Worker section updated. Will have Warrior up by the end of today.
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Ancient Era Warfare
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Yeah yeah, Worker and Warrior tactics? I hear you say. Well, I've got a bit more exciting one up that should make Dom happy - The Ultra-Early Rush.
I'm also working on General Defensive Strategies right now, and will have this section up either tonight or tomorrow (depending on how fast I type - I have to give up this internet connection in an hour I believe ).
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I often gift cities away as part of both offensive and defensive tactics, also in the ancient era, when:
1) I have captured a city (offensively) that I cannot hold, and maybe have wounded units nearby in danger of being slaughtered. Then I move the units inside and gift the city to a third (distant and/or (culturally) weak) civ, preferably one that I have a RoP with and my opponent does not. That will slow him down, save and heal my units, and maybe the city will flip to me or can be retaken later. Also, it's a great advantage to fight in "no-mans-land" where you have normal movement, whereas your opponent does not. That would be the case if the city (or cities) block the way between you and your opponent. Nice when you get a leader on another continent, and just want that wonder asap.
2) I get caught flat-footed and one of my newly founded cities is in peril. Then I hand over the city to a culturally weak and distant civ, and hope that it will flip back soon after the war is over.
Gifting your cities away is of course not the fastest road to success, but a weapon to inflict damage on your opponent, or deny him the benefits of holding your cities.
Btw, I play vanilla CivIII, emperor or deity mostly.
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Great thread Trip
I do have one request; that you include a discussion on military camps somewhere in your thread. I feel that military camps are vital for building up military stength with minimal disruption to the REX and Core Development phases of the game.* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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Sorry for the delays, hope people are actually still around to see responses...
Originally posted by Platypus Rex
if you are still takiong requests....
what is your take on harbors?
Harbors are important to link areas for trade, but militarily it depends on what threat you suspect to be facing on the seas. Against other human opponents its more important, as the human player usually recognizes the threat of naval warfare more than the AI. The ability to conduct intercontinental invasions often depends on how well your fleet survives to make it to its destination and drop off land units. Harbors give vet sea units which means your fleet will have better survivability. However, if you don't expect to meet much resistance you can go into battle with only regulars. Additionally, transport vessels (Caravels, Galleons, Transports) usually need not be built in cities with Harbors, as if these guys end up fighting actual battles then you're probably in trouble. Having vet Frigates/Ironclads/Destroyers to cover them is more important than having the transports themselves being veterans.
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In the ancient era, it's often needed to fight Galleons with Galleons in an overseas invasion. So generally going across the island, an extra Galleon or two would be brought along for sinking the enemy Galleons.
This can be better seen in the Rise of Rome conquest especally if you play the Romans or Carthagans.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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Galleys, not galleons. If you're fighting battles with galleons, you've got problems.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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