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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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I go to war when I no longer can tolerate a neighbor. In my current game, this was WAY early. I can succesfully wage war at any point - but it helps to have something like a legion or knight. Cavalry is a very potent offensive unit (3 move is really too high though for this unit, especially in light of mechanized infantries 2 move)...
War is what you make of it. For the record, I destroyed Egypt and Greece before tanks, and had only 10 cities left to conquer when I finally got 10 tanks to help finish the last 3 turns of their conquest. Knights and especially cavalry were invaluable in the conquest, as was the Legion.
Venger
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Evil_Eric_4
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Venger--
Did your research suffer or were you better off in the long run?
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Special_Olympic
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Of course I do. If I get Iron I might do a swordsman rush on the civ next to me at the beginning. If that goes well, I might attack the next civ in line and try to gobble most of it up.
After that I'll build tech and culture until I have Knights and then cavalry... Then I might have more wars if it seems advantageous.
It's possible to have wars and still lead in culture and tech pretty easily.
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Evil_Eric_4
Venger--
Did your research suffer or were you better off in the long run? |
Hard to know with just the single game experience, but I currently have half of the score graph to myself, so I guess it didn't hurt too bad!
The key is to be a Republic as early as possible to maintain high levels of research...
Venger
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adaMada
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"The Iron" Stadium, Ubergorsk, Apolytonia (C3DG)
Mar 2000 time: 00:16
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I normally time my wars for the introduction of a new unit that puts me ahead of everyone else. This means that I'm willing to go to war with a ton of knights, but don't generally encourage it -- instead, I like to wait until calvery, mass build/upgrade, and crush a civ or two while they're still on their first or second calvery. I perdict that getting tanks will be similar for me, as I'm playing as the Germans primarially for the Panzer, which I hear is equally good.
One other thing to consider, though, is that early game wars seem to be useful -- the AI is so worried about expansion, most cities are protected w/ warriors (or a pikeman or two at most). I am playing on cheifton, so I can't say that this doesn't change at higher levels, but even so... ultra early game wars can be very efficent when it comes to eliminating another civ a bit too close for comfort...
Just my two bits...
-- adaMada
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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quote: Originally posted by Ghengis Brom
I think the Firaxians mave taken into consideration that on broken terrain with no roads a horse is going to move faster then a vehicle.
Ex. A Hummer and a calvaryman arrive at the bank of a river. At it's deepest point the river is say, 12 ft. The mechanized infantry can't cross, it would be completely underwater at 7 or 8 feet of depth. The calvaryman just urges his horse on, swims across the river and keeps on going while the Hummer has to travel up or downstream to find a shallower place to cross.
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Well, my mechanized infantry has a higher top speed and doesn't stop running if it get's shot with a rifle...
Overall, I think I can live with Cavalty being three if Mech Inf are also three. But a mechanized infantry brigade could run down a cavalry regiment...
Anyways, I will have to play with it a little more to get a real good feel for it, but the options I'm looking at are either a dump of cavalry back to 2 (quite likely) or a boost of mechanized infantry to 3 (the other alternative). But I can't leave them as are without feeling something is goofy...
Venger
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Evil_Eric_4
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I agree with Venger
Any unit that runs on Oil should be faster than one that runs on oats.
And as far as broken roads etc. thats why Military vehicles are 4wD.
EDIT-and horses cant run full out forever-have to rest-while an engine can run almost indefinatly.
And ships that use oil should be MUCH faster than ones that use the wind.
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Special_Olympic
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quote: Originally posted by Venger
Overall, I think I can live with Cavalty being three if Mech Inf are also three. But a mechanized infantry brigade could run down a cavalry regiment...
Venger |
Well, in history horses have often been able to outpace motor vehicles in wars. Horses can eat off the land while mech inf has to transport a large amount of fuel.
On the other hand, I think Mech inf should be 3 or 4 in the game and cav should be 3.
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Pyrodrew
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It depends. But look at it this way, if there is no more land to settle & I'm getting new cities in the beginning via conquest & you're not, I will be able to build up those cities with culture & tech to surpass your lead simply due to the quantity of cities I would have over you. It's a long-term investment that can pay off. The risk of course is losing, but if you're substantially stronger & corruption isn't strangling you - why not? On my current Regent game in the middle ages I ran out of things to build (I had the tech lead too)... then I was thrust into my GoldenAge for completing a wonder. I would have been crazy to waste all that extra production on 'wealth'. Now the cities I've conquered are adding culture & science very handsomely to me... if I stayed in my box they would not be. What about culture? I obtained a few cities via culture, but war allows you to gain cities MUCH faster than culture.
There are other advantages to war as well, but I don't want to make this post too long.
quote: ships that use oil should be MUCH faster than ones that use the wind. |
Agreed.
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Badtz Maru
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I usually don't go on the offensive until I get cavalry. I've been messing with the rules some, though, and with my new ruleset waging an offensive war can be a lot easier earlier in the game - I've given most mounted units the Blitz ability and increased the speed of every unit except the settler. Units on foot all move 2 except for marines and samurai that go 3, most mounted units go 4 with a few exceptions (Riders go 5, Knights and War Elephants go 3), and I've really cranked up the speed of naval units.
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Badtz Maru
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That's funny, I increased the HP on my units too - though it was only by 1.
I haven't got to tanks yet with my ruleset, but I didn't make them as fast as you did yours - I think they are only 4 or 5 movement.
I made a number of other tweaks too - it's a lot better than my first attempt at a mod, though my making elephants a strategic resource isn't working so I'm going to have to make some changes to the war elephants (I made them require elephants and saltpeter, and gave them a 6 attack, 4 defense, and a 4 bombard ability). I also increased the bombard ability on almost everything that has it.
Once I get it balanced out I'll probably make it available here. Other neat things I did include having the pyramids make a temple in every city on the continent (that may be a bit too good), gave courthouses a culture rating of 2 (and the AI builds them everywhere now!), made the police station require nationalism and reduce corruption, and made shakespeares theater create one happy citizen everywhere. I actually increased corruption slightly to make up for the various things that reduce corruption.
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Evil_Eric_4
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I made modern tanks 8 and early tanks 6 wit panzers at 7.
I did the Police station thing too.
helos transport 2.
Oh yeah and only modern foot units can be air tranported{hoping to urge the AI to upgrade}dont know if it worked yet though.
unfortunatly helos can still transport ancient units(no way around this im afraid)
also dest. can see subs .All bombardment units were made more powerfull{again hoping AI will build more of them although I fear they wont and ill have to reset them because it will give me an unfair advantage.)
And many other things too numerous to get into right now.
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