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HuangShang
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USA, SoCal, L.A.
Jul 2002 time: 21:21
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What'd Up
This thread is for anyone to post any tactics they use(or just ones they'd like to share) in CTP2.
The tactic can be economical, military, expasional, internal...ect.
You can trade ideas and add questions here too!
It doesn't matter how easy or obvious...
just not too much so
YO... Here is a link to all of the tactics so you won't have to go through the entire thread...
thanx Maquiladora
-- TheDivineEmperor
Last edited by HuangShang on 27-11-2002 at 21:43
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Turambar
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England
Apr 2002 time: 05:21
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I'd like to know how people make up attacking/defensive stacks? What combination of ranged/flanking/infantry units do people use?
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Turambar
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England
Apr 2002 time: 05:21
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I tend to use 4 ranged, 4 flankers and a combo of 4 strong attacking/defensive units in the front line.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:21
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quote: Originally posted by Martin Gühmann
Yes, but one problem I found during the second tournerment game was that the slaves would go to the next city and not to the best defended one.
-Martin |
Well, they go to the nearest city with a garrison large enough to guard the slaves, so if you want them to go to a more distant city, move the garrison out of the nearer city (on a road, presumably), make your attack, then move the garrison back. If you forget to move them back... 
OK, another tip: attack with multiple 12-stacks kept close enough for mutual support, like Napoleonic corps. Hit a powerful enemy stack with a one-two punch, having the first stack retreat when they start to lose units but have bloodied the foe, then the second stack finishes them off. This can yield a 10-1 or 12-1 exchange ratio.
Similar idea for city attack, and the speed of damage to the first stack tells you whether to break off the attack entirely. Ideally use a one-two-THREE punch, the first two stacks heavy on bombardment, the third stack is the assault troops. (Personally, I never seem to have enough units for three stacks on each active front, but I can usually manage two.)
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:21
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Strategically losing cities:
1/ Early-game headstart grabbing
Its the early game, and you are in a costly war with a nearby civ, and you need every advantage you can get.
Vacate a small ( but > size 2 ) city near the border, and let them take it. Move your units beyond their line of sight before they take the city, but keep a slaver or coracle nearby so you can keep and eye on things. Once they have mostly left the city to seek further prey, get your units back over and take the city back again, trapping their offensive stack in your territory with no backup, and crucially, achieving the feat of wonder that gives you a headstart.
DO NOT USE THIS:
If the feat has already been achieved (duh...)
If they are way ahead of you in tech
Its risky, but feats add to your score too, so if you reckon you have a good chance of winning the city back, go for it.
2/ The AI is dumb
The situation is thus: You have an AI civ who is not overly powerful, likes you quite a but is for some reason or other a very desirable target. But its gonna take ages to get troops there, and the most you can send is a garrison for one or two cities.
In short, you need a beachhead to launch an attack from.
Firstly, exchange maps if you haven't already, then vacate one of your cities, one of your nice cities, and park your garrison a couple of tiles down the road, preferably backed up with some offensive units.
Then as your expeditionary party approach the AI continent, offer to swap your vacant (and rather nice) city for one of theirs (the closest one to your continent, unless it is the capital or something) - preferably a small one, that they might not want.
If they accept, use your garrison to take back your city straight away. It should be undefended because this takes place on your turn - they have no time to get units there. (If you are lucky, this may even trigger that feat of wonder thingummy)
Then move your troops into your new city on their continent. If they are too far away, rush buy a defender quick, and hope. If you can get a garrison there that turn, rush buy a temple or colisseum or something, else it'll revolt.
And there you are - one city for free on the other side of the world: an ideal beachhead for an invasion.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:21
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quote: Originally posted by Martin Gühmann
Actual I moved the garrison out of the city and the slaves taken from Barbarian armies went into the nearest city IIRC. |
Could this behavior be mod-specific? In Cradle I find I have good control over where my slaves go (by timely movement of garrisons).
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:21
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Martin, I don't suppose you have a saved game from just before the problem. One or another of us might be able to replicate it.
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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:21
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quote: Originally posted by Hermann the Lombard
Martin, I don't suppose you have a saved game from just before the problem. One or another of us might be able to replicate it. |
I still have a save game, but we have the cheat editor, too. OK I tested it now. I found out if you move the units before the fight, then it works. But if you attack a Barbarian with a slaver in the stack right from a city, then the slaves goes to this city, although the city is empty after the attack, so slave diallocation from slaves taken during battles is caculated on the garrison strength before the battle. Actual this needs some more investigation, but so far every slaven taken during battles started from cities went directly into the city from which I started the battle, feel free to test this with the cheat editor.
-Martin
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HuangShang
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USA, SoCal, L.A.
Jul 2002 time: 21:21
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Darn... there wasn't any new tactics yesterday so here's mine
NAVY:
i use three different types of naval fleets/tactical groups
1. heavy fleet... these are built to bombard land/cities/enemy shiping
they are great for soften cities b4 you take em
they also clear costal roads of enemy land units and kill sea unit stupid/unlucky enough to be in the way
this fleet is comprised of all ships that can bombard land accompanied by one carrier full of bombers but also one air superiority fighter jst in case
bombard anything you can first... play this slow fleet safely
2. explore/wolfpack Groups... they can keep oceans clear of enemy shipping and/or explore unknow waters and/or blockade
don't stack them... have'm spread out... you might lose a couple to suprise attack... but they 'll never get through
make these up of your stealth and/or fastest warships
maybe a carrier for support
3. task force: Invasion... this is how to land troops in "shark infested waters."
2-3 carriers to provide ranged/exploration support for the marines
1-3 troop ships loaded w/ marines
another troop ships filled w/ tanks and arty to support longer patrols
fill the rest of the stack w/ the heaviest/most powerful ship (preferable that can bombard) that can keep up w/ the carrier/transports
its for invasion hence the name
Last edited by HuangShang on 13-08-2002 at 06:00
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