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Neon Deon
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Mad,
I was curious to see why a fortified vet marine lost to a Poss. Vet frigate so i tested it. I took ten vet marines on plains squares and fortified them. Waited a turn then created 10 vet frigates. Now as this is a test to see if the ai cheats in naval bombardment i switched sides to the marines.
The ai must have calculated the odds to be to
dam ridiculous and ran away without attacking. So i repeatead. Each time the AI
ran away. Then i changed the test. I activated all marines and set them to fortify. The frigates then attacked. It would seem that a unit does not become fortified for a full turn. Anyway i did ten tests of ten for a total of 100. The frigate
won 10 out of 100 10%. I then repeated the
same test except with the human as the frigates. The frigates managed to win 9% of the time(9 out of 100). Then i fortified the
marines for a full turn (until the marines had little boxes at thier feet). Attacked the marines 100 times and lost all 100. Apparently the ai wont attack if there is little or no chance of wining. This test was
done on diety level with civ II MPG.
Is it possible that your marine was in the act of fortifying and not truly fortified??
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George Garrett
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Victoria. B.C. Canada
May 1999 time: 21:12
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Another way that the AI navy "cheats" in Diety, as I've found, is to have an ironclad persistently pop up in a certain square, destroy one's units as they're trying to set up a coastal city, then disappear right after. I call it a "cheat" because it never appears before the hit to give a sporting chance of evasion, and disappears, right after the attack to afford no opportunity of retaliation. I think there must have been a twinkle in the programmer's eye when he fashioned the "French" units. I've noticed throughout my short Civ career, how apt they are to smite the "English" units whenever, and wherever they're able. That programmer must know that the French aren't, generally, all that keen on us Brits, in real life...they call us "Perfidious Albion"...cant think why! ;-)
[This message has been edited by George Garrett (edited April 08, 2000).]
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George Garrett
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Victoria. B.C. Canada
May 1999 time: 21:12
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Seeker, your claim that "naval bombardment ignores city walls" is not borne out by my most recent, and other experiences. Yesterday, in Diety SP one of ny walled cities was attacked by one, mebbe 2 "Indian" warships - destroyers? cruisers? battleships? all of the above? ...I'm not sure,all was over in a flash. Any, way my 3 fortified pikemen within were unscathed, the warship(s),presumably destroyed. While we're on the subject of fortresses, I've generally found those built by a settler, seem to be better protection than an (unwalled)city. My M.O. now, is when happening on a desirable spot on which to build a city, I have the settler first build a fortress then have my soldiers coverge on it, until there are 2-3 troops within - THEN I build my city, and after,in the hairy game which I'm presently playing, I build my walls a.s.a.p. Talking of Fortesses, some more, I swear by Coastal Fortresses - they seem to baffle everything!
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The Mad Viking
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of the Great White North
Feb 2000 time: 05:12
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Mad Monk - yes, my counterattack on the super cruiser was on the same turn.
Seeker - my marine was vet and was fortified using movement points, so the fortification would have been complete before the attack.
But I am very curious as to how the mulitpliers actually work. Here is my theory, and it (not surprisingly) conflicts with what the manual says.
50% bonuses are rounded to the nearest whole number.
A 3 defense becomes a 4. A 4 -> 6, a 5 ->7. Importantly, I believe base on experience and not testing, that a 1 defense becomes a 2 when fortified, etc.
I believe defensive bonuses are ADDITIVE not CUMULATIVE. That is, contrary to the manual, that a rirfleman in a mountain fortress will get a bonus of 12, not 24.
2x bonus for inside a fort, = +4
3x bonus for on mountain = +8
Total is 4 +12 =16.
Not 4x2x3=24.
This based on an AI not-vet artillery taking out two vet alpines in a mountain with yellow health remaining. 10 vs. 16 possible, 10 vs 24 never.
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Neon Deon
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In civ 1 50% bonus was rounded but here no.
A fortified warrior defending against a horse does so at 1.5 not 2. not 1 but 1.5. I tested fortified warriors defendining against horse and the warriors could only manage 16 wins out of 100. The unfortified warriors won 1 out 100. If there was rounding up to a whole number then the fortified warriors should have won about 50% instead of the 16% they actually did. If there was rounding down then the unfortified warriors should have behaved just like the fortified ones but they didnt.
[This message has been edited by Neon Deon (edited April 11, 2000).]
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George Garrett
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Victoria. B.C. Canada
May 1999 time: 21:12
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My apologies, Seeker...since my last post on this subject, enemy warships have vindicated you, and embarrassed me by taking out several of my lovely walled cities in turn (they eliminated the pikemen/phalanxes within, left cities - and walls -intact) to the extent that I had to abandon the game as hopeless.
I think my confusion arose from the fact that, up til now, I've been playing at the safe "Chieftain" level, where it was a matter of course for my walled cities to be manned by my beloved musketeers. In Diety, my technology is so outpaced by the AI, that I find that I'm still messing about in small boats (triremes!) while the enemy has battleships, and can put up riflemen against my swords and shields. Why do I play so far
out of my depth?...must be the masochist in me...
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Seeker
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London Ontario
Jan 1970 time: 00:12
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George: find the archived thread on "super ironclad strategy" to learn how to utilize this to improve your Aggressive Military strategy in deity.
Basically, build lighthouse and run for steam engine instead of democracy. Get Sun Tzu's and Magellan's if possible. Basically, the idea is to build a fleet of about 8 ironclads (maybe in 4 different cities) as EARLY as POSSIBLE without sacrificing vital techs like trade, mono, ect.
If you have these then those frustrating AI walled cities with pikes or musketeers that were stopping your crusaders/dragoons/cannons will fall (on the coasts at least) since a 6 ATT ironclad will beat a 3 piker, or 4.5 musketeer every time, while your 7.5 strength crusader versus 10.5 AI musketeers will need 5:1 superiority to kill them (and you have to kill all of them in one turn or they heal which means wasting 20-30 crusaders when you could send six ironclads and a musketeer to do the job).
If you're new to playing at Deity, there are basically three main ways to play:
Expansionist: build settlers mostly for 2000 years,build happy wonders, get Statue of Liberty and go commie to eliminate corrupt and unhappiness from having lots of cities. Get trade and build wonders. Even if you're a little weak, you can play a bit defensively.
Endgames: either slow military conquest or slow Alpha Centauri.
Perfectionist: stay defensive, build a small number of cities (6-10), go democratic, get Women's Lib and Shakespeares. In this strategy you build up your homeland, make the 'Super Science city', and send caravans everywhere. In this strategy you should be building 3 caravans to 1 anything else. Your main army will be diplomats who get upgraded to spies.
Endgames: can get to alpha centauri very fast if you have massive cities and insane money and science, military victory may be out though, since your offense will be spies.
Aggressive Militarist: Crush all enemies!! In this strategy you need to use Super Ironclads, GW is helpful in the "crusaders can do everything' phase. Get to fundamentalism and espionage. Assuming you have mikes for money, don't forget the power of spies, and that the solution is always more howitzers. Tips: if you're trying to conquer quckly, you can't afford to dilly-dally as much as an expansionist. You need to building soldiers, not marketplaces or granaries. Aslo, some units are inefficient, e.g. destroyer, early cruiser, marine, helicopter, more than a couple marines, more than a couple tanks. The units you will conquer with: Early, elephants and archers. medieval, crusaders. renaissance, ironclad, caravels: there are better things to research than magnetism for a militarist, so just steal it), musketeers, and diplomats. 19th century, RAILROADS!! think of engineers as an offensive unit. build fortresses outside cities and rail artillery. Often, it can be a good idea to give away railroad so that the enemy will link up his cities for you...get machine tools and industrializtion. Modern. AEGIS, transport, 8 howitzers. You'll win every (almost)time.
Endgames: TOTAL WORLD DOMINATION!
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George Garrett
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Victoria. B.C. Canada
May 1999 time: 21:12
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Much obliged, Seeker, Steve, I appreciate your time and effort, and your advice will be invaluable, I'm sure, both long and short-term.
I seem to be more or less on the track you've both indicated,in my present game-now at 920 A.D. playing on a world map based on Blighty...I've done this before, in Chieftain, and have been impressed with how few initial cities can create a powerhouse of a civ, decades down the road. I've only 6 cities in U.K. and Europe, so far, have them, (mostly) walled, and manned by 3 phalanxes, building caravans like there's no 2000 a.d.,got me Magellan's now I can emigrate to Canada(!), with all its resources, and easy- going Sioux. I always go for Leo, hadn't considered the Academy, but will do so, for this game, certainly. Caravans seem to be key. I am an expansionist by inclination, but will adapt as best I can along the lines indicated by you both
Thanks again, chaps.
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Neon Deon
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Mad,
Non vet arty won 10 times out 100
but that was against vet alpine troops on a
mountain not fortified. (ill run it again later fortified)
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