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Last Conformist
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of Calakmul
Jul 2003 time: 06:36
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Last time I tried that, the AI in question ate the surrounding AIs alive.
Last edited by Last Conformist on 11-06-2004 at 20:50
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roadcage
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Minneapolis Kansas
Nov 2001 time: 23:36
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Artillery are most definately worth the effort. The combination of standoff bombardment, (range of 2) high bonbardment value (12) and high rate of fire (2) make them indespensible when trying to extract infantry from the large cities the AI typically has at this point in the game. But don't bother if you plan on only a few Artillery. Build scores of them! You absolutely must have enough of them to take hps off of each quality defender, or you gain nothing.
starting with just captured city, my blitz strategy consists of:
.)position an attack settler with remaining move at desired new position within captured city cultural border
.)position engineering corps (workers) in the captured city tile with movement remaining adequate to road immediate
.)relocate any attackers from captured city that have movement to attack settler location.
.)disband the old city getting rid of the resistance.
.)attack settler founds the new city to push the border
.)positioned engineering corps road old abandoned city tile
.)additional engineering corps move up to rail as required
.)massed Artillery move up pinging the defenders in the next city to redline
.)available attack units Tank Army, Cav Army, FS Tank, FS Cav depending on defender capture the city. Try to use FS units for promotion purposes and maybe even an MGL.
.)outmoded attackers spread out to collect new recruits for engineering corps
.)infantry move in to defend the new city and the massed Artillery that have shot their load.
rinse, repeat within the same turn till you run out of one of the combined arms components. On Emperor and below I usually run out of attack settlers first, cause I just hate to make settlers from cities with enough spt to make a Tank in 2. On Demigod I usually run out of Artillery, or possibly attackers. On Deity, be happy to take one city per turn and up the infantry content. On Sid, one city per turn is unlikely. Infantry Armies may be required to hold off the hordes, as well as suicide explorers to pillage a kill zone infront of the new city.
Whatever component is limiting, the build orders for the next turn are adjusted to suit.
Last edited by roadcage on 21-06-2004 at 20:22
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