll always do better with 30 infantry, five cavalry, five priests, and ten villagers (gathering resources to rebuild your army). The same can be said for any unit in the game because of the rock-paper-scissors balance concept (each unit has at least one strength and one weakness). I guess I would then say I use the 50-unit cap to my advantage by out-thinking my opponents on the "right" selection of units for that game. TD: Quality troops in manageable groups directly controlled in combat. GameSpot: What's the best ratio of workers to military units for each age? DP: This is difficult to answer because it depends so much on when you get attacked and when you're going to attack someone else. For game balance reasons, attackers always have the advantage if equal-level troops are involved, so you need to plan for that. No matter what, I always try to have at least 20 villagers on the board. If you're getting attacked in the Tool Age, I usually try to pump out ten archers and three or four scouts. If I'm attacking in the Tool Age, I go for 30 units because you really have to knock someone out with the early attack or you'll end up getting behind the research curve because you've wasted your resources on units. If I'm getting attacked in the Bronze Age, I usually go for the same number, but go for cavalry and some ranged unit (priests or catapults usually). If needed, I will put off going to the Iron Age to make sure the threat has been dealt with. If I'm attacking in the Bronze Age, I usually do so with groups of ten to 20 units. In the Iron Age, I will have about 30 military units on the board no matter if I'm getting attacked or doing the attacking. TD: Best is one-to-one in the Iron Age, but each game differs in the prevalent conditions, so this usually changes a lot and you can't win the game using ratios anyway. I like to divide my workers as follows: 20 percent wood, 80 percent food, in land games; 50 percent food to 80 percent wood, in ocean games. GameSpot: What are the most important technologies to research? In other words, what gets your priority attention? DP: Anything at the market pays huge dividends. Armor is also key. If I'm using hand-to-hand units, the tool working/metal working/metallurgy branch [of research] is key. There are always a couple of good things to research at the government center, too (shared line of sight is crucial in multiplayer games and alchemy is vital for any missile weapons). TD: Depends on the culture and attack plan, but writing and armor for multiplayer games are very important.
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