Thestories of ancient empires, from the Egyptians to the Romans, continue to fascinate us today. These mighty civilisations ruled over vast territories and left behind incredible achievements in architecture, art, and technology. But what factors led to their eventual downfall? While many factors are at play, environmental changes have been identified as key contributors to the rise and fall of several ancient empires. In this blog, we will explore some of these civilisations and how they were impacted by changes in their environment.
The Akkadian Empire was one of the earliest empires in history, and it dominated Mesopotamia in the 24th and 23rd centuries BCE. However, the empire collapsed around 2150 BCE, and historians have identified several possible reasons, including invasions by neighbouring tribes and internal political instability. However, recent studies suggest that environmental factors may have also played a role in the empire's decline.
One study published in the journal PLOS ONE suggests that a megadrought may have contributed to the collapse of the Akkadian Empire. Researchers used tree-ring data to reconstruct the climate in Mesopotamia during the empire's decline and found evidence of a severe and prolonged drought. This drought would have led to crop failures, famine, and social unrest, which would have weakened the empire and made it vulnerable to outside attacks.
The Maya civilisation, which flourished in what is now Mexico and Central America from about 2000 BCE to 1500 CE, is famous for its impressive architecture, mathematics, and astronomical knowledge. However, that civilisation experienced a dramatic decline around 900 CE, and the reasons for this decline have been the subject of much debate.
One theory is that environmental factors played a role in the Maya's decline. Studies have shown that the Maya civilisation was heavily dependent on agriculture and that deforestation and soil erosion may have contributed to soil degradation and crop failures. This would have led to food shortages, famine, and social unrest, which in turn would have weakened the civilisation and made it vulnerable to outside attacks.
In addition to these factors, the Maya also faced natural disasters such as hurricanes, droughts, and floods. These disasters would have further weakened the civilisation and made it difficult to recover from its other challenges.
The Harappan civilisation existed from 2600 to 1900 BCE in what is now Pakistan and India. Its agricultural system relied heavily on the Indus River, which provided water for irrigation and transportation. However, shifts in the monsoon patterns resulted in droughts and floods, making it difficult for the civilisation to maintain its agricultural system. Consequently, food shortages, social unrest, and the eventual collapse of civilisation occurred.
The Roman Empire's fall is often attributed to political and economic factors. However, recent studies suggest that changes in the climate contributed significantly to the empire's collapse. For instance, droughts and cold weather during the fourth and fifth centuries led to a decline in agricultural production. In addition, deforestation and soil degradation caused by intensive farming practices may have contributed to soil erosion and decreased crop yields.
In the late 10th century, the Norse established a colony on Greenland that relied on agriculture and hunting for survival. However, a period of cooling temperatures and expanding sea ice in the 14th century made it increasingly difficult for the Norse to farm and hunt. In addition, soil erosion and deforestation caused by unsustainable farming practices contributed to decreased crop yields and food shortages. Ultimately, the combination of environmental pressures and socio-economic factors caused the colony's decline and eventual abandonment in the 15th century.
These examples demonstrate how environmental changes caused by deforestation, overfishing, and unsustainable farming practices can have significant impacts on civilisations and empires. By learning from these historical examples, we can take steps to ensure the long-term sustainability and resilience of our societies in the face of environmental challenges.
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No one can tell you how to spend your money, but having this as my #1 Tip lets you go in with your eyes wide open, clearly acknowledging Spending and its relevance to your gaming experience.
An Alliance can add a whole new dynamic to Empires and Puzzles, as you strive to compete in Wars and Quests, giving your all to obtain the best loot and rewards for you and your buddies.
What an honest piece of work you put here, sir.
I would have liked to learn some of these tips when I started 3 and half years ago. Luckily, I never gave a 5-star as food, but I have made another mistakes, like chasing heroes (I still damn you, Heimdall).
If I could give one more tip is the most valuable currency on E&P is patience. I remember I spent all my saved gems 6 months after I started playing because I chased Mother North. Of course I did not get her and it was the first time I got frustrated by the game. A couple of days ago I pulled her from the portal, with a nice sweater as a second outfit.
P.S. On the Yellow Ninja page I left you a challenge, to rank all the ninjas from Mika to Ruby. However I learnt earlier today there are 5 more coming, hence I will throw the challenge when they are available.
In your opinion what is the best troop for each color? I have 1 purple cyclopes, 1 green cyclops and the rest 4* season 1 troops. Which ETS (Epic troop summon is the best. I am leaning towards magic but not really sure. As always love the posts.
As always, insightful, engaging and honest. I am pay to play but always spend within my budget. It is an aspect that one must not lose sight of. Thanks for sharing, and always look forward to your reviews with anticipation. You are unequivocally a guru of empires and puzzles. Best, RM14
Great post, as always, and full of tips that are 100% solid. Also all the other posts are more good info, like set a budget, dont chase, there will be another great hero in next event. I am pretty advanced and would love to hear your comments on HA (grind troops not just retrain 5*?), Alchemy Lab, and Hunters Lodge. Thanks again, happy holidays.
You can run 2 lanes in the Hero Academy and Troops are often the second option for me. (The first is still retraining Legendaries, tho this may change in future as the effort seems futile & we have the Soul Exchange now).
I've been hesitant to post something like this, seeing as I really don't want a bunch of otto players polluting QS (nor does anyone else for that matter, meh) but since so many people have been asking me questions anyways I thought I might as well just put it all in formal writing. So without further concern....The Art of the OttomanThough one could argue that I only have 170 games of experience with ottos, they have been some of the most educational games I've played. Each game taught me something new, and my goal here is to pass on that knowledge to you. For starters, I have to give credit to a few people for either inspiration or just flat out me stealing their strats. So a big thanks to Blender_Fjord (Ender_Ward), Larkyboof (he probably has no idea why, but he'll find out!}, and all the people who I have been owned by for giving me insights about the Ottoman way!Ok, enough with the formalities, lets get to the point here.Overview of the OttomansI'm sure everyone knows by now that ES' initial description of their strategic capabilities are, to be lenient, retarded. They are by no means meant to be boomers, but show massive potential in the early game. So, naturally, we must find ways to capitalize on this advantage. Fortunately for all of us Ottoman players, there have been many strategies already written that we can take advantage of in our campaign for victory which already show excellent ways to (ab)use otto's early game capabilities. Examples you are all aware of are the classic one TP jan + abus rush and the IOR, or Silk Road Rush. However, these are very general and do not effectively outline the very minor plays that make ottomans so great. Here, I will delve into the very core of the ottoman empire, and provide more detail to their strategies than anyone else has done before!Get ready for a really friggin long post.
I think we can go straight for the specific strategies this time, as that's what most people are reading this for anyways.Ottoman StrategiesMost ottoman strategies revolve around the basic principle of rushing. Whether it be no TP, silk road, 1 TP, jan rush, jan + abus rush, abus rush, you name it, they all revolve around attacking the opponent at some point in the early colonial age. Yet each strategy has its subtleties that make them unique from each other, and each has a special purpose meant to take advantage of an opponent's weaknesses. As such, one's strategy must be chosen carefully as to provide the greatest means of success in a given game. Lets start with the basics:The Janissary RushThis is by far the easiest rush any ottoman can perform, as it involves only one unit: the janissary. This is most effectively used vs spain and iroquois, as they both lack the ability to create decent amounts of counter-HI early game to stop it. The Build Order(Standard) Discovery:-3 vills unpack crates, 3 vills to hunts
-Build one TP with your explorer
-Build one house
-All vills to hunts
-3 Settlers as first card
-Age up with the quartermaster between 2:10 and 2:30Transition-Discovery to Colonial:-4 vills to gold, 9 on hunts
-Send 2 vills forward to some hunts near your opponent's base.
-TC waypoint remains on foodColonial:-2 or 3 vills unpack wood crates
-Build forward rax
-Build 2 houses
-Ship 5 Janissaries
*All of this should occur within 8 seconds of reaching colonial. If you cannot do this, practice. Preffered is less than 5 seconds.
-Queue 5 jans at rax4:30-Time Delay (cue 24 clock ticker)-5:15-First 10 jans are grouped at enemies base with 5 more on the way. Commense harrassment process. Knock down houses, military buildings, vills, the works.
-Second colonial shipment is 700 food
-Reinforcements have just arrived. Go kill stuff.*Possible scenarios:I will assume you are doing this against spain or iroquois, since those are the civs against which this strat is suggested. Against spain, he has reached colonial and his 700 gold shipment has arrived. Your goal is to keep him off food as long as possible and keep him off that gold shipment. The only way he's getting those crates is if he calls MM, in which case you run to your base like a coward for 20 seconds then come back in guns blazing. You should be able to keep a constant flow of janissaries for a good amount of time. Odds are, you'll kill him before he reaches fortress. However, every once in a while your opponent will be smart and time his MM to match his 2 outpost shipment, in which case killing the outposts is a priority, even if it means taking a few rounds from minute men. Once those outposts go up, its that much harder to crack his defenses.When playing vs a spanish FF, your best course of action is to go for his TC immediately. Don't screw around with houses and starting outpost, just ignore them and siege his TC from the get-go. In doing so, you WILL kill it before his first fortress shipment can arrive, and jans are quite capable of taking a few extra damage points from an outpost. Chances of success: excellentNow what if he rod + musket rushes? In this case, go for his rax first. Hit and run is your best friend in this match. If you ever see your reloading animation, work harder. Just keep shooting and scooting from his rods and you will wither him down to nothing. Remember to shoot wardogs first, as they do massive damage if left unchecked.So what about iroquois? Supposing they FF, all you need to worry about is keeping him off of food. He can't have resources for age up until 5:50 at the earliest, so if you can starve him of food (really easy on maps without berries) you are golden. The same rule with building targets for Spain applies here as well. Go for the TC first, war huts later. If you can kill his TC before he hits fort, the game is done. If he does manage to get to fortress, you should have an ample supply of abus guns ready to smash some forest prowlers on command, as you will hopefully have delayed his fortress time quite a bit. In this case, shipment order usually runs 3 vills, 5 jans, 700 food, 600 food, 700 wood, 700 gold. The wood is used for a foundry and housing, while the gold will power out abus guns for prowlers.Eh, so much for basics huh?The Silk Road RushThough there are many versions of this rush, I really only use one. I find it works best against Aztecs, British, and germans. I know, you're all thinking "But what about French/Dutch/Ports/Russians???" Well, there are different options there, though against ports and dutch one could argue that it's the same start with a different colonial agenda. They do use the same build order nonetheless. As for russia and france, you shall see.Discovery:(Standard)Transition-Discovery to Colonial:-Move 2 vills to gold, 3 to wood, and the rest stay on food
-Set TC waypoint to gold
-Send 2 vills forward (*Not vs Aztecs)Colonial:-Collect age up wood crates
-Research Stagecoach
-Build a forward rax
-Ship Silk Road
-Build 2 houses
*Again, this should all happen relatively quickly. Do anything you can to improve your times here.
-Queue 5 jans at rax
-Once you have 4 miners, set TC waypoint to food
-Ship 700 wood
-Queue another 5 jansThe stagecoach upgrade should be completed by now. Set your TP to Food. By this time you should also have 10 janissaries. If your opponent is being aggressive, do your best to keep the jans alive. Vs an aztec opponent, just sit tight in your base for a little while as you establish your economy. When facing brits and germans, raid and tear down buildings with your forces. These two civs are the easiest you will play against, so no worries really.-700(910) wood arrives, collect it
-Build a foundry *FIRST
-Build 1-2 TPs, depending on the map. Set two to gold and one to food, or just one on gold if map has 2 accessible TPs.
-Build housesNow the fun starts. With your foundry, start pumping abus guns and continue jan production at your rax. If opponent is aztec, he has a MAJOR wave attacking you now, usually consisting of 9 jag warriors, 19 macehualtin, followed by 6 jaguar pets pretty soon. They will most likely be targeting your TPs, as they can't find your forward base (you dont have one, haha). This is where you need to trust your micro. You have roughly 13-15 jans, and 5 abus on the way. Stall with your jans until the abus arrive, and when they do, wreak utter destruction upon his forces. 2 Abus guns kill a macehualtin in one shot, and you can use your entire force as a hit and run machine to slowly but surely obliterate his army. Don't fret if you only have 1 TP now, as that is still enough to support you for the next few minutes. Continue abus and jan production until your opponent is wiped out. If they use coyotes and maces instead of the usual jaguar rush, its actually a bit easier to win. Jans in melee own coyotes and totally rape maces. Just keep your abus alive and you'll do fine.Against brits and germany, your jans are hard enough to keep up with, let alone the sudden abus gun influx. I know its lame, but you pretty much get a freebie win here.Basic Shipment Order: 3 vills, silk road, 700 wood, 700 gold, 700 food.
So now we've covered two kinds of rushes, but what about the other civs? What do we do against russia and dutch with their pesky skirms in colonial? Here's and idea....let's not fight them in colonial!The Spahi Fast FortressYou all know about the spahi fast fortress. It's been around for ages, but it has its (limited) uses. Our main target here is russia, as they have no effective counter to spahi in colonial, and with their slowed colonial time they make a perfect civ to assassinate with this.The Build Order:Discovery:(Standard)Transition-Discovery to Colonial:-4 vills to gold (3 if 100 gold start), rest on foodColonial:-Collect age up wood
-Ship 700 gold
-Build a second TP (2 total) with explorer
*Aside from the obvious experience benefit, this gives a false impression of silk road, meaning your opponent makes more strelets than he should at the beginning. Great for you, bad for them.
-Click age up to fortress no later than 5:40 using the Scout Politician (or marksman if you dont have scout)
-Second colonial shipment is 700 food
*Not only does this fuel your spahi shipment, it provides a buffer in case your opponent manages to keep you off of food. If he doesn't, you can ship 3 spahi immediately after 5 spahi.Transition-Colonial to Fortress-Move 2 vills to gold, 5 to wood, rest stay on food
-Collect 700 food when it arrives.
-Build 2 houses before you age up.Fortress:-Ship 5 Spahi immediately
-Run your 4 hussars away from your base as fast as possible. Do NOT engage your enemy with them yet. Use them only to raid until spahi arrive. Your opponent WILL be attacking you by now. Keep vills garrisoned, whatever you can, just make sure you dont lose too much before spahi arrive.-Build 2 more houses
-Spahi arrive 40 seconds into fortress. Your opponent will likely have retreated to his base until he has a significant musket force if he's smart, otherwise just murder him on the spot. Make sure your hussars get his forces in the back while spahi take him down in front. If he didn't retreat his forces, then it's gg right there. If he did, ship 3 spahi and move 2 of your wood vills to gold.
-Build a rax
-Queue Jan
-Next shipment is 2 falconets
-Queue more JansYou should have an army of 10 jans, 2 falcs, and remaining spahi/hussars around 10:00-11:00, depending on how many enemy units you killed for XP (that sounds so evil). Tear down houses, Block Houses, whatever you can, just make sure you put pressure on. Don't forget to raid with your cavalry, as spahi make great raiders. Continue to spam jans and proceed to ship 5 abus, 5 hussars, 5 hussars, etc until your opponent finally gives up. If he turtles massively (sevestapol), ship 1000 wood and boom triple TC. This hardly ever happens though, so I wouldn't worry much.Basic Card Order: 3 Settlers, 700 gold, 700 food, 5 spahi, 3 spahi, 2 falcs
--------------------
Ok, so lets recap a bit here. Against Spain and Iroqouis, we Jan Rush, vs germans/brits/aztecs we Silk Road Rush, and vs russia we Spahi FF. So lets get to ports and dutch next shall we?The Silk Road Semi-Fast FortressAs said above, this strategy is meant to obliterate portuguesse and dutch opponents. Ports are extremely hard to rush if they turtle heavily, using cards like CM and IB, but if they don't you can just do a normal IOR strat (the one mentioned earlier). However, if you see his TC has 150 attack and 9100 HP, heres what to do:The Build Order:Disocovery:(Standard)Transition-Discovery to Colonial:(same as IOR, but I'll rewrite it anyways)-3 vills wood, 2 gold
-2 vills forward, preferably to hunts.
-TC waypoint to goldColonial:-Gather wood crates
-Ship Silk Road
-Build a rax with forward vills
-Build 2 houses
-Research Stagecoach
-Queue 5 jans
-When you have 4 miners, move TC waypoint to food.Sound familiar so far? That's right, this is exactly the same as the other IOR strategy. But that's the point...your opponent has no clue what you are doing!-Ship 700 wood
-Continue to queue jansWith your janissaries, start the harrassment process. If against ports, shoot hunting vills. Also try to keep him off of any gold mines so that he doesnt get mamelukes any time soon. Even if this means taking a few shots from the TC, so long as he isn't gathering resources you are doing your job. Remember, these next steps only apply if you see your opponent has shipped Colonial Militia AND Improved Buildings. If he hasn't shipped both, proceed as you would with the normal IOR!!!-When 700 wood arrives, build 1-2 more TP's (depending on map) and set them both to food. With kill xp and xp from unit creation, you will now have another shipment.
-Build an artillery foundry
-Build a forward outpost
-Ship 700 gold
-Queue 5 abus guns.Now, your goal should be to have 15 jans and 5 abus guns by the tme your 700 gold arrives. Once you hit 15 jans, stop making them. This should be well before your abus guns have come out. Just keep harrassing your opponent, making sure you keep him off every resource possible.Your portuguesse foe has now aged up and is going to start spamming cassadores at you. If you can manage it, around 7:00 try to keep your jan force between his 2 already made TC's so as to catch his TC wagon as it spawns. Only do this if you have your abus guns already on the field however, as the 6 accompanying cassas will own your whole army of jans if they are alone. -Once you have collected the 700 gold, click the age up to fortress, using the 4 abus gun politician. Yes, you do have enough resources! I know, its amazing, whatever :PTransition-Colonial to Fortress:-You should get one shipment during age up. Save it.
-Keep your vill distribution as it is. You should have 4 on gold, 3 on wood, and the rest on food. Feel free to move them around as you need them.
-Switch at least one TP to wood and make a couple houses. Put the rest on gold. Prepare for falconet spam as soon as you reach fort.
-Queu more jans while aging. Keep the pressure constant, and keep those abus alive as long as possible. Even 5 abus guns is a pain for any FF'er.Fortress (sub-10 minutes):-Queue falconets
-Ship 2 falconets
-Queue jansProceed as you see fit. So long as you maintain a proper janissary meatshield, you are almost guaranteed to win. No port player has an artillery found for culvs this fast, especially when they think you are rushing with jans and abus.Don't forget to maintain 8-10 abus guns in your army at all times. These are used as LI* killers on the front line while your jans/falcs are sieging and are also great for killing enemy artillery such as culvs or falcs (poor organs, they dont even stand a chance).Now, you have probably noticed that all the information I have given so far is related to fighting portugal. Well, the exact same BO is used against dutch, just your harrassment measures must change. There are two courses dutch players will take: Mass an army in colonial, or go to fortress himself. If he takes the latter, you WILL reach fortress before him. Also, use your 5 abus guns so much that your opponent will be screaming obscenities at you for the next 10 minutes. 3 Abus kill a skirm in one hit; over 15 skirms are required to have the same effect on your abus guns. Hrm...From there, keep below 4 falcs and maintain a SIGNIFICANT jannissary shield. Make sure that his fast halbs dont touch your falcs when the time comes. Dont forget to use your abus contingent to snipe enemy artillery, especially culvs.If he sticks it out in colonial, prepare to lose your forward base. But do not falter! Switch your TP's to wood and rebuild in your base, it only takes one or two rounds of the trade route to regain all that you lost. In this case, spahi are your friend! Spahi Spahi Spahi! Ship these as fast as you can, as they are extremely hard to deal with in colonial. A combination of abus guns and spahi will push him back to his base, and you can then flood jans and falcs at him. Just remember to switch your TP's off of wood after you rebuild!Basic Card Order: 3 Settlers, Silk Road, 700 wood, 700 gold, 2 falcs
----------------------So now we've seen two fast fortress variants and two rush variants. But we still need a counter to sioux and French! You may be surprised, but it's actually one of the oldest strats in the game.The One TP Jan + Abus RushThe Build Order:Discovery:(Standard)Transition-Discovery to Colonial:-Send 4 vills to gold, the rest stay on hunts
-TC waypoint remains on food
-Send 2 vills forward (not vs sioux)Colonial:-Collect 400 wood
-Build a barracks with forward vills
-Ship 700 wood
-Build 2 houses
-Queue 5 jans-When 700 wood arrives, collect it with 3-4 vills
-Build a foundry
-Build 4 houses
-Queue more jansHere you have to make a choice. If your opponent is French and he's FF'ing, ship 700 food and continue spamming jans. If he's sioux, or the frenchie is going colonial warefare, ship 700 gold. This will be used for abus production, and we'll temporarily stall jan production.-Third colonial shipment is the opposite of what you chose above (700 food or 700 gold).
-Ship resource crates as you see fit.What you do here really relies on what your opponent is doing. Supposing a French FF, you want jans first, abus later. This means spam as many jans as possible and go for houses and military buildings, while making sure you have 8+ abus guns by 7:30, when he will age up. Once he ages, you will need around 10 abus guns and 15+ jans at all times. If you ever drop below this, retreat and regroup. If he pops 5 cuirs and 8 skirms on you, you definitely want to match it with a ready army. And no, 10 jans and 5 abus will not cut it. You want the abus on the front line and jans covering the back when fighting his army, just make sure to move the jans forward when his cuirs come at you of course.As for sioux, you will want a greater concentration of abus guns to jans. You will have an initial 5 abus and 12-15 jans around 6:00, so you better be prepared to fight off some cetan bows. You must be extremely vigilant with your jan shield. Always keep them behind your abus guns and away from cetan bows, but close enough that he cant rush in with his speed-enhanced axe rider shipment. If you can survive his initial wave, you are pretty much set to win. You will want to stay pretty defensive until you get 10+ abus guns, at which point you can start knocking down warhuts and eventually his town center. After you have shipped 700 gold and food, you can work on setting up a silk road economy if the map allows. This is accomplished by shipping 600 wood, and, of course, silk road. Use the wood on TP's and upgrading the trade route. At some point you will want to move a few vills to wood, usually when you start to break 60 pop it's a good indicator.Basic Shipment Order: 3 Settlers, 700 wood, 700 food/gold, 700 food/gold, resource crates--------------------
Alright, well, I don't think I need a degree in psychology to know that that's a LOT of information for someone who is new to ottos. So, here is a strat that works fairly well against any civ that isn't ottomans, sioux, iroquois, or aztec. The concept is simple: get to fortress quickly and spam shipments until your opponent dies. Sort of like a Sp