Empire Building
Expansionist Philosophy
Isolationist Philosophy
Militarist Philosophy
Technologist Philosophy
Domestic Policy
Expansionist Philosophy
Isolationist Philosophy
Militarist Philosophy
Technologist Philosophy
Military Strategy
-Eliot
Expansionist Philosophy
Isolationist Philosophy
Militarist Philosophy
Ideas from here carry over to other philosophies, so you might as well read this chapter anyway. Well, you're a leader with dreams for military glory. How do you build the armed forces of your new-found country? Good question. It depends on what planet you're on, and your personal preference. If the planet has a lot of water, a superior navy is your abvious goal. It can allow you to expand out from your one island. It can stop other players from doing so. It can finally crack that coastal city that your army couldn't. If you make it wrong, it can also be your biggest mistake. The mistake many players make is simple; they fall for the flashy ships, and literally forget about the true workhorses. While submarines look great, they really aren't. Sure, one or two are good to have around just in case you need to sneak in and launch your load of missiles, but more than that and they just become a pain. They die easily(the computer has a knack for guessing which square your sub's on), and don't have the firepower to deal with the real threats, like battleships or AEGIS cruisers, if they run out of missiles. Another example is the good old battleship. Again, keep one around. It is the ultimate coastal city killer, but for the price of one battleship you can build two better-defended AEGIS cruisers. Your medeival navy should be made up of(surprise!) frigates. If you have Leonardo's Workshop, you should build a few galleons, but otherwise only build them when you need them. Don't get hung up on suddenly having ironclads, you should just wait for electricity and steel. The only exception is if you are getting slaughtered on the high seas. But an excellent navy doesn't do you much good if you are on a land-locked world. There are two items that would-be general trip on: mobility and terrain. Your units must be mobile! A bunch of slow units are just sitting ducks, but fast ones can attack first. Build knights and crusaders instead of catapults and legions. Legion are useful on defense, but that's about all. AIs are obsessed with legions, but don't follow that trait. The other item is terrain. Beginners and computers alike tend to pay little attention to terrain except when it apllies to movement, but that is a huge mistake. Don't literally make a line of units leading up to their death, trying to knock off a phalanx atop Everest. Use situations like that to your advantage, by making your phalanx the one on top of Everest first, and the computer the one throwing corpses up at you. The air is an area that only comes into play in the later stages of the game, and is thereofore somtimes forgotten. It can be very valuable to the player who controls it; try and make that player yourself. Helicopters can be useful, if you use them in places where there are few enemy fighters, for two reasons. They can capture cities, unlike the other air units, and they can fly almost indefinitely, even landing on water! One dreaded unit has sprung out of the air, though, that is very often misused; the nuclear missile. MAD(Mutual Assured Destruction) is very tempting to try, but don't unless you do the following:
1.Have lots of cities. 2.Build SDI in every one. 3.Build lots of missiles. 4.Obtain a complete map. 5.Shoot far. 6.Shoot fast. 7.Shoot first. 8.Destroy every one of thier cities and every one of their airports. 9.Have a lot of stupid, brave engineers in boats ready to clean up the mess you just made. 10.Hope that none of their cities have SDI. 11.Hope a lot that none of their cities have SDI. 12.Repeat steps 1-11 for every civilization on the planet, or you and your country will be promptly turned into a rather pitiful pile of slightly iradescent radioactive dust.
Cruise missiles can also be very useful in defense of conventional warfare.