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My Musketmen were pretty much one hitting the spearmen all game. They would push out and defend my captured cities, healing inbetween fights. I sent them to the middle two cities, but they never made it before I won.
I won around turn 60, having never bought another unit (except for Terracotta Army ones, which were not needed and for some reason didn't give me boats), I won. I didn't even lose a unit the entire game.
I'm going to play this as the Aboriginals to see if it is just as easy :P
its kind of historically accurate but a better thing to do is to let let the aborigomes be faster in forests and desert (aka pretty much the whole of australia)
is englands capital sydney or melbourne?
Although I don't care about historical accuracy too much :)
Was thinking you could use polynesia, starting with 3 or 4 base cities bearing the name of the major regional language groupings - Koori for SE Australia, Murri (east qld near great barrier reef), Yolngu for near Uluru, and Ngoonyar for the South West.
At the moment I've got a working mod of someone elses world mod, that will start you in Australia (as Indigenous Australia and Pemulwuy) with black and gold colour scheme, and two unique Maori warrior units - 'Koori Warrior' and 'Murri Warrior' with combat bonus in forests, free pillage, and move after attacking. Basically designed as guerrillas.
Also piling in the resources to reflect the high natural yield australia has for minerals, seeing as coal, uranium, copper, iron, as well as things like sugar up the east qld coast etc.
Well done anyway ;)
I would have made it on a certain date they fight but couldn't figure it out :/