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Dominae
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quote: Originally posted by Trip
From a purely statistical perspective, if you're talking only 1 Spear (reg or vet) then having the 3 vets is superior to 4 regulars. Once you get to having 2 or more units having the multiples is better, giving 4 regulars a 5% better shot at taking down 2 bad guys, and a 7% better shot at taking down 3 of 'em.
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Right, but the Barracks is a one-time cost, so every Archer after the third is worth it from a Shields perspective. I'm not sure what the magic number is for non-Militaristic civs.
The point I'm trying to make is that, early on, warm bodies are more important than Shield-efficiency. You can do a lot more "damage" (in an imprecise sense) to the AI with 5 units instead of 3 in the first 50 turns. I'm sure the same is true versus humans. This is closely related to the "attack units, not cities" thing I just mentioned above.
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Dominae
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quote: Originally posted by Trip
The Worker is often overlooked as a powerful military unit. While it's true that the best application of the Worker is in domestic tile improvement, it can also be used in wartime to great effect.
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Against the AI, you can also use undefended Workers to lure out military units from its main stacks, reducing the number of attackers you potentially have to defend against in a close battle. Assuming you spread your Workers around, you can sometimes distract one attacker for each Worker you're willing to sacrifice. You can also use Workers as "walls", where to get to a target the AI needs to waste attacks just to reach it (this only works for fast-movers, or units along usable Roads).
Note that the AI will not always attack undefended Workers, but in my experience it's more often than not.
Obviously this tactic is a lot less effective versus human opponents, but it's bluffing potential should not be dismissed.
Last edited by Dominae on 14-05-2004 at 09:45
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lmtoops
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Dallas, Texas
Mar 2002 time: 23:35
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quote: Originally posted by Dominae
Against the AI, you can also use undefended Workers to lure out military units from its main stacks, reducing the number of attackers you potentially have to defend against in a close battle. Assuming you spread you Workers around, you can sometimes distract one attacker for each Worker you're willing to sacrifice. You can also use Workers as "walls", where to get to a target the AI needs to waste attacks just to reach it (this only works for fast-movers, or units along usable Roads).
Note that the AI will not always attack undefended Workers, but in my experience it's more often than not.
Obviously this tactic is a lot less effective versus human opponents, but it's bluffing potential should not be dismissed. |
Many times, this is the best use for slaves from distroyed cities. After destroying an enemy city, you get a few slaves, but your in the middle of a war zone and do not want to spend resources protecting the slaves. Also, you may be vulnerable on a counter attack. As Dominae stated, you can use the slaves as a shield or as a distraction.
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Don Giovanni
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I often gift cities away as part of both offensive and defensive tactics, also in the ancient era, when:
1) I have captured a city (offensively) that I cannot hold, and maybe have wounded units nearby in danger of being slaughtered. Then I move the units inside and gift the city to a third (distant and/or (culturally) weak) civ, preferably one that I have a RoP with and my opponent does not. That will slow him down, save and heal my units, and maybe the city will flip to me or can be retaken later. Also, it's a great advantage to fight in "no-mans-land" where you have normal movement, whereas your opponent does not. That would be the case if the city (or cities) block the way between you and your opponent. Nice when you get a leader on another continent, and just want that wonder asap.
2) I get caught flat-footed and one of my newly founded cities is in peril. Then I hand over the city to a culturally weak and distant civ, and hope that it will flip back soon after the war is over.
Gifting your cities away is of course not the fastest road to success, but a weapon to inflict damage on your opponent, or deny him the benefits of holding your cities.
Btw, I play vanilla CivIII, emperor or deity mostly.
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