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Topic:   Ten and Two Format for Better Printing
Zardos
Settler
Minneapolis, MN, USA
Nov 2000
posted November 20, 2000 10:36   Click Here to See the Profile for ZardosClick Here to Email Zardos  send a private message to Zardos
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Always ten and two. Do you have flashbacks of driving lessons? Well, actually I'm talking about the number of army units and the number of defending units.


First off let me state that I run my roads through my cities. I know some Civ (maybe CivII?) players got in the habit of running their roads around their cities because the city tile always showed up as a "road". This meant that you lost a third of a movement point when the unit travelled through the city, even though all the surrounding tiles were set to railroad (think of maglev). Unfortunately, the opposing civs used this to their advantage and could quickly use your infrastructure to move their units to weak cities quickly.

Since I run my roads through my cities, I run in to a different kind of problem. I can't move big armies to the front quickly. So I have standardized on creating armies of 10 units, and only having two units in the city as defense. This speeds up my wars considerably, since I am able to use my infrastructure to move my units around.

Of course, if a city is in jepordy, or that city is not a common thoroughfare, then beef it up. But if it is a city that units pass through all the time, follow the ten and two rule.

Zardos

Gregurabi
Warlord
Lorain, OH, USA
Jun 99
posted November 21, 2000 10:08   Click Here to See the Profile for GregurabiClick Here to Email Gregurabi  send a private message to Gregurabi Visit Gregurabi's Homepage!
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Sounds familiar. I normally send units one-by-one through my interior out to a remote city (or a spot near a remote city). Once they're out on the edge of my empire, then I group them together to move into enemy territory.

In the late game (in CTP1), when I've got nothing but War Walkers moving around, I'll usually march them around in groups of 3-5 in enemy territory. Move a bit, then bombard; and if the city seems to be weak enough, maybe capture it next turn.

(I sincerely hope that CTP2 has balanced the late game so that there's some point to using a unit other than the War Walker. Some please reassure me...?)

Chaos
Chieftain
Lebanon, In, USA
Jun 99
posted November 21, 2000 11:58   Click Here to See the Profile for ChaosClick Here to Email Chaos  send a private message to ChaosSend a Message to UIN: 14891866
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well considering right now I am at the tank stage, and considering that musketeers (infantry men) defend better than Machinegunners (did anyone else notice this) and tanks have a better range attack than artillary, (though this is from the map and the map does have errors) I see no reason to make anything but tanks and boats. I doubt I will see the need to make anyting but war walkers either. However as a plus war warkers come about later in the game then they did in ctp1.
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