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  1. #1

    Default Re: The Moors

    The Moors have some great units available, I know in their weaknesses is says weak late armies but… yeesh what faction are they looking at.

    The Moors come with some of the best late units in the game;

    Christian Guard – High damage high defence not too difficult to get they're a perfect unit, come in mounted and unmounted varients make use of both.

    Sudanese Hand Gunners – All Muslim factions come with these, they lack the long range of musketeers but they do have high damage, they come quite late but seem to mop the floor with the western equivalent.

    Camel Gunners – in my opinion one of THE best units in the game, remember to hold fire at the beginning don’t let them waste their shots, get in close, flank and get behind and let the enemy have it.

    To start off with wait for your first son to reach 16 (turn 2 or 3 ) he’ll appear in your capital, then send him off on a Jihad towards Portugal it provides all the command stars and chivalry a growing boy needs, with luck you’ll finish off Portugal by killing off all their family members then its just you and Spain.

    Using Jihads liberally will give you some high chivalry leaders, using these you can build your settlements up in no time (0.5 + to settlement growth per point of chivalry) plus of course make advances in Spain, once you’ve taken the whole place you’ll be making a lot of money and be set to conquer anywhere you feel like, your far away from the invasions and close to the new world, what “Moor” could you want.

  2. #2

    Default Re: The Moors

    *edit*

    The latest version can be downloaded from https://forums.totalwar.org/vb/local...=156#linkid358

    *end edit*

    Original post:

    ---------------------------------------
    In a fit of enthusiam, I made reference chart for the Moor castle tech tree. Guilds (only the swordsmith's for castles) aren't included, but everything else should be there.

    *snip*

    For buildings that produce units, only the new units produced by a particular building are listed, but you can still produce all the previous units from that building series. For example, a citadel can produce Arab Cavalry, Desert Cavalry, Granadine Jinetes, Dismounted Arab cavalry and Granadine Lancers. If you find any mistakes, let me know.

    I might not end up making a city reference chart, so I thought I'd upload this one now.
    -----------------------------------------
    Last edited by grinningman; 02-05-2007 at 23:58.

  3. #3
    Senior Member Senior Member Carl's Avatar
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    Default Re: The Moors

    Hey, loads of thanks for this. Well done .
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  4. #4
    Noli Me Tangere Member SCRIBE's Avatar
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    Default Re: The Moors

    Are the Moors still able to deploy the Almohad Urban Militia?
    War is delightful for those who have not experienced it...
    - Desiderius Erasmus

    "Walang sansantohin"

    Non ducor duco...

  5. #5

    Default Re: The Moors

    Yes, but they aren't the early game powerhouse unit that they were in MTW. They're built at a level 3 barracks building in cities.

  6. #6

    Default Re: The Moors

    The latest version of these tech trees, which print out properly, look nicer and include a lot more info on all the buildings, are now here:

    https://forums.totalwar.org/vb/local...=156#linkid358


    I had some free time on the weekend, so I did end up making a city chart. I also corrected a couple of mistakes on the castle chart.

    They are now here:

    *snip*

    I've removed the link to the old version of the castle tech tree. As before, guilds aren't included.
    Last edited by grinningman; 02-06-2007 at 00:00.

  7. #7
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: The Moors

    All in all, Moors are an enjoyable faction to play, after playing one of the Catholic factions.

    Converting all your neighbors to Islam and not worrying about those marauding Inquisitors just feels refreshing (for a heretic like me). As a bonus - the faction campaign map music felt great to me (could be, it is the same for all the Islamic factions though). By the way, I played on H/VH setting with 2 years per turn.

    Strategy wise, there is no need to follow the initial advice of the internal game advisor about rushing for Valencia - a poor, undeveloped castle with strong early defenders. On top of that, it is not on your initial Jihad target list, which means that taking it would drain your economic and military resources for quite some turns with no immediate reward. Meanwhile: the Spaniards and Portuguese might attack Cordoba.

    Depending on your particular map situation, You might as well, declare a Jihad on Lisbon (a great cash city with few castle units in their garrison). This is what I did after Portuguese attacked my border fort. I guess, they did not have a family member in Bilbao, since the faction was destroyed after my Jihad. From then on - it was a bit of a marathon finishing off Spaniards in the peninsula (I did take my time with it).

    Note, sending a bunch of your Imams into a Spanish province will convert the province to Islam fast and will boost your Imams' peity. This helps to counter efforts of catholic priests in your own provinces: 1) their priests tend to rush back to thier home provinces to counter spread of Islam, 2) higher peity helps your imams to convert your own provinces back faster.

    Another side note (and a sad one): it seems Timbuktu gets flash floods some time in mid 1100-s. This means movement impairment for any units there, including your merchants (and this effect does not seem to go away. probably, due to a bug observed in RTW too). So, my advice, turn Timbuktu into a castle (cheaper to keep and no need to have a city there since the trade income (not counting merchants) seem to be low) and make sure you take West Sahara and turn it into a merchant factory to farm resources for both provinces. Otherwise, walking merchants through the desert from your mainland provinces will be a hellish experience.
    Last edited by Slaists; 12-12-2006 at 18:59.

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