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Aramis
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Not where I was tomorrow, nor will be yesterday.
Dec 2002 time: 23:28
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I garrison 1 unit in each city, just in case. Forts aren't that big a deal, and they clutter up the landscape later, when the borders move. With nasty neighbors I like to set up a monolithic wall of defense--something (ideally) impenetrable (units on every tile that can prevent opponent from moving into my territory). But that's not usually necessary.
Clusters of units that are located in centralized positions (based on their MP) can move quickly to defend any point of invasion. This gets really easy after rail. Taking advantage of high ground with fortified units is a good idea, as well.
There are a lot of tactics and I just adapt them to the situation.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:28
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Deny the AI the highground - force them onto the flats. Then kill them. Mobile troops are best, since you can place a stack in a relatively central location and then respond quickly.
In AU208, I have a combination of catapults, knights & immortals spaced around the coast of my empire (island nation) waiting for landings. I watch incoming ships, and position my forces such that I can hit the landing force with as many cat shots as possible, and then finish with knights and/or immortals. Works well.
If you are militaristic, walls are a good investment. Spearmen, fortified, behind walls = 3.5 defense. That's nothin' to sneeze at.
One KEY thing: never, ever trust 1 unit to do a job. I don't care if it's a Mechanized Infantry division. The RNG is a cruel mistress. Border cities should have more than 1 defender, and mobile troops should be within 1-2 turns movement. If you don't have that, you're not totally safe.
However, the best advice I can give you (IMHO) is to be on the attack. The best defense... well, you know how it goes. 
-Arrian
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Aramis
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Not where I was tomorrow, nor will be yesterday.
Dec 2002 time: 23:28
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1 more thought on fortresses: if I'm going to build them then they are most useful in mtns. With all the defensive bonuses in such a position, then even obsolete units can hold out there until reinforced.
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cumi
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Austria
Jul 2002 time: 06:28
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Hi,
my strategy to defend my poor empire is as follows:
The early game
In despotism only 1 unit/city (except if I don't have enough luxuries and try to build a wonder and trying to let the city grow...), but sometimes 0 units/city. In border cities maximum 2 units with better defence (also trying to make somehow (barracks) veteran units.
The fast reacting strategy
I always build an "fast reacting" army of horsmen, knights or something like that. I usually don't put them in border cities, but 1 step behind covering about 4-5 cities. If I have more than 1 border (let's say I am in the middle of pangea) I create more than 1 army like that, but maybe smaller sized, just to stop the attacking AI's army, until the next nearest horde arrives. Actually, this is also a reason, why I don't put this kind of armies into border city.
...Later, when my empire is fully railroaded (or at least the cities are connected) I join all the "fast reacting" armies into one. They can react very fast everywhare now...
The fence
In later game, I am more careful with defence. The AIs' MAs can be very powerful and fast. So I build a fence from my MIs on the border...I think, actually, the AI doesn't like these fences and the probability of starting an aggression aggainst this fence is very low. I don't really understand why... The AI has to break that fence only at 1 place (killing 1 unit) and can easily arrive to my first city (within a turn)...but the AI is not doing so.
The air
I am also placing 1 fighter per city to catch the bombers.
The ocean
Battleship & Destroyer combination on ocean, defending my coast and sinking the AI's transports. Until the destroyers are available I don't do anything in this fiels. Maybe, building some artilleries to hit the enemy ships a few times, forcing them home for maintenence...
The cold war
I also always build SAM batteries. On the end of the game sometimes I am defending myself with ICBMs...
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GarP2
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Would someone please explain to me how can you surprise or trap AI units, when it knows where all of your units are located? How does this partial blindness work?
Thanks,
GarP
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:28
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I keep a minimum of two defenders in every city; I try for at least three in the more vulnerable (border) cities. Later I have 3 jet fighters in every border city. I seldom bother with fortresses unless I have to attack from a vulnerable tile (grassland, desert) and want to give my boys some defense before and during attack.
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GarP2
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vmxa1/Imtoops: Thanks for your replies. I understand the principle of baiting the AI, but dont understand why it works, since the AI can also see any units that are lying in wait close enough to harm them.
As an example, an enemy regular spearman/settler combo just walked up to my vet knight last night on Monarch level (PTW unpatched). While a knight is not a powerful stack, 2:6 is pretty bad odds to risk a settler on. Since the AI does pretty well in some strategic situations, there must be some code to assess a developing situation. I was looking for some understanding of how this works so well in some situations and not others...i.e., where "the line" is drawn.
GarP
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GarP2
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As long as I'm on a roll (and on my lunch hour) I have another defence question. Is there a known bug with "air superiority" for fighters? I've had games recently where it didnt work. The enemy bombers bombed cities with my fighters set on air superiority and the fighters did nothing. The AI's fighters worked just fine, unfortunately.
GarPtoo
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:28
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quote: Originally posted by GarP2
vmxa1/Imtoops: Thanks for your replies. I understand the principle of baiting the AI, but dont understand why it works, since the AI can also see any units that are lying in wait close enough to harm them.
As an example, an enemy regular spearman/settler combo just walked up to my vet knight last night on Monarch level (PTW unpatched). While a knight is not a powerful stack, 2:6 is pretty bad odds to risk a settler on. Since the AI does pretty well in some strategic situations, there must be some code to assess a developing situation. I was looking for some understanding of how this works so well in some situations and not others...i.e., where "the line" is drawn.
GarP |
I think that proves the AI is not always using a well concieved plan. They send settlers out with a single unit all the time. It does not matter what the unit it, the human will take it down with number or tactics.
In my AU208 game, the babs are send a few calvs to the same area over and over. They are better units than mine, but they get whacked anyway. I hit them with cats and then an army. So why do they not send those units to a less well defended area, I don't know.
I do not have enough units to defend all over this well and can move that fast, so they could hurt me with a wiser plan.
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GarP2
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Oops! I meant 2:4 odds in that last post. Still the same idea.
Sometimes the AI amazes me with how well it maneuvers, especially when attacking my cities. It explained a lot when I finally found out that it knew where all my units were. It seems to be pretty good at the old chess maneuver of double attack - making a move that threatens attack at 2 different points at the same time - used to force defenders to go the wrong direction or spread too thin. But maybe I'm just reading too much into it.
Thanks for info on the air superiority fix. I like aircraft, so I use them a lot, and am glad to hear it got fixed. My game computer is not the same as my web computer, so I have to firewall/virus protect it before I go online to get the patch, or set up a local network, but its more fun to use my time to play the game. This info will be an incentive.
Thanks, GarP
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GarP2
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Related question: If you load PTW does that also upgrade Civ 3 to the latest patch or do you have to do that separately?
Thanks, GarP
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