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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:17
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As to your war weariness fears, they MAY be unwarranted. If you have been a good caretaker of your civ, with a good foundation of happiness & culture enhancers, war weariness may be slow in coming. If you have a fair amount of luxuries tied with marketplaces, it may take dozens of turns before you have to do more than say, raise the entertainment tax by 10%.
The previous paragraph is based on my experience as a democracy, not a republic. Extended warfare where you have taken opposing civ's towns of course, will not help to make those towns productive ... 'and all that cultural conversion blab'.
My real recommendation: save the game with a descriptive file name. Try one course of action and see if the cost is too high -- maybe play it out to the end anyway. Then go back to the saved game, and try an alternate path.
Please do not try to confuse reality with Civ3 regarding war weariness. There are ample real-life examples of how ANYTHING in Civ3 is "unrealistic". However, I don't think that that detracts from the game.
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Dimension
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Columbus OH
Feb 2001 time: 00:17
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Trying to relate war weariness to the US actually makes Civ3 look pretty realistic. Pearl Harbor was bombed in December 1941, and Japan surrendered in August 1945. People generally supported the war, and the Allies won. That's just under four years, and if you want to relate that to Civ3, it's two turns. Under Democracy, you will not suffer war weariness for a two-turn war.
The Vietnam War lasted from 1961-1975. That's 14 turns in Civ3... getting close to the time it takes for war weariness to kick in. People generally did not support the war, and the US essentially lost. This whole war weariness thing is starting to sound very realistic... Not that the US lost Vietnam because of a lack of support. Maybe because they had no idea why they were even there except for a misplaced sense of empathy for the recently declared Democratic Republic of Vietnam? OK, I'm not getting into that...
War is possibly the most realistic part of Civ3, and you would do well to take some lessons from history in that respect. If you don't have a standing army but a lot of other civs are mad at you, you better get an army fast and kiss everyone's ass until you're ready to fight (i.e. refusing demands when you have no army is a bad idea). When you start a war, have specific objectives and accomplish them quickly, constantly re-evaluating if you need to pull out and make peace. Taking over an entire country and occupying them for an indefinite amount of time isn't a very "Democratic" thing to do. You can support much longer wars with Communism ... but then again, I'm not sure how realistic that is. The USSR was in Afghanistan for 10 years without being able to take over the country, and the Soviet army was having at least as much of a morale problem as the US did in Vietnam.
ANYWAY...
If you're not religious, you probably don't want to switch back to Monarchy, but if you're really planning on a long war, you'll have to switch. The problem is that it's easy to hold people off with fortified defensive units, but that won't end the war fast. If you want Russia off your back quick, you'll have to build horsies and take over a couple cities.
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Ironikinit
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War weariness won't be a big problem, I reckon. For starters, they declared war on you. That means you get a happiness boost for several turns, maybe more than the war lasts. Second, war weariness isn't so bad for republics.
Definately don't go for a revolution! It could last up to 7 turns, and you won't be able to produce anything. Well, if you're religious, maybe, but if you move quickly and demolish a Russkie stack or two or better yet take a city, they'll speak to your envoy.
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Arathorn
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Illinois
Jan 2002 time: 23:17
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Don't change government to Monarchy now. That would definitely be a mistake, costing a lot for no gain.
If the war goes on and on and on and war weariness does start to be a problem (you'll notice because your people are unhappy), then you might want to consider changing governments to Monarchy. In general, though, Republic is pretty good for a reasonable length war -- especially if they declare war on you!
I would consider changing governments, though. If you are religious, I would consider it more strongly. It's just the Monarchy is the wrong choice (unless you have nationalism where drafting might be better under Monarchy. I've not investigated that very thoroughly yet). If you're horribly underdeveloped military and you don't have a lot of cash lying around, despotism to pop-rush military might well be the way to go. If you have money, just buy military that way.
Definitely don't switch to Monarchy, though, unless you really start noticing the war weariness. It might not come or will come later than you think. You might get peace reasonably quickly. Too much danger and no reward for switching now.
Arathorn
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Jack_www
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There is also anther thing you can do. If you have some techs that the other civs want you can get them to sign a miltary alliance with you against russia. If you dont have anything to trade, then is you have nationalism you can mmp with everyone and wait for the russians to attack you in your own terrority, then everyone will be forced to declare war on russia. If the A.I. has to fight a two front or maybe even a three front war, depending on how the map is layed out, then the units attacking will not be that many. And even if they send lots of units and take some of your cities, pretty soon their army will weakened form the world war they just started and you most likely be able to take the cities back.
I would not change governments now, like everyone else said it will be anywere form 5 to 7 turns before you get controll back of you cities, time which you could have used to build units. Also if you are in a republic war weariness is not that bad and easy to contain. War weariness only starts to occur if you have troops in the enemy civ's terrority for more than one turn or if they have units in your terrority for more than one turn. If the war is between a hated enemy of your civ, war weariness wont be that bad.
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JohnE
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Buffalo, NY
Nov 2001 time: 00:17
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Here are a few ideas to try:
1. Get friends! There are probably other Civilizations itching to war with Russia. Pay them off with gold, technology, resources, alliances against their enemies, even workers. You have to be careful with any of these as they all have potential consequences, but if you get enough people attacking Russia, it will be like that thing in Lord of the Flies, where all the kids jumped the wild pig...
2. Get buffed! Buy some military units, upgrade others. In my experience, the AI respects military might, and being mighty will make it easier to get peace. If you have to give ground to get enough time to update and expand your military, do it. The AI is predictable: If you get a large enough advantage to start gaining ground on it, it will never stop you.
3. Don't Worry. Stay a Republic. The war weariness is not likely to be crippling, unless you've done a poor job of building your civilization. If that's the case, consider this game a learning experience.
4. Be happy. Keep a close watch on your happiness. Marketplaces and luxuries combined are a powerful happiness tool. Together, they can pacify up to 20 people, if I am not mistaken! Rush build stuff where you need it, and you should be OK.
5. The worst is almost over. The AI usually attacks you with all of whatever it has handy right away. Beat that first wave up and it's all logistics and tactics.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:17
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Don't bother with guessing what to offer. Just ask, what they would need for an alliance, and if they answer "It can't be done!", "Regrettable we don't see an opportunity..." or similar, there's usually nothing to do.
Guess you have to fight the war alone. Put all free forces you have to the city they are approaching to (you built roads, did you?). When they arrive at an adjacent square, attack them with everything you have in the city. They will lose some units, and some will be seriously injured and leave your culture border to heal. The remaining forces may be not strong enough to take the city. You won time. Meanwhile build units (preferably fast attacking, like horsemen) in all other cities. Don't hesitate to switch from infrastructure buildings to units, but try not to lose too much shields. Don't send them in the attacked city immediately (they would be killed one-by-one), but stack them up nearby. If you lose 1-2 cities, oh well, you will take them back or rebuild later.
Once you have a sufficient force, attack! Move the war to the AI's territory. Take about 2 cities and send some defenders (like spearmen) deep into your enemy's heartland and let them pillage everything he built in centuries. Cut his strategical resources (iron, horses) by pillaging roads. Hurt him where ever you can. Then ask for peace and demand all his gold, gold per turn, techs, workers and may be even 1-2 cities. Bet he'll give you all, just to get rid of you.
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Arathorn
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Illinois
Jan 2002 time: 23:17
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Actually, this is often false. They'll say "It can't be done" and it *can* be done, often. It just takes some work.
Before negotiating (or during negotiations, by using the trick to pause it), go to your main advisor (F1) and drop your science and luxury sliders to zero, giving you as much gpt as possible. The AI knows how much gpt you get and will let that information affect their negotiations.
After negotiating, you can go back and put science at a reasonable rate, even incurring a loss if you think it's necessary.
Another trick that sometimes works is trading away your last of a luxury item (it will still show up with zero available). The AI never asks for your last luxury and will never trade their last one away, but you can. Sometimes, it makes sense to do so.
As a final note, don't offer cities. After the patch, an AI will never give ANYTHING to get a city, simply because too many exploits were available built around selling cities.
Arathorn
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LoneSnark
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Never act defensively! In a war, if the enemy is coming at your cities, you better have attacking units such as horsemen or something to attack them first. If they are actually "attacking" one of your cities, you have already lost too much.
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MarshalN
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Don't make alliances!! Unless you're desperate and have little chance of winning, don't do it. It limits your options and if you make a seperate peace before the alliance runs out, the civ with whom you had the alliance will hate you.
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Dry
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Brussels
Sep 2000 time: 06:17
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As long as you do not attack one of his city or one of his units on his territory, you have nothing to fear from war weariness, so don't switch, stay in Republic.
If you expect the war to be long, try to find an ally. The best is the one on the opposite side of your ennemy, he will have to fight on 2 fronts. Write down the year of the alliance, because you will not be able to make peace with your ennemy within the 20 turns without consequences on your alliance.
Usually, your ennemy will find allies, find again yourself allies against them so you don't have to care about those. One for one is usually enough. But don't wait for that, or your ennemy will be able to ally the whole world against you. Focus on 1 ennemy at the time.
The odds are against you, so try to find something to your advantage: terrain.
Let him come on your territory. On your territory, you will have the benefit from roads, he not, you will be able to heal, he not.
All your moves should be dictated by the 'allow the wounded to retreat' motto. Attack only with mobile units that are able to move (retreat) after combat.
His dangerous units are the mobile units, so go for them first.
This (go first) should not be a big deal as they will usually come first, before his infantry. But, this process is the bloody one for your own mobile units, so think to that when choosing what new units to build.
Once he has no more mobile units, your mobiles should be safe.
Infantry units are slower and take even the time to destroy improvements. Use this time to move your mobile units to the hot points, but also to move defenders according to threats. Small stack are not a big problem, they will not attack, just destroy your roads. But, eventually, a big dangerous infantry stack will come. Try to weak it with your mobiles. If it nears some city, bring more defense. Usually, 3 strong defenders (non-mobile), will dissuade him to attack. He will instead try to go for another city. You may play the game of "3 defenders here, 3 defenders there", and he may change his mind each turn. Continue to harras him with your mobile units until he is dead.
If you are sure a city will fall, evacuate it, save your defenders to strengthen other cities and if it is not on your future counter-attack path, you may consider giving it to some neutral power (*not* to your ally: the city is empty!!!). Either, he will attack this neutral - you win an ally -, or he will not benefit from the roads - you win time.
After a while, the tide of ennemy will weaken, and he may even ask for peace. It is up to you to accept or refuse. I usually refuse, because I know he is weak. His own cities are now poorly defended and I usualy conquer him in less than 12 turns.
War weariness you said? What is it? Never heard that?
BTW: have you a saved game of this. I would be interrested.
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