Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > I have no idea how to place my defenses
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
johncmcleod is offline johncmcleod
Prince
Coeur d'Alene, ID, USA
Jan 2002
time: 21:28
  Old Post 01-06-2003 04:21 Visit johncmcleod's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
I have no idea how to place my defenses Support Apolyton, buy GURPS/ Alpha Centauri

I have never really thought about how I'm supposed to lay out the defenses of my nation. I have always just put extra amounts of garrisoned units in border cities. When the AI tries to bypass the cities to go to the heart of my nation and pillage improvements I just send my units to defend the spaces in between cities. I like using forts, but I never can use them well. They take a while to build. In this one game I built this huge wall of fortresses along my border with Greece, each with three MI and 1 artillery. They were a stronger civ than me. I went to war with them but I got everyone else in the world on my side (that's my trademark, I fight little but when I do fight I always win even if I'm small because I enlist the aid of all the other civs) and I captured some of their cities, and my line of fortresses wasn't even on the border at all anymore.

Some people talk of creating traps using fortresses, but I have no idea how to create a trap.

If you won't tell me some strategies could you please post a link to a good thread on this topic.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 01-06-2003 07:02
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I finally realized in that game you posted that those were fortresses. I had never built one in all the civ games I have played from Chief to Deity. So I would say they are not a wise investment, except on rare circumstances. Yes they can be useful, but not required.
It is not hard to figure out the Ai and it tactics, so you can get away without troops in all cities, once you get out of despostism. I like to get mobile troops ASAP (horses) and road my cities. This lets me defend with less. Once you get RR up it is a cake wall to defend.
Try to funnel their troops in a kill zone. This can be done by leaving a hole in their approach path and having bombardment units to hurt them.

Aramis is offline Aramis
Prince
Not where I was tomorrow, nor will be yesterday.
Dec 2002
time: 23:28
  Old Post 01-06-2003 07:24
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Full PM-box? Change here!

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.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 01-06-2003 07:24
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

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

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:28
  Old Post 01-06-2003 07:31 Visit Trip's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

As Arrian mentioned, numbers are your friend. I'll never forgive the RNG after that conscript barb wiped out my capital city with no HP lost...

Hilled cities are fun. Add walls to that. Attacking that city over a river will be impossible.

I've always only built forts when I run out of other improvements to work on (usually just before RRs and after I'm done laying them everywhere). If I have a lot of Workers and a lot of time they'll be on practically every tile.

As far as unit placement I always put all of my units in border cities, with mobile and attack units in my interior cities. If the AI tries to bypass I'll crush it with my interior offensive armies. Or they can smack themselves against all the defenders on the perimeter.

As Arrian also mentioned, get them on flat terrain. Uprooting fortified Spears/Pikes on mountains is such a pain you simply can't imagine. I was winning a war completely until I had to clear one of those suckers, and my entire army vanished because of one. I promptly made peace as their Immortals began to swarm, built up another army this time with Horsemen, and paid them a return visit.

Aramis is offline Aramis
Prince
Not where I was tomorrow, nor will be yesterday.
Dec 2002
time: 23:28
  Old Post 01-06-2003 07:43
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton or Terrorists Win

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.

Nakar Gabab is offline Nakar Gabab
Warlord
of Pedantic Nitpicking
May 2001
time: 00:28
  Old Post 02-06-2003 05:22
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

The enemy knows where your defenses are. Abandon a city completely and the AI will often march right past your border defenders towards it, even if it's two to three turns away. Then hit them with your mobile units. There, that's how you set a trap.

Epistax is offline Epistax

Prince
of Bananas
May 2001
time: 00:28
  Old Post 02-06-2003 08:51
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Avatar Enlargement: We've got the solution

Once I have rail roads, I see no reason to guard 90% of my cities. The only ones I guard now are those that are reachable from any rival culture square by a 3-movement offensive unit.

While a marine attack is a possibility, I take the philosophy that the defense of all my shore cities (roughly 40% of my cities in my current game) is not worth the ramifications of them actually taking a city. As I have railroads, I can easily take it back before they can establish a formidable defense (computer opponents). Now this move is entirely foolish verses a human opponent, as they may simply take over all 40% of my cities in a single turn.

I also keep troops in cities I fear of culture flipping, or ones with resistors (duh). I play communist due to my extreme size (really huge map) yet I haven't taken advantage of the military's policing aiblity, which in retrospect is quite stupid of me.

cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:28
  Old Post 02-06-2003 13:16
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

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...

cumi is offline cumi
Warlord
Austria
Jul 2002
time: 06:28
  Old Post 02-06-2003 13:21
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by cumi
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.


Yes, I know now why is this good: the AI can not jump into my empire, before declaring me a war.

GarP2 is offline GarP2
Chieftain

Dec 2002
time: 05:28
  Old Post 02-06-2003 23:11
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton buy from Amazon

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

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 03-06-2003 00:27
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

By knowing it will avoid powerful stacks in good defensive position an dhead for weak or undefended cities, you can lead it to a place that is a good place to spring a trap. Some times you just get a natural trap such as a land bridge they must use. Then noting the prefered path of approach you can ambush them as well.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:28
  Old Post 03-06-2003 02:40
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Civilization 2

As mentioned earlier, the bait for the trap is a defenseless city. Move all units out of a city and the AI will bypass well defended units. They will head straight for the defenseless city. But of course your defensive units are only a tile away and can enter the city at any time.

Lord Nuclear is offline Lord Nuclear
Duke of Civ3 Hall of Fame

Donate to the Red Cross
and the Apolyton University
Jun 2002
time: 21:28
  Old Post 03-06-2003 08:15
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Browse Apolyton AD-FREE

I have never liked to use fortresses. By the time I have set the fortresses up the AI has gone into the heart of my empire and most of the other nations have more advanced improvements then me. Just my two cents.

MyOlde is offline MyOlde
Prince
Haliburton, Ontario, Canada
Jun 1999
time: 05:28
  Old Post 03-06-2003 19:11
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Put an end to popups!

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.

GarP2 is offline GarP2
Chieftain

Dec 2002
time: 05:28
  Old Post 03-06-2003 22:53
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

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

GarP2 is offline GarP2
Chieftain

Dec 2002
time: 05:28
  Old Post 03-06-2003 23:00
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Get a bigger avatar today!

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

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 04-06-2003 01:46
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Suffering from ads?

Yes a fix was made for air superiority, I am not sure if it did the job (I do not have that many planes).

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 04-06-2003 01:51
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

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.

TheArsenal is offline TheArsenal
Prince
Sunny Southern California
Mar 2002
time: 21:28
  Old Post 04-06-2003 02:08
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by Rob_S
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.


I've used forts seriously just once, on a mountainous choke point which separated me from the rest of my continent and few annoyed civs. I placed several cannons and defenders in them and they proved quite useful. The problem was when I expanded by war past the choke point, and didn't need the forts (I was afraid the AI would use them against me if I left them there), I couldn't pillage my own forts before pillaging the roads that ran through them. Irritating.

GarP2 is offline GarP2
Chieftain

Dec 2002
time: 05:28
  Old Post 04-06-2003 02:13
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Call to Power 2

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

johncmcleod is offline johncmcleod
Prince
Coeur d'Alene, ID, USA
Jan 2002
time: 21:28
  Old Post 04-06-2003 03:23 Visit johncmcleod's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Get a bigger avatar today!

Does the unpatched regular Civ3 have an air superiority bug? That's what I have and when I set fighters to air superiority they do nothing. People have told me to download the 1.29 patch. Where can I find this patch and does it fix the air superiority bug?

Off topic: Just out of curiousity, is the capital for the Ottomans Ankara? (I don't have PTW)

GarP2 is offline GarP2
Chieftain

Dec 2002
time: 05:28
  Old Post 04-06-2003 17:51
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Suffering from ads?

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

Epistax is offline Epistax

Prince
of Bananas
May 2001
time: 00:28
  Old Post 04-06-2003 18:18
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton buy from Amazon

Pretty sure Civ3 and PTW are completely different.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:28
  Old Post 04-06-2003 20:25
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton

GarP2,

There have been two patches post-PTW. So you install PTW and then patch the game. Many of us continue to use the 1.14 patch (first one) because the newest (1.21) hasn't been released in Europe and many of us are involved in PBEM/Democracy/Succession games that are using 1.14. Sir Ralph has explained how to do a dual installation such that you can pretty easily switch between 1.14 and 1.21 (I forget exactly where that explanation is here at 'poly, but it's topped over at central.masterzen.net).

-Arrian

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:28
  Old Post 04-06-2003 23:39
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton

quote:
Originally posted by GarP2
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

Yes and no. PTW install will upgrade CivIII to 1.29f if it was not already. The patches after that are for PTW only and no more patches will be done for CivIII.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:28.
Apolyton Time is 00:28.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0557 seconds (92.93% PHP - 7.07% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net