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Rufus T. Firefly
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is one way of saying it, though I prefer "mensch"
Sep 2000 time: 07:23
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I am at heart a builder -- a perfectionist, in Civ2 terms. This was an easy thing to be in Civ2, thanks to the huge defensive bonus of city walls and the AI's inability to make war effectively; 2 state-of-the-art defenders behind a wall could hold a city easily until howitzers showed up -- and I was generally on AC before robotics ever got discovered.
Now, of course, that's all changed. The AI uses huge armies effectively, and cities aren't the strongholds they once were. So, fellow builders, how do you keep the AI at bay? How big is your defensive military?
(BTW, I know priority #1 should be to gain control of your continent, but in some games -- like my current one -- that just isn't possible. )
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DrFell
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I keep one or two units in my border cities (highly corrupt size 6 or less cities with walls etc in them). If anyone attacks these cities will delay them long enough for me to manufacture a military. My inner core is nearly always completely undefended.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:23
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Against the AI (not in MP!) 1 defender (or at most 2) per city suffices, but make sure, you have enough attackers (mobile ones, like horsemen, knights etc.) and bombardement units to push back an attack. Locate them in a way, that each city in danger (border cities) can be reached in a short time. It's hard to tell something about the number, as it depends on map size and the amount of treat, but generally at least 2 units per city should be ok and affordable (20 units for a 10 city empire, for instance).
After Steam power and laying down rails everywhere, the defenders gain mobility and maneuvering gets a lot easier (as the attacker can't use the roads and rails), but at this time the AI tends to build huge armies of infantries, so make sure you have enough artillery to weaken them before you attack.
Attack is the best defense. By this, I mean not necessarily to attack an enemy empire, but to attack an enemy army before it attacks you.
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Laertes
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London
Jul 2000 time: 05:23
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There are a few difficulties in Civ3:
- the AI tends to know which cities are undefended, and aims at those where it can easily reach them
- zones of control no longer the same, so mountain fortresses 2 squares out from your city dont help
- the random number generator that continues to produce surprising results (warriors beating vet pikemen on hills etc)
- the mass armies that the ai send out
- the attack & move combination for town defenders, whereby a defender who launches an attack always moves out of the town (and becomes vulnerable) if he wins, whereas in Civ 2 you could cancel the move order and leave him behind the walls.
You can bet on every attacker taking at least one hp, and probably two, off a defender, (before riflemen) as well as outright wins. Two defenders = 8 hit points, so they will lose to 4/5 attacking units usually
You certainly need you forward cities linked by road to the heartland. I find three defensive units to be the minimum, and they need to be state of the art, and have a barracks to repair for the next turn.
For example, one horseman will frequently defeat a vet spearman in a town. He will at least damage him by a couple of points. Three of four horsies will almost certainly knock out two spears. When the barbs or the AI turn up with 10-20 horses, you need 3 pikes.
Similiarly, a longbowman will often knock out a pike and will regularly inflict considerable damage.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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It all depends on the border you must defend.
If you have a narrow border, with 1-2 cities to protect, you can stack up several defenders (3 or so) in each, throw in a bombard unit or two in each and then divide whatever mobile attack force you have between them.
If you have a long border, well, that's more problematic. In that case, I would hold the mobile attack force back a bit in a city that is more or less equidistant from your border towns, such that you can dispatch them to the city under attack quickly.
A major factor in this is culture, or more specifically, the effect your culture has on the border. If you can force the AI to move 3 tiles (tile, tile, city) prior to being able to hit you, you're relatively safe prior to Cavalry (or Riders, if dealing with China. In which case, why the hell is china still alive?!). If you have the workers to spare, you may want to set up a line of forrest that will eat up 2 movement points for any advancing AI units. I generally don't do it, but I could see it being useful in some situations.
Emptying the core to protect the border is fine, though I tend to keep coastal cities defended and have old swordsman units in some of them, just in case the AI gets frisky with a galley (I typically have no offensive navy until destroyers). That, or I shadow any AI ships with a knight/cavalry unit. They can keep up.
If I'm concerned that the AI will attack me, I will invest in walls for cities < 7. They aren't CivII walls, but they will help.
Finally, you may want to deliberately leave one city underdefended compared to the rest. The AI will probably... ok, definitely... hit that one. Set that one up such that it will take more than a 1-turn sneak attack to get there (plant some forest, or just pick a city will hills or mts they must cross to get to) and keep your attack units nearby.
-Arrian
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ducki
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quote: Originally posted by Arrian
It all depends on the border you must defend.
-Arrian |
It also depends a lot on what Difficulty setting.
At Regent, I'm able to build 6-8 cities before worrying about defenders (if I have Sedentary Barbs), at which point, if I'm industrious, it's easy to tell which cities will be good at cranking out units really fast.
I generally use 1 spearman/pikeman until it looks like war or late-Middle ages, at which point I might put 2 pikemen/musketmen in all border/coastal cities.
By Nationalism, I want 2 infantry in every city, mostly because my military is often much weaker than the AI, inviting attack.
If I'm really behind in the mid-late Ancient, I'll use upgraded regular Swordsmen in new cities until I get around to building a spearman.
HTH
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Random Passerby
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Answer: "A large one."
Typically I aim to have two defenders per city as soon as possible, with an extra defender + defensive artillery unit on any city within striking distance of a major threat. Keeping interior cities garrisonned in peacetime stops your empire from looking like too tempting a target and forms a very easily managed pool that you can readily draw on in wartime (very readily, once you get railroads). You'll want offensive units too, of course, and however much artillery you can muster--catapults and cannons won't do much against fortified defenders in cities, but they work fine for pounding units in the open. If you have proper amounts of defensive units + artillery positioned where you can bring it to bear in times, you'll have practically no losses in your offensive units.
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DrFell
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I agree totally. Sticking defenders in cities which'll never get attacked is such a waste.
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ducki
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Doh, I missed the Dem/Rep connection.
My bad.
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Random Passerby
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That's all well and good, but I'd be willing to wager that the AI looks at a bunch of juicy core cities that have no defenders in them and sees nothing but a big fat bullseye. One scenario that I've seen whenever I let my expansion outpace my military production is when a neighboring civ is powerful but not particularly mad at me: Somewhere snug behind my borders is an undefended or underdefended city. A few odd offensive units (usually swordsmen, indicative of the time period this scenario tends to occur in) stroll across the border and start plodding off towards the vulnerable city. If I tell them to get out or declare war, they say "OK", declare war, and start whacking on whatever's convenient. If I leave them alone, they continue plodding, declare war while standing at the city gates, and promptly conquer it. If I prop up a few defenders strong enough to make the not-quite-secret invaders have second thoughts, they plod back over the border.
Now a lot of people will point at this and holler and scream "See? See? The AI is cheating! Unfair! Unfair!" and advocate using this against the AI, having your defenders play musical chairs to keep the invaders running around in circles. I know for a fact that I have more advantages than the AI ever will and consider it only sporting to allow them some advantages, and terribly unsporting to try and turn their advantages into advantages of your own; therefore, once it becomes clear what the enemy is doing in my territory, I just demand them to leave and let them declare war. Usually, of course, I simply try to avoid presenting targets that will goad the enemy into war in the first place, hence the garrisons.
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DFHNY
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dear "builders" (who appear to be fond of this thread):
I was once a "builder" way back when CIV2 ruled the land, but now in CIV 3 PTW (playing emperor level, std map), I find that corruption is so powerful I can't really follow a "builder" strategy. Rather its build but at the same time wage war, more or less from day 1 (on and off of course). I am curious to know how you follow a building strategy with only 1 shield available out of say 10 at a newly founded city some distance from the capitol?
(Just to stay on topic, I keep 1 spearman in every single city and upgrade as often as I can. If AI attacks I put 2 or 3 archers nearby for counter attack, and 1 catapult in same border town if I have math. At higher level of difficulty you must have units garrisoned to stave off unhappiness/deter AI. The trick/problem is to massively expand while still making A. barracks and B. spearman.)
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