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planetfall
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Incoming from CO
Jan 2002 time: 22:20
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quote: Originally posted by UberKruX
a screenshot would really help, but i suggest building a strong navy (if you have the techs), and attacking one of them (clsoe to a bottleneck or mountain range you can use).
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1. Don't know how to make screen shots. W98: how do I do that? Can you post civ files on forum, I do have some saved files?
2. No bottleneck is available, very wide continent.
3. Building moderate navy
Pre invasion build planned
transports: 6/12 built
BS: 2/8 built
Dest: 1/8 built
Carrier: 1/4 built
Post invasion build planned
transports: 2
BS: 4
Des: 8
4. Game is too feeling too close to build any more of a navy than that.
quote:
after you attack, the other guy will declare war on you. with a decent navy you can thwart his assaults on your mainland, as well as bombard a bit. |
Don't need to thwart assaults as have good RR and homeland defense. Think they have very small navy and few pieces they can bring to assault will be easily rebuffed.
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if you want to play like a cheater, sign a MPP with one of them, then declare war on the other (in the diplomacy window), and then place a unit in the enemies territory.
when they attack it, the other AI will declare war on them.it's quite stupid, really. |
Interesting, have not used MPP to generate AI fraticide. Will keep this idea as a possible strategy when way behind, but think this will be more interesting without that as we are fairly even matched now. {Except for their weak navy. It was strong but I delayed navy build order until DS available.}
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star mouse
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of the Barbarians
Aug 2001 time: 16:20
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I had some success with the following invasion plan.
I was playing the Persians, and the Germans declared war on me, at a time when their military was superior. I was on one continent, they occupied another.
I concentrated on establising a beach-head in one position only. If their empire is connected by rail, they will be able to get troops anywhere in one turn, so it is best to concentrate your forces if they lack nukes. (For me, it was easy, because I had most of the uranium - I had more Uranium than any other resource, even Iron and Horses.)
I found the best way of doing it was to land in one spot with my strongest defensive units. Keep the transports handy, and expect heavy losses early. But using defensive units first will maximise their survival chances. I landed 40 units, then after taking losses, I evacuated 20 for healing. However, the Germans also took losses trying to destroy my mech inf. I retreated the remaining units into the transports and healed them. Then I brought them back with reinforcements. The second time, the attack was weaker, and some mech inf survived. Eventually I was able to land the tanks and start an offensive.
I think the best way to invade is to keep hitting at one point. Invade with defensive units first, preferably on terrain with strong defensive values such as a hill or mountain. Keep reinforcements coming, by having a constant stream of transports go back and forth. Reinforcements go one way, damaged units and any leaders go the other. Have enough transports to permit every reinforcement to be loaded and shipped that same turn. Guard the transports with battleships, destroyers and submarines. (In my mod, destroyers can see subs.) Maintain naval superiority in this zone, and destroy any enemy ship that approaches.
Shipping a few workers over to build a fortress quickly will improve the survival chances of your forces. You can also get workers by razing an enemy city.
Eventually, the enemy will weaken themselves by beating up on your defensive units, and you can establish your initial beachhead with fortified defensive units inside a fortress. Once this is done, you can ship over your offensive units and settlers. Building an airport is not always the most efficient technique. Go for a coastal city with a harbour instead. You can unload an unlimited number of troops in a harbour, but there is a limit on airlifting. Once you have a coastal city with a harbour, your invasion will proceed quickly.
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YuMMz
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If you want to establish a beachhead, a 99% success rate method is to use a army with 3/4 defenders in it (4 w/ pentagon). Firstly usually the AI will not attack a full strength army if it can avoid it and secondly they are harder than hell to take out and provide you with that landing spot to move your tanks through. I try to always take a army with my attacks.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:20
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Running notes:
In answer to the original question, late stage invasions are immeasurably benefited by Battlefield Medicine.
star mouse: Actually, there is no limit on incoming airlifts for Airports. They are GREAT to have for an invasion. I like Harbors tremendously too, for ship healing and luxury resources. BTW all, please note, these two improvements, along with Barracks, are military... mobilize!
YuMMz: Armies. More Armies. A couple more. Thanks for bringing this up... 3-4X Infantry Armies are invaluable in mounting this kind of invasion. Catt has been leading a discussion on the base strategy for invasion, and I think landing on a Mountain, with not only sufficient force but also 1-2 good defensive Armies, puts the whole question to rest. BTW, my favorite mixed unit Armies are just as good... 1 Sword-level unit, 1 Musket, 1 Rifle, and 1 Infantry. Nobody gonna mess with the bad boy king o' da mountain.
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star mouse
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of the Barbarians
Aug 2001 time: 16:20
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quote: Originally posted by Theseus
but more U than Iron? |
Yes, indeed ... However, I miscounted my uraniums. I had six, not five, of the world total of eight. The Russians had the other two.
I was going to attach an image, but Apolyton seems to think that 600 x 0 is the maximum size of images right now. But to summarise:
3 horses
3 iron
no saltpeter
1 coal
3 oil
3 rubber
3 aloominum
6 uranium
I finished the game without any saltpeter, and couldn't trade for any, but that's OK, you don't need it in the modern era. But 6 of 8 uranium! That's almost as many uranium as I had *cows* ...
I mostly got these uraniums in my forests when they ran out in other locations. Unlike the AI's, I didn't chop down my forests to any great degree. This strategy can give you a chance of getting new Uranium. Since I discovered Fission, I noticed Uranium migrating four times. Twice, a new one appeared in my territory from elsewhere, one moved from one square to a distant one in my territory, and one moved from the Germans to the Babylonians.
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planetfall
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Incoming from CO
Jan 2002 time: 22:20
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dunk999-- I can't believe I forgot about PrintScreen. Haven't used that recently but 5 years ago used a lot. Drink coffee, repeat, repeat...
starmouse--airlift limitation is not receiving airport but number of airports lifting units. It seems each airport can only support one lift per turn.
I have forgotten how *** long it takes in modern era to move pieces. I sure wish firaxis would add tools to speed up my game play:
1. Current city production by type, i.e., libraries, warriors, etc. {Shift}{F1} or {F12} seem to be open for display screen.
2. Keep up stack list. It is so annoying to move a carrier in a stack and then have to scroll and scroll to find the plane you want for recon missions. Often I want to activate more than 3 planes. If the list was up I could select all, or even better would be a command to activate all aircraft on carrier.
3. Toggle on grid coordinates. I hate getting lost in the micromanagement and losing track of my target location.
4. Some way to find out how many of the 450 turns you have played.
5. Ability to save key data every 25 turns.
In previous post attached save file of DDay -1. I am thinking of trying all landing zones at one time and also sequencing landings to see how the game plays differently.
Surprises now we have approached DDay:
1. not all continent is RR'ed
2. ironclad has been strongest naval opposition.
3. no sign of aircraft
4. no sign of cruise missiles
5. Aztec strongest foot is rifleman
6. no sign of tanks
Planned Landing Zones:
LZ-1, NW, 2 N of Tiacopon
LZ-2, NE, 3 N of Atacapotzolon
LZ-3, SW, 3 SW of tarsus
LZ-4, E, 2 N of Chaico
LZ-5, SE, 2 S of Bactus
LZ's 1-4 come with settlers for planting. I already have BM and cash for rushing.
Build order:
1. city, rush airport
2. walls
3. barracks
4. What I will still be standing at this point. Again strategy is to have at least one of LZ succeed in establishing a beachhead. After that it is expand... Transports will be returning to home continent after dropping off landing groups. Each LZ is "do or die". DDay not Dunkirk.
LZ-5 is just a couple of armies thrown in for disruption value. Do not plan to settle. Mission is 1) remove some strategic resources, 2) disrupt counter attacks, and remove some enemy units. Does not matter if lose this entire force. I have more in production.
Winning this game seems easy, but I want to learn how to develop strategies that will work at even higher levels. Hopefully this is my last game at warlord.
Suggestions?
Comments?
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:20
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quote: Originally posted by planetfall
Real question is assuming you have spies or have reasonable guess Persia has 50-70 infantry/riflemen, how many and which units do you need for a sea landing and settling in hostile territory.
I tried
panzers 8
calvary 8
settler 1
mech 7
reinforced 2 turns later with
mech 5
panzer 3
And I barely held. If replayed, I would forget the cavs and put in 6 mech and 2 panzers. |
hi ,
first of all , before you start , make sure you can handle it , get more units to start with , more transports , and those old units are great , just disband them in a city , to build a harbor or courthouse faster , ...
infantry will do a nice job to , just to slow them down , ...
try to get a carrier with some airpower , its great for support , but you dont need it always
get some settlers and workers to , to improve the terrain , or to start a new city , ..
artillery to destroy roads , this way , there units are forced to slow down ,
use workers to plant forest , this slows them down also , its good for defense , and good for global warming , to cut down on it that is , ...
have a nice day
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planetfall
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Incoming from CO
Jan 2002 time: 22:20
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quote: Originally posted by panag
hi ,
first of all , before you start , make sure you can handle it , get more units to start with , more transports , and those old units are great , just disband them in a city , to build a harbor or courthouse faster , ...
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In this game AI score was growing faster than mine and power score was stagnant. Did not feel could wait for units. I had to do something to slow their RR and factory/powerplant build orders. Also this other civ was about 4 turns by water away from my continent. Guess your point is I should have used some of 15k cash to hurry and get another 8 units there.
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infantry will do a nice job to , just to slow them down , ... |
Mechs work better on defense. Upgraded inf just before launching sea expedition
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try to get a carrier with some airpower , its great for support , but you dont need it always |
Carrier was there but mission was removing roads/RR in tiles next to landing force. That just barely worked. Probably should have brought in 2 carriers
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get some settlers and workers to , to improve the terrain , or to start a new city , .. |
Brought in one settler per landing group. could not use workers yet as still hostile territory.
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artillery to destroy roads , this way , there units are forced to slow down , |
Couldn't use artillery yet, they were in the second landing group. I needed units with defense values.
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use workers to plant forest , this slows them down also , its good for defense , and good for global warming , to cut down on it that is , ...
have a nice day |
Don't like forest idea. When I used it their defense values improved!!! Too often the fact that they are defending from a forest has been enough to cause me to lose units. In hostile territory if I improve, it is mine or irrigate until I have another buffer city then may go back and forest. I don't see any sense in giving the AI a defensive bonus.
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