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rofloflo
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I will opt for the landing on a hill and building a city , considering i am at peace with all these nations.
might have enough time to actually push a considerable force before they realize im not there for vacations.
I currently have 3 armies, and the military building is being built for more armies too. So a cavalry army might be possible.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:37
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That should be great. I really like to have one or two armies of defenders, if I can. So if you have Rifles, one army of them will go a long way.
Note that landing on their cultue borders you will get the declare or leave. You will not be attacked if you land with armies, until you found the town.
Once the town is made, they will come hard. The AI does not attack armies in the field before bombers under most conditions.
After you see that you will be able to hold the town with out the cav armies, send them out to pillage. This will cause (hopefully) starvation and pop reduction. If you feel you can take them down without pillaging, then great.
Usually I have declared on them just before I enter their border at sea. This is the way to avoid a rep hit, if you have been maintaining your rep. I pull right up to theborder and stop, so I have full movement the next turn, unless I cannot reach in one turn.
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rofloflo
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One thing to note,
I have rights of passage with at least 2 of those civs.
The dutch are at war with all the civs on the continent too.
What's best ? Hit the weakest one among the rest or join them all in the fray against the dutch, considering i have at least one of them with ROP.
I could use some of the dutch cities to install myself appropriately before hitting the rest of the other civs.
A shame remote desktop is too slow to load a game cause i would love to give more details and a ss so you could give better insight on how to proceed. ( im at work )
Im pretty sure this situation will come again in many games so i prefer knowing how to do it from start. Up to now all your suggestions have been more than helpful.
oh and btw vmxa , the avatar you boast is one of my favorite games. Gotta love building up levels while waging mutliple genocides lol
Last edited by rofloflo on 10-08-2005 at 20:47
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inca911
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St. Paul, MN
Jan 2000 time: 05:37
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I'd use the Dutch to gain a foothold. You don't even have to actually fight the Dutch if you prefer. Just wait for their cities to fall and the shrinking culture will give you the gaps you need to found your own cities, preferably on resources/luxuries you didn't have....
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rofloflo
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My favorite will always be Might and Magic 3 , isles of Terra, but MM6 mandate of heaven clearly is the best since they moved to pseudo 3d.
Lets just hope Ubisoft can pump some life back in the series with Dark Messiah of Might and Magic ( although the title does not really boost confidence ).
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akulla
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Washington, DC
Nov 2002 time: 05:37
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quote: Originally posted by vmxa1
That works when you are over powering civs. Not so good at high levels. |
Ya, I agree.
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trev
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Adelaide, Australia
Feb 2003 time: 15:07
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I find invasion of another island at high levels is very difficult, I tried invading the Iroquois island (deity, islands, huge) who were only a semi-advanced power (about 6 techs behind the leaders) just as I learnt computers (they did not have tanks), used 8 full transports, plus about 5 carriers full of planes, took a city, then held it for 1 counterattack turn, losing all units bar a tank army on last bit of red to a mix of Mounted warriors and Cavalry (maybe 100 used in the counterattack), they also moved 215 single move units onto a single square next to the captured city (60% infantry, remainder Med Inf, and Longbowman). As this was beyond my ability to defend against, I killed another 20 units on other squares and sued for peace. After about 10 turns they joined a MA against me and retook the city losing probably 100 plus of their units in the process. I lost about 20 units plus 20 artillery.
When the AI's have 300 odd units available for counterattacks on deity level, invasions of enemy territory is almost impossible particularly when 5 turns plus are needed to move units to the island. I suspect a minimum of 80 bombers, plus about 80 units are necessary for an invasion force, and it is rare that such a vast number of units can be spared for such an invasion.
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akulla
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Washington, DC
Nov 2002 time: 05:37
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Nice example
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inca911
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St. Paul, MN
Jan 2000 time: 05:37
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Any of you all try tiny world Deity games?
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akulla
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Washington, DC
Nov 2002 time: 05:37
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I suck, I still play at Monarch
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diablovision
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Los Angeles, CA
Apr 2004 time: 05:37
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I have quite a bit of experience in doing invasions, but mostly after the industrial age, when I have transports, air power, and tanks. I like to play archipelago with max land (60% water I think), and prefer maps where there are 2 or 3 primary continents and numerous islands between half a civ size and two civ size.
My strategy is basically to aim for the point on the target island that is closest to my terroritory (to minimize transport distance). Sometimes it can be good to have a "staging area" or forward operating base that is closer to the target island but that is not part of your main continent. With airlift, you can amass most of your units in that staging area over a number of turns so that you can sweep in with a single overwhelming force, rather than trickling in. Trickling in never works! Make sure that you have enough transport ships to mount a serious first wave invasion. Sometimes I have to gather troops from multiple locations on the globe for an invasion and due to timing the second wave might be a few turns later; this has saved me multiple times, as the second wave gives the invasion just the shot in the arm that it needs.
I usually target one city as the invasion point and plan to take it on the turn after disembarking. On the disembark turn, I will soften up the target a bit with bombers and bombarding from destroyers and battleships as much as possible and pound them a second time on the next turn before the landed force attacks the city. Hills and mountains make excellent disembarkment points.
You should have escort ships (destroyers, battleships, and submarines) to establish a lane of naval control. When the invasion force lands, I have the destroyers fan out from that city down the coasts to destroy any enemy transports in the area. Watch out of submaries, and don't let any of your transports move unescorted!
Make sure that your core cities are pumping out your best attacker exclusively. Don't expect that you'll be able to manufacture a navy and have it in attack after the invasion has begun; you should have all the navy you need at the start. You will no doubt need to keep ferrying in your newly minted troops as your invasion expands on the target continent / island, so you need to keep your shipping lane clear and your transports in constant motion. Remember that if your total transport distance is more than one turn, you can save a few squares by pulling your transport up to your own coast and moving your troops onto it rather than pulling your transport all the way into a city and loading your troops in.
I usually make sure that I have enough troops to take four or more cities when I attack in the first wave (more if the enemy is larger). Thus, by the time your second wave or reinforcements arrive, you will have expanded to surrounding cities and the new forces can make their way to the front lines.
Before every war you should decide how far you are willing to go. Do you just want a beachhead, a luxury, or a resource? Do you want to weaken your opponent and carve off a small part of their territory for yourself? Do you want to cut them in half and permanently cripple them, or do you want to wipe them out completely?
The answer to that question will determine how big to make your first wave, and whether you will need to keep pouring reinforcements in.
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