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Topic:   Intermediate skill level strategy discussion =) Format for Better Printing
Xin Yu


b.02-15-99
posted June 20, 2000 11:58   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Visit Xin Yu's Homepage!
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When playing MP, two most important things: Territory and Wonder.

You can have less cities than others as far as you have places to put down more. so expand as fast as you can and always build your cities a bee line towards your neighbours.

For your wonder-building cities, have a couple of other cities support it. They can provide martial law units and other units to disband and add to the wonder (don't wait for trade, disband other units).

Techs can be stolen, money depends on luck of barbarian activity, but wonders and territories are different.

SuperSneak


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posted June 20, 2000 14:17   Click Here to See the Profile for SuperSneakClick Here to Email SuperSneak Visit SuperSneak's Homepage!
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I'm just a lowly newbie, but following this thread feverishly....I must have missed it, but what does OCC mean?
Also, is there a "timeline" anywhere in the strategy pages, i.e.,
1)Build this
2)Then this
3)etc, etc.
I'd like to have a basic framework that will allow me to contend with those times of sudden AI advancement and once I get used to a standard procedure, let me use my particular offensive/defensive strategies to vanquish insolent border mongers.....
Any "must haves" early on, etc.?
Thanks!
Hawkx9


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posted June 20, 2000 14:20   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
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Geez. Why didn't you guys tell me that Republic bites for levels higher than King?

For anyone who cares, this is what has seemed to work for me so far...
Now I know why everyone stays in Monarchy so long. As long as you have a decent SSC going, you can celebrate and get the same benefits all while keeping your martial law and not having to pay the support penalty. Lightblub flickers on... I wish I'd known about this eariler. Well, I knew of it in theory but never connected the thoughts.
Also, as far as the number of cities thing... 6 really isn't enough. This game was made for expansion. 10-12 is more like it (for a perfectionist). Building more pays off - the caravans really come rollin' in. I still think grabbing the SoL as fast as possible is the way to go. It gets you into the serious gov'ts in which you can make some real progress whether it be toward world domination or AC. I think I'm starting to understand why Ming is so much in favor of Communism. Simply celebrate and your SSC rakes in the beakers. Who needs Senate interference and support costs? Everything else, like vet Spys, is icing on the cake. Fundamentalism is great for those pure-of-heart warmongers, but the science hit is too much for me. I know it can be overcome by timely frieght delivery, but I'm not quite that good yet.

...an aside...
I noticed this little bit of strat somewhere and decided to try it out. It works nicely... don't tip any huts until you've researched Monarchy. The "useless" techs only raise the beaker requirement for the next tech, extending your stay in Despotism. Although, you have to give up the possibility of a positive tip for a while, in my book, it's worth it. My rule of thumb is... if I've already laid down my first city, don't tip until Monarchy. Try it and notice how much faster you get into Monarchy.
Waiting to tip a hut has other benifits as well. For example, if you wait to tip a hut until it's within a city radius, it will never release barbarians. Waiting can get you Philosophy, Medicine, or some other non-basic tech... much better than a bottom-rung tech IMO. And waiting resolves early "support problems" when units assign themselves to your cities. If you've waited until you've, say, 4 cities up before the tip, you've many more opitions to work with.
...nice things to know.

If you couldn't already tell, apparently I like to type.


------------------
Peace
[This message has been edited by Hawkx9 (edited June 20, 2000).]

Sten Sture


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posted June 20, 2000 14:22   Click Here to See the Profile for Sten StureClick Here to Email Sten Sture Visit Sten Sture's Homepage!
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Sneak - http://members.home.nl/paulvdb/occ.htm

that should help just a little!

Welcome!

Paul


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posted June 20, 2000 14:59   Click Here to See the Profile for PaulClick Here to Email Paul Visit Paul's Homepage!
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Supersneak, OCC = One City Challenge. The link Sten gave leads to my OCC page where you can find OCC rules and strategy.
Smash


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posted June 20, 2000 15:08   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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I like the new reference table.Should be a big help until things are memorized.
SuperSneak


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posted June 20, 2000 18:28   Click Here to See the Profile for SuperSneakClick Here to Email SuperSneak Visit SuperSneak's Homepage!
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WOW...Are you guys for real?
As long as I'm asking for things that are instantly and magically supplied, how about independant wealth, a new car and all my hair
back?
Thanks again.....I think this is just what I needed...hate to be cruising along and suddenly fall way behind in just a turn or two...
Keep up the excellent work...I'll be looking for plenty of answers!!
Civ-wrecked


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posted June 20, 2000 19:20   Click Here to See the Profile for Civ-wreckedClick Here to Email Civ-wrecked Visit Civ-wrecked's Homepage!
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Hawk,
I never used Republic before for the same reasons you quoted. I tried it recently to check out the pop boom and I become a Republican convert now , even though I only pop boom my SSC at 30% lux and not all of my cities at 80% lux. By mid-18th century my population and research rate is about the same as what I used to have by the early 20th century without using Republic (i.e. roughly 150 years faster on the average).
It's easy to switch to Republic after getting Mike's chapel. But using 30% lux would solve unhappiness problem even at diety. You can disband units in inner cities which do not need to defend against barbs and/or agressive neighbor AIs to save the support cost, and also use the gold to build the city improvements.
Democracy is even worse in the early years due to the two redheads for each unit out of the city (to create and protect a new city, for example). That includes all the ships which are absolutely needed to expand to another continent/island . It's still worth it though. I switch to Democracy the moment I get it, without waiting to build SOL even. Each time you rush build something with gold it saves some 10-20 turns and they will add up after a few hundred turns
Hawkx9


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posted June 20, 2000 20:59   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
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Civ-wrecked,
You stay in a rep. gov't? What I meant to say was that I don't stay in Republic anymore. I do use it for the pop boom but only periodically... when my cities are ready. For instance, after Mike's Chapel goes up. Once that happens, I switch to Republic, max out the luxuries for a few turns, wait for my SSC to hit 12 and all my supporter cities to hit 8, then switch back to Monarchy and only celebrate in the SSC once again. (20% lux is usually sufficient for this) This is in the eariler stages of the game of course, before SoL. I suppose with more micromanagement of my supporter cities I could get them to give me a decent arrow return, but I haven't gotten that far(good) yet. I simply use them to cater for the SSC... no improvements are built.

------------------
Peace
[This message has been edited by Hawkx9 (edited June 20, 2000).]

East Street Trader


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posted June 21, 2000 04:04   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Often stay in Monarchy a long time - especially when the early game has gone well. Because of the free unit support you can build infrastructure easily. I don't limit number of cities and, on a big map, go on expanding almost throughout the game.

Agree with Wrecked tho', I get faster wins when I wean myself off the good production in Monarchy crutch and go to higher form of gov.t earlier. Often get to go straight to democracy, missing out republic. Simple fact is, shields don't yield research. In democracy, and even in republic, the extra gold soon makes up for the reduction in the number of usable shields.

Realised a while back that just cause I'd found a hut didn't mean I had to tip it. So now (large maps again) I often have untipped huts lieing about waiting for the right moment to be tipped. Knowing when that right moment might be was an aspect of my game I was working on when I bumped into Apolyton, got seduced by OCC and also discovered that I, too, like typing.

Haven't tried the no wonder challenges but had started to think I build too many WoW before tried OCC. Now certain of it. Plan to focus strategy and try being more selective (unless MP turns out to be the way to go). Downside is I'll lose to the A1 when the strategy turns out not to be well enough thought out.

Wrecked. If you can get the Theatre and build it in a coastal city then you can run your navy and merchant marine out of there. I often try to plan ahead from quite near the start of a game so as to keep this as an option. You can also run an army out of this city w/o unhappiness problems. Some people want such a city to have many shields. Because I haven't been going in for offense much I like one with good agriculture (unhapiness doesn't constrain this city's growth so it grows real quick).

Xen Yu. Thanks. I've written that down and put it in a safe place.

Aurelius. Try an Aussie Cabernet Sauvignon. Depending on circumstances (mainly how much of it you drink yourself) two bottles might be needed. Gin and tonic also good. Bollinger best of all but hard on the wallet. Good luck.

Aurelius


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posted June 21, 2000 09:55   Click Here to See the Profile for AureliusClick Here to Email Aurelius Visit Aurelius's Homepage!
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I find republic very helpful after monarchy. You really need the extra income to afford city improvements. But if you're a warmonger, republic is probably a liability.

ESTrader--I guess I've always known what a demon drink was...for me it's beer before liquor--never sicker. I'm too smart to repeat that mistake many more times.... (oh, I like Aussie wines!)

East Street Trader


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posted June 21, 2000 18:44   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Student parties (long ago) were bad. Some bought beer (English kind - doubt a yank would like 'em), some bought wine, some bought cider. Combination totally deadly.

Umm. Not too sure how close to the topic that is, exactly. Well, I was certainly an intermediate skill boozer in those days. Is that close enough?

Aurelius


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posted June 22, 2000 12:23   Click Here to See the Profile for AureliusClick Here to Email Aurelius Visit Aurelius's Homepage!
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Californians have great beers akin to Belgian stuff. I love stouts and porters. I just don't know the English affinity for Boddingtons--creamy smooth and tastless. Maybe it's the tap in SF--

Oh, drinking can definately change the level of civ you play....micromanagement is useless after a few pints (some silly attempt to be thread context.)

I'm not a heavy hitter since college days (151 rum--awful stuff)

Sten Sture


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posted June 22, 2000 13:24   Click Here to See the Profile for Sten StureClick Here to Email Sten Sture Visit Sten Sture's Homepage!
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I also like Aussie reds - Shiraz (Syrah) and Cabs - very nice.

Basic civing - like alcohol - is best when you pick a particular type and stay with it. Expansionist = Beers, Perfectionist = Wines. Don't mix them or your belly will hurt!

I am usually a perfectionist because I don't like having to micromanage a ton of cities, but I recently played a scenario (Labrynth)where I had a lot of land to cover, so I decided to try a modified ICS using communism. (there were no goody huts)

By focusing your reseach target you are more likely to get what you want. Against the AI this is especially so.

My primary research goal was Democracy for the Statue of Liberty and the ability to go Commie. I went bee-line for Monarchy like usual - but then pottery for the HG to allow continued small city expansion in Monarchy. I used 4 cities as primary cities/wonder cities, but built all the wonders with caravans from supporting cities - those primary cities I allowed to grow toward size 8, but other cities were size 2, 3 or 4. Mostly I just expanded and built warriors, some horsemen and settlers with roads everywhere, then caravans for internal trade routes, with my cities two or three squares apart.

I picked up the Great Wall for the first time in ages as I trundled through and then Leos and then the SoL. Switched to commie, was still able to go and get Mikes next. Then I went after techs that would upgrade my units and give me the sea strength that I needed. I think I got Democracy as my 20th technology and with commie and those roads and internal trade routes I was getting techs every 3 or 4 turns.

I think this is an excellent strategy to try to use if you are having some difficulty with the game against the AI - with just four wonders and twenty technologies you should be able to dictate the rest of the game.

DirkZelwis


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posted June 22, 2000 22:58   Click Here to See the Profile for DirkZelwisClick Here to Email DirkZelwis Visit DirkZelwis's Homepage!
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DaveV, thank you.
Hawkx9


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posted June 27, 2000 00:22   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
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Somehow this thread slipped into a drunken stuper...?

Question...
What units do you like to race for before starting to conquer? I've found that Catapults and Legion rule early, especially if the terrain is harsh. You simply cannot stop them with the defensive units of the time. I used to put a lot of weight into Phalanx, relying on them for early protection, but in my last game I was forced into an early two front war and got spanked because I relied too heavily upon them. Especially early, a good offense seems to be the ONLY good defense. I was forced to research Mathematics just so I could station a Cat within my cities to ward off all of those opposing Legion. Until Gunpowder, defensive units are lack without walls... and walls seem so... counterproductive... reactive instead of proactive. I've never built the Great Wall and may experiment to see its benefits.

Getting back to my initial question... I really prefer to advance all the way to Tactics before switching to a miliary stance... and Espionage if possible. It seems like a long time but Cavalry, Alpine, and Spys are just too good. Anything less produces lack-luster results, being too slow (1-mov't units) or wield insufficient firepower (my Knights always seem to run up against Pikemen w/ Walls). I want a crushingly decisive victory. Besides, once you get the science ball rolling, the tech really pours in, allowing you to advance far above the opposition... but before modern units hit the scene. I'm just not all about Tanks and Howies for some reason.

With which unit(s) do you enjoy massacring?

------------------
~work like you don't need the money~
~love like you've never been hurt~
~dance like nobody's watchin'~
~live like there's no tomorrow~

[This message has been edited by Hawkx9 (edited June 27, 2000).]

Smash


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posted June 27, 2000 04:48   Click Here to See the Profile for SmashClick Here to Email Smash Visit Smash's Homepage!
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Knights.Vets of course.

walls=diplomats

Crusaders

pikes with catapults

VETERANS.

Ming


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posted June 27, 2000 09:05   Click Here to See the Profile for MingClick Here to Email Ming Visit Ming's Homepage!
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In MP games, if I go the happiness wonders path, I wait until I get vet crusaders. If the opposition doesn't have pikeman yet, you can just blow them away. And even if they do, you send a diplo or two along to take down any city walls, and you can still take cities.

If I'm behind in the happiness race, I will switch to the real military path and work my way to vet knights. If you can get there first, you have a window of opportunity to take some cities. Yeah, you will lose a bunch of them, but they do work well.

If either of these paths doesn't work, I'll just wait for iron clads. Before costal fortresses, you can take most cities.

geofelt


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posted June 27, 2000 12:44   Click Here to See the Profile for geofeltClick Here to Email geofelt Visit geofelt's Homepage!
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Against the AI, my early conquest is by bribery. I demand tribute, collecting gold, and when they declare war, I bribe away their cities. From a military point of view, it is MUCH easier if the target city has no city walls. The key is to use enough vet units to get the job done in one turn.
After walls, I must want the city badly to expend the effort to take it militarily before artillery is available.
jschwagle4685


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posted June 28, 2000 09:30   Click Here to See the Profile for jschwagle4685Click Here to Email jschwagle4685 Visit jschwagle4685's Homepage!
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I just recently started playing Civ, and have now moved up to King level. Thanks to everyone for the great strategy tips.

I noticed that one wonder no one seems to mention is the Pyramids. In my earlier games, I always used to build this to avoid paying the maintenance on granaries while getting the population boost. Is this wonder worth building?

I seem to have no luck at all attacking AI units unless my units are veterans on this level. Many times I've lost musketeers attacking phalanxes. Do you build barracks in most of your cities?

I'm a big fan of using spies in my military - it seems like when I use the diplomat to sabatoge a city, they always go after the unit under production. I can never get at the city walls with them.

By the way, what is SSC???

DaveV


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posted June 28, 2000 10:35   Click Here to See the Profile for DaveVClick Here to Email DaveV Visit DaveV's Homepage!
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jschwagle - answering in reverse order: SSC = super science city. Ideally, it has Colussus, Copernicus, Isaac Newton, library, university, and LOTS of trade arrows.

I rarely build barracks. Sun Tzu's Academy is great for producing vets; if you're far enough ahead in tech, vet status doesn't matter much (try using Dragoons or Cavalry against those same Phalanxes). Some of your units will become vets by virtue of winning. Two things to remember when attacking: show up with more units than you think you'll need, and don't be afraid to take some losses.

Pyramids seem to be the favorite wonder of the AI, so you have to build it early if you're going to build it. In the early game, when you're expanding, rapid city growth may cause disorder at the higher difficulty levels. You'll still find some people who swear by the Pyramids, though.

SCG


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posted June 28, 2000 10:37   Click Here to See the Profile for SCGClick Here to Email SCG Visit SCG's Homepage!
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a lot of people here put a low value on pyramids, mainly because on diety,happiness is a problem even for size one cities depending on how many you have. Since happiness problems only increase with larger cities for the most part, they shun the pyramids to stunt their growth until they are ready for it. if you cna handle the unhappiness, feel free to build them I do.

As for those that play offensively, most swear by the barracks (and Sun Tsu's War Accadamy)

And diplomats tend to go for easier targets more than harder targets, so city walls will be one of the last targets (people will send whole armies at cities to get down walls) I personally would rather wait and just incite a revolt - i get all the structures in tact, along with the defending units.

SSC = Super Science City - usually with several of the science and trade wonders and lots of trade-producing terrain. in OCC (one city challenge), people will turn their one city into a SSC and often produce staggering amounts of science.

Edward


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posted June 28, 2000 11:20   Click Here to See the Profile for EdwardClick Here to Email Edward Visit Edward's Homepage!
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jschwagle4685,

I've found that if I send multiple diplomats into a city on the same turn, only one will sabotage production. This means that once one of the diplomats sabotages production, none of the other diplomats entering the same city on the same turn will waste their time on production. They'll all try for real city improvements. I think the subsequent diplomats won't try to sabotage production because there are no shields left in the box to sabotage. The previous spy already sabotaged them all and there won't be any more until the beginning of the next turn. Someone here may have encountered a quirky situation where production was sabotaged while the city had no shields in the box, but it's never happened to me. Note: This also works for spies sabotaging a random improvement "using her judgement".

Much like yours, my diplomats always seem to sabotage production if they're the only one sabotaging the city that turn. As SCG mentioned, diplomats tend to go for crappy stuff first and do the walls only if there's nothing else to sabotage. It'll take multiple diplomats to take down the walls (but it's well worth it, in my opinion).

Inciting revolts is a spy's best ability. I'm trying to wean myself off revolting/subverting because it's so powerful, efficient, and effective.

SCG


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posted June 28, 2000 11:57   Click Here to See the Profile for SCGClick Here to Email SCG Visit SCG's Homepage!
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actually, they will continue to sabotage production, even after one has already succeded that turn. And they will always go after production if there are no structures to tear down, so sending 5 diplomats into a city with nothing in it will just saobtage production over and over again
Campo


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posted June 28, 2000 12:07   Click Here to See the Profile for CampoClick Here to Email Campo Visit Campo's Homepage!
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quote:

Originally posted by Edward on 06-28-2000 11:20 AM
It'll take multiple diplomats to take down the walls (but it's well worth it, in my opinion).

My rule of thumb is 5 diplos per city being attacked, to get the walls. It depends on the number of improvements, of course, but at the diplo (as opposed to spy) stage, the AI cities don't usually have all that many. The unit in production often goes first, and temple and barracks often next. The 4th or 5th diplo usually gets the walls, in my experience.

It hurts to lose that many, but it makes a huge difference in attack success.

When I'm on a serious conquest mission I accumulate at least 5 diplos and then have one relatively high-production city churning them out continuously, along with the conquered city if it's adequately defended.
Any spares turn into spies, if you've got Leo's.

jpk


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posted June 28, 2000 15:21   Click Here to See the Profile for jpkClick Here to Email jpk Visit jpk's Homepage!
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Campo:

Five diplomats is 150 shields. For only 10 shields more you can have four additional elephants, knights or crusaders in your attck; include catapaults if you don't mind the slow movement. For the same number of shields you can have three additional dragoons in your attack. Of course diplomats do not have any per turn costs: either in shields or unhappiness.

A diplomat that tries to sabotage a city is lost for sure at 30 shields a pop. The advantage of putting fighting units to risk is that upon capturing the city you do not lose the improvements (other than temples and cathedrals). If the city has walls you don't lose more than one unit of population. That means the city can soon be going strong and creating new units of whatever kind you deem necessary.

Perhaps I am missing something because I don't see why losing diplomats is preferable to losing fighting units. I always play against the AI so that might be a difference.

Hawkx9


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posted June 28, 2000 23:59   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
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quote:


Campo:
If the city has walls you don't lose more than one unit of population. That means the city can soon be going strong and creating new units of whatever kind you deem necessary.

I'm usually an AC kinda guy but have been trying out conquest lately. I suppose I never really thought about this... that if you leave the walls up in the target city that it'll only lose one pop point instead of 4-5. Hmm, interesting. Even though you'd need a much larger attacking force, I'm all about superior units so it's not as big a problem. Nice point. I think I'll try leaving the walls up from now on and see where it gets me. I'd much rather use more units (as opposed to diplos targeting the walls) and take the city at a larger pop with improvements to sell than a lower one with none.

------------------
~work like you don't need the money~
~love like you've never been hurt~
~dance like nobody's watchin'~
~live like there's no tomorrow~

Scouse Gits


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posted June 29, 2000 02:09   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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There are times when the walls must be destroyed and occasions when the attacking force has the power to blast through them. The free intelligence the spy provides to make this decision is crucial. Before spies, I believe it is sometimes worth spending a diplomat to look at the place. It is worth knowing whether a city has a barracks or a coastal fortress. Once you have the information about the defences/defenders - the rest is mathmatics -based on the troops at your command.
---------
SG (2)
Ken Hinds


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posted June 29, 2000 05:02   Click Here to See the Profile for Ken HindsClick Here to Email Ken Hinds Visit Ken Hinds's Homepage!
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As an intermediate level Diety player I've recently decided to try something new for me. Normally, I'm spread all over the map and my cities get built only where I think I have good terain and then micromanage them extensively. I've only managed to get to AC once on Diety and because I prefer a 75 x 133 map with resetting civs I have never even come close to conquering the world in a regular SP game.

What I decided to do was go for a modified ICS and get industrialization as early as possible. Instead of looking for the best terain I started filling my continent with cities with minimal or no overlap and used roads to tranport my warriors quickly to build HG and Col in the same grassy coastal city. I never hesitate to buy a needed wonder if I can't build it faster than the AI, even if I have to sell things to do it. As soon as I get transports from Industrialization I fill them with caravans/freights and run them to the Japanese or some other perfectionist civ with high pop cities. Run the whole boatload into the same city and even Hides can get you a decent amount of cash and science. If you have several transports you can repeat as soon as you can fill them up. I haven't made it to AC yet on this game, but by doing the same thing with a boatload of dips and spies I'm keeping up with the AI and keeping them convinced to leave me alone.

Ken

East Street Trader


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posted June 29, 2000 07:01   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader Visit East Street Trader's Homepage!
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Love to read of those boatloads of caravans, Ken. Spend some time in the counting house studying their accounts and I predict your colonists will soon be tramping about on AC with some regularity - no doubt trying to flog some of those hides to the natives up there.

Jschagle. Attitude towards the pyramids is partly influenced by attitude towards WLT-Ds. Let it be whispered only very gently but there is a school of thought which views dependance on WLT-Ds as, well, less than challenging shall we say. A dude who subscribed to such a view (and who likes to build a plenitude of cities) might well think well of the conical-shaped Wonder. One who likes to celebrate often and long will not build the pyramids and indeed, will not routinely build granaries either.

edward. If, mayhap, you are playing on one of the lower levels you do right not to put all your eggs in the subversion basket. It remains a powerful tactic at all levels but is insufficient, by itself, to guarrantee success on deity. In the early stages gold is in shortish supply and there are many calls on the treasury. Later on you can get rich Lord, rich, rich, rich in both fundy and democracy but both have their problems. Timing good subversions when in democracy is a subject to which, on and off, I have devoted some attention (without having progressed much beyond the first step on the road to wisdom). Incidentally, there is a phase in the game when defending against subversion by the A1 is a matter requiring attention. Apologies if you are a regular deity player who has refined subversion techniques beyond my humble level. But if so GIVE WITH THE HOT SUBVERSION TIPS!!

jpk. Interesting post. Must ponder.


PS In re the matter of subversion, I have read that approaching the same city from different squares produces different figures for the cost of inciting revolt. But I have so far been unable to demonstrate this in any game where I have tested it out. The stuff I read states confidently that the phenomenon is not a bug but I am wondering if that turned out to be wrong and it got patched. Anyone know about this?

DaveV


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EST - bribe cost of a city is based on a calculation involving distance to the capital city of the city's owner. The distance is calculated from the square where the spy/diplo starts, rather than the city square. I think the capital distance is constant if the enemy is Communist, so then it wouldn't matter which square you started from.
Campo


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quote:

Originally posted by jpk on 06-28-2000 03:21 PM
Five diplomats is 150 shields. For only 10 shields more you can have four additional elephants, knights or crusaders in your attck; include catapaults if you don't mind the slow movement.
.
.
Perhaps I am missing something because I don't see why losing diplomats is preferable to losing fighting units. I always play against the AI so that might be a difference.

jpk:
Good point about the costs, but the problem is that vet pikemen behind walls can withstand quite an assault from elephants, knights, and crusaders. It's possible to build those extra four attackers and then lose all of them and still not capture the city. Especially if the enemy city has 4 or 5 defensive units (more likely in the capital), or gets reinforced as you approach, or has a river defensive bonus.

I remember once sending, I think, 12 knights and crusaders against a city, and losing all of them to pikemen (don't know how many defenders). My glorious army that was intended to wipe out the 3 AI cities was destroyed. You're right that it's nice to capture the city more intact. But I'd rather capture it in shambles than lose my attackers in a failed attempt.

And sometimes you get lucky and the second diplo takes out the walls. My guideline of 5 is so you don't lose 3 or 4 on improvements and still not get the walls down; then it's a total waste.

Campo


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Catapults are good, but as you say just so slow to move. At that point in the game there's often a lot of un-roaded terrain to cover.

My favorite early attack army is cannons and a few musketeers. Get them early enough and you shouldn't have to worry about the city walls. As I approach Metallurgy I try to spare a few settlers to road the way to nearby AI civs. I enjoy my early conquering army even more than the later one.

jpk


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posted June 29, 2000 12:28   Click Here to See the Profile for jpkClick Here to Email jpk Visit jpk's Homepage!
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Campo:

Whether it is better to use diplomats or extra attacking units depends upon the situation. Your example of knights against pikeman is a good example of what can go wrong. If I recall correctly a knight's attack value is 4 and a fortified pikeman's defense value is 6. There might be a difference in hit points, I don't remember. This is before city walls. Even if your knight is a veteran the attack value is only equal to the defense value of a nonveteran pikeman, again this is before the effect of city walls is introduced. When attacking I think it is important to have an attack value significantly higher than the defense value of any likely defender. This is one reason why I like to develop a significant technological lead.

Once pikemen appear in quantity, knights should retire to the round table.

Hawkx9


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posted June 29, 2000 12:38   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
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Campo,
Are you actually getting cannons and musketeers before the AI throws up any walls? When I say early I mean first-tier units, ie. cats, legions, horsies, etc. I've found that if the AI intends to put up walls in its larger cities that it will do so far before Gunpowder... in my experience at least. IMO, unless you're just taking out an early neighbor, 1-mov't units are just too slow. I always use 2-mov't units for conquest unless I'm in Fundie and plan on bribing after the capital falls. Anything else will simply be too slow, roads or no.

jpk,
I agree with you in that Knights should leave the battle scene when a lot of pikemen show up. It seems to me that, for early strikes, one should shoot directly for Knights or Crusaders and not meddle with anything else. For example, if you want to attack with Knights, move right up that path. Don't dabble in other techs to get Wonders, for instance. Personally, I enjoy the defense factor of the Knight but enjoy Mike's Chapel ever more, so if I want to attack someone early I'm going to use Crusaders since they take no extra research. IMO, the happy-wonder path is better when you've fenced off any opponents, and the warrior path if you've got peeps in your backyard.

Q...
Would you rather have Mike's Chapel + Crusaders or Sun Tzu + Knights? Gotta love both but my game plan will definately dictate the decision. I'd choose ST+Knights for pure war, MC+Crusaders to clear out a couple civs before shooting up the tech ladder for a better unit.

... my take on attack & defense unit-stats ...
When in conquer mode (aiming to take out a whole civ, not just one city), if I had my choice, I'd always choose Legion over Catapults and Knights over Crusaders.
"Why take the lower attack value when conquest is the goal?"
It's simple in my mind... the doubled defense factor is proportionally better than the smaller (relatively) attack advantage. In my experience, Legion and Knights are going to live longer making them a better value. That extra point or two isn't going to make the difference in an appropriately executed attack.
"Well, that's easily fixable. Just pair it with a good defensive unit."
If you attempt to do this, you've just hugely complicated your attack. Coordinating one unit type is infinately easier than two. Think about it... now you have to produce and balance two types of units whilst keeping them together on the battlefield. ...and good luck keeping a defensive unit with your Crusaders.
Just my $.02

------------------
~work like you don't need the money~
~love like you've never been hurt~
~dance like nobody's watchin'~
~live like there's no tomorrow~

[This message has been edited by Hawkx9 (edited June 29, 2000).]

Edward


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East Street Trader,

You're correct, I play on Emperor level. No deity secrets for revolts and subversions to reveal, I fear.

In the past I've played the peaceful AC scientist. Recently I've been trying to conquer the world. A VERY different strategy is required. It's like a whole new game.

In my limited warmongering experience, I'll have to agree with Hawkx9. Regardless of cost calculations, attack factors, etc. I can't stand having to trudge one movement units across the map. Whether or not it's a better strategy, I just find a horde of knights to be better entertainment.

cavebear


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Edward - That is exactly why I like knights on those rare occassions when I attack. 2 movement, 4 attack, and 2 defense. A pair of knights, with a dip moving along at the same speed is very nice. You can usually keep the units on defensive terrain approaching a city, and the defensive power becomes 4 or 6.
Hawkx9


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posted June 29, 2000 20:59   Click Here to See the Profile for Hawkx9Click Here to Email Hawkx9 Visit Hawkx9's Homepage!
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Ah... cavebear,
... you've just hit upon something I love to utilize but have yet to post about... combining Diplomats with Blitzkreiging Crusaders. They are the perfect assaulting defense. (how's that for an oxymoron?) They can bribe themselves and their respective platoon out of a bind whilst utilizing 2-mov't speed. Excellent.

------------------
~work like you don't need the money~
~love like you've never been hurt~
~dance like nobody's watchin'~
~live like there's no tomorrow~

[This message has been edited by Hawkx9 (edited June 29, 2000).]

Campo


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posted June 30, 2000 06:38   Click Here to See the Profile for CampoClick Here to Email Campo Visit Campo's Homepage!
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quote:

Originally posted by Hawkx9 on 06-29-2000 12:38 PM
Campo,
Are you actually getting cannons and musketeers before the AI throws up any walls?

No, the AI usually has walls before I get either knights/crusaders or cannons. But against phalanx and pikement the cannons usually win despite the walls, while the knights/crusaders can get wiped out.

Usually there's a close civ that I take out very early with archers/horsemen, or sometimes legions. That's before city walls. This is when it's so close that we're competing for territory to settle. But it's generally only one, or at most two, AI civs.

cavebear


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posted June 30, 2000 20:00   Click Here to See the Profile for cavebearClick Here to Email cavebear Visit cavebear's Homepage!
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Hawke, I'm not confident about the Crusaders, even with a dip. Neither has any defensive power. Their defense is still "one", and that isn't much protection.

I agree that the 5 attack is great, but someone who defends with Archers and Chariots is going to make mincemeat of the Crusader/Dip force.

I often have an Archer in the city and another 1 square away on a mountain. With that, your Crusaders are in range of a 3 attack whether at the city gates or one square away. And the Archers never leave the city or the mountain when they attack, so you can't hit them with a second wave of Crusaders on level ground.

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