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Genghis Al
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of the Russian horde
Dec 1999 time: 05:12
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Hello, I just registered, i have been reading for sometime though, and I learned so much I needed to get into it.
Here is the question, I always tend to... LOSE ALL WARS in this game, I always win via AC and I never built caravans until know. Why am I so bad at fighting? I keep usaually 1 phalanx. and I build walls in the ones close to the other civ's. I try to attack them and lose, they attack me and take a city. HELP ME
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A russian never forgets
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I find nuclear weapons a great comfort when strategy fails me.
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Founder, fraternal comrade and citizen of the People's Republic of Off Topic (PROT)
My mind not only wanders, sometimes it leaves completely.
If you can remain calm, you just don't have all the facts.
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Krushala
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Las Vegas, NV
May 1999 time: 05:12
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As has been pointed out, always attack with veteran units. I have no success attacking cities without veterans. In my opinion there are few units that should be attacking cities (especially with city walls). In the early game use knights or crusaders (high attack, good movement). Archers and catapults are worthless (unless you do manage to get a fortress one square from his city- hard to do for me). In the mid game use cavalry. And of course howitzers in the late game (they can take any unit inside a city because they ignore city walls). I only use 2 units to take cities, Knights and howitzers (just move in better defensive units after you take the city). The other units are good only for destroying units out in the open.
Forgot aircraft. Use bombers in conjunction with tanks/howitzers. Don't use fighters they have poor attack on cities (fly in fighters when you take the city). Stealth fighter is good for weaker units. Use battleships for shore bombardment which can take most any unit unless a coastal fortress is up.
[This message has been edited by Krushala (edited December 16, 1999).]
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jpk
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Minneapolis
Feb 1999 time: 05:12
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If your attacking units do not ignore walls, use diplomats or spies to knock out the walls. You will lose some diplomats and spies. They cost 30 shields but any decent offensive unit costs at least 40 shields. Unless you have an overwhelming qualitative advantage in your units attack a single city with a large number of units.
Krushala does not like stealth fighters. I do. Prior to the AI getting mechanized infantry, several veteran stealth fighters in combination with paratroopers can conquer any city within their reach. If you are sure that you can take the city, a stealth fighter can keep on attacking a city until it has but one turn left. After you capture the city, land the stealth fighter in the newly captured city.
If you build lots of caravans (see the end of this message for additional advice), you will be rich enough to bribe cities. Take the AI's capitol, repeating this step as often as necessary, and then start bribing.
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If you can not think of a good reason to build something other than a caravan, build a caravan!
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Genghis Al
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of the Russian horde
Dec 1999 time: 05:12
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Hey thanks for all the advice, I never put much effort into making vets. It is becouse war comes so inexpected I build untis rather then barracks. I never build barracks the cost upkeep and go absolete. I guess I will have to change if I want to survive.
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A russian never forgets
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Krushala
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Las Vegas, NV
May 1999 time: 05:12
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Yes I forgot barracks. I'm a late fighter and don't go for war academy. I try for mobile as early as possible and put barracks in about hald my cities. Airports and port facilities in the other half.
Actually I love the stealth fighters. As long as the enemy is still using rifleman. They can quickly clean out cities with lowly units. And I use them on partisans if they are on plains/grassland.
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Amazing stuff to be found. A "Civer" who forgets that barracks produce veteran units.
And the topic starter is surprised that his one unit is insufficient defense in city.
What a world,what a world.
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"What's good fer me ain't necessarily good fer the weak-minded."
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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To win at fighting, you need to be able to evaluate the defensive strength of your opponent as compared to your attack strength. Barracks produce veterans which are 50% stronger(rounded down). Walls triple defensive strength, and terrain is added strength. Assume that defenders are fortified which adds 50%. A phalanx fortified behind walls defends at 7. Attacking with a catapult(6) will likely lose. Attacking with a vet catapult(9) will likely win. Do not attack until you have enough units to wipe out all the defenders and take the city. If you don't, the city will get reinforced faster than you can recover, and you will have to start all over again. When you get howitzers, you will beat any defender, possibly excepting units on a mountain.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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Now, I'm not 100% sure about this but, it seems that when attacking (with any unit) the terrain the attacker is on makes a difference. I know the terrain the defender is on makes a difference but when I attack from mountains or hills I always do a little better (more so when using air units).
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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For later in the game spies are the best. Just go in and posion the water supply. They never fail. Walk in and destroy the AI without a single shot. Take the city when size 1 and no more ai. whats great about this is there is no city for the ai to take back. supported units vanish without shields.
this works well against an ai with better techs and units.
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Theben
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Dance Dance for the Revolution!
Jan 1970 time: 00:12
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Other things that're great about spies is that you can use them for multiple missions in one turn. Say you drop off the spy onto land (1 MP) next to the target city. For 1/3rd MP you may Establish Embassy (if you haven't yet: btw did I mention that you should ALWAYS have embassies with a potential enemy?), 1/3rd more move you Investigate City (again, knowledge is crucial). Now you have 1 and 1/3 MP's left to scout around and steal, sabotage, etc. with your 1 spy. Since by then the enemy usually has railroads (you DID drop her on a rail, right?), feel free to scout as far as you can go and still have enough move left to reach your target.
Now you have to decide what you're going to use the spy for (actually, you should have planned this before). Is it a walled town? Walls are hard to take out, but at least spies have the option. Try to plan for easier sabotage targets. Coastal forts are easy targets, and good ones if you have cruisers offshore. Do you plan on buying it? Target temples, cathedrals, and COURTHOUSES! Does the enemy have a powerful defense? Consider destroying his barracks: no more new vet defenders AND damaged units are not instantly repaired.
Should you lose a city to an enemy, make the best of it. Try to have 3 diplomats at all times, especially early on. Say some superior tech civ who you haven't met before comes along and takes your city. Send in the dips: 1st one Est. Embassy, 2nd steals tech, 3rd buys back city. Now you have your city back, and likely have his invading army as well, and are 2 techs up from where you were!
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Krushala
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Las Vegas, NV
May 1999 time: 05:12
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Of course I didn't forget barracks produce veteran units. I just forgot to put it in my first post that's all. You either build war academy or build barracks. Attacking with non veteran units is worthless. It never works on the higher levels. Barracks are always a must build so I don't think about them much.
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Puaxant Tuvip
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USA, southwest division, 36th state, largest city founded in 20th century
Nov 1999 time: 05:12
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I do love spies. But the manual says you can place them in your city to defend against dipolomats stealing tech. But this never seems to work. I just hate it when a lowly diplomat can steal tech when I have esionage. I still have to have units outside my cities to keep the unwanteds out. So I usually end up using these to take care of barbs.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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In most of the fast conquest games I play, I never build Barracks or STWA. If you combine ICS with fast conquest and Leo's Workshop, you'll be pumping out so many units that vet status won't matter much. But if you play perfectionist or hold off attacking until later years, you better have all vet units.
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Genghis Al
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of the Russian horde
Dec 1999 time: 05:12
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This thread really helped me, I no longer fear starting near another civ.
Bohlen: I don't think the attacker is affected by terrian. The manual says nothing about that, nor does any strat guid I ever read. mybe it is a MOD thing though?
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Ah man! Ghandi! New game.
-Genghis Al
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Genghis Al
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of the Russian horde
Dec 1999 time: 05:12
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It just so happens that before the chinese nuked the hell out of me. They tried to preform so kind of spy thing on Moscow (which had a vet spy) And the spies went in and a messege box said, "russian spy fiols espoinoge attempt"
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Ah man! Ghandi! New game.
-Genghis Al
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