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  • #16
    Re: Calvary movement vs. Mechanized

    Originally posted by Ghengis Brom
    I think the Firaxians mave taken into consideration that on broken terrain with no roads a horse is going to move faster then a vehicle.

    Ex. A Hummer and a calvaryman arrive at the bank of a river. At it's deepest point the river is say, 12 ft. The mechanized infantry can't cross, it would be completely underwater at 7 or 8 feet of depth. The calvaryman just urges his horse on, swims across the river and keeps on going while the Hummer has to travel up or downstream to find a shallower place to cross.
    Well, my mechanized infantry has a higher top speed and doesn't stop running if it get's shot with a rifle...

    Overall, I think I can live with Cavalty being three if Mech Inf are also three. But a mechanized infantry brigade could run down a cavalry regiment...

    Anyways, I will have to play with it a little more to get a real good feel for it, but the options I'm looking at are either a dump of cavalry back to 2 (quite likely) or a boost of mechanized infantry to 3 (the other alternative). But I can't leave them as are without feeling something is goofy...

    Venger

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    • #17
      Re: Re: Calvary movement vs. Mechanized

      Originally posted by Venger


      Well, my mechanized infantry has a higher top speed and doesn't stop running if it get's shot with a rifle...

      Overall, I think I can live with Cavalty being three if Mech Inf are also three. But a mechanized infantry brigade could run down a cavalry regiment...

      Anyways, I will have to play with it a little more to get a real good feel for it, but the options I'm looking at are either a dump of cavalry back to 2 (quite likely) or a boost of mechanized infantry to 3 (the other alternative). But I can't leave them as are without feeling something is goofy...

      Venger

      If the AI upgraded its units to the appropriate era then I would have no quibble with the movement rates as I would be comparing cav to the units in its era and mech inf to the units in their era. But given that the AI doesn't appear to upgrade units , I have to agree with you.

      I would lean towards the mech having a move of 3 as well as the cav. The cav's movement rate is its real advantage and changing it to a 2 would be counter-productive, IMHO.
      Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'."
      http://www.schlockmercenary.com/ 23 Feb 2004

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      • #18
        I agree with Venger

        Any unit that runs on Oil should be faster than one that runs on oats.
        And as far as broken roads etc. thats why Military vehicles are 4wD.
        EDIT-and horses cant run full out forever-have to rest-while an engine can run almost indefinatly.

        And ships that use oil should be MUCH faster than ones that use the wind.
        Die-Bin Laden-die

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        • #19
          Re: Re: Calvary movement vs. Mechanized

          Originally posted by Venger




          Overall, I think I can live with Cavalty being three if Mech Inf are also three. But a mechanized infantry brigade could run down a cavalry regiment...



          Venger
          Well, in history horses have often been able to outpace motor vehicles in wars. Horses can eat off the land while mech inf has to transport a large amount of fuel.

          On the other hand, I think Mech inf should be 3 or 4 in the game and cav should be 3.

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          • #20
            War - What Is It Good For?

            It depends. But look at it this way, if there is no more land to settle & I'm getting new cities in the beginning via conquest & you're not, I will be able to build up those cities with culture & tech to surpass your lead simply due to the quantity of cities I would have over you. It's a long-term investment that can pay off. The risk of course is losing, but if you're substantially stronger & corruption isn't strangling you - why not? On my current Regent game in the middle ages I ran out of things to build (I had the tech lead too)... then I was thrust into my GoldenAge for completing a wonder. I would have been crazy to waste all that extra production on 'wealth'. Now the cities I've conquered are adding culture & science very handsomely to me... if I stayed in my box they would not be. What about culture? I obtained a few cities via culture, but war allows you to gain cities MUCH faster than culture.

            There are other advantages to war as well, but I don't want to make this post too long.

            ships that use oil should be MUCH faster than ones that use the wind.
            Agreed.

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            • #21
              well, i dont know about the rest of ya, but i war on and off the whole game. it works pretty well. i go to war when i have the advantage, raze (always raze) a few cities, show them cavalry are not to be messed with and then settle for gold and tech if they have any...

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              • #22
                I find going to war in Civ 3 a lot easier and a lot more fun than in civ 2, at any age or tech level.
                In civ 2 I'd just put infantry (and equivalents, pikes etc.) in my cities, maybe some important spots on my border and sit back and wait for the modern stuff before launching any real campaigns.
                But in this, I find it a lot easier to get a good number of units, which are fairly decent. I find the Persian Immortals a fantastic early game unit, even up into medieval times.
                I think what makes the waring better is how land gets grabbed up so soon, like some others here have mentioned.
                You sunk my Scrableship!

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                • #23
                  I just go to war whenever I get bored...
                  yada

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                  • #24
                    Re: Re: war before tanks?

                    Originally posted by Ray K

                    My attack waves start with Archers, then Swordsmen, then Longbowmen.
                    I sometimes have a warrior or two (then swordsmen if they survive), but then archers, and then horsemen asap, because they are more durable than the 1 move units.

                    I almost always war early too.
                    "I am Misantropos, and hate Mankinde."
                    - Timon of Athens
                    "I know you all."
                    - Prince Hal

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                    • #25
                      Well-How enlightning

                      Thanx for the input everyone
                      for the record I have been in early wars -I just didnt provoke them.And Im always prepared just in case

                      Once I get this game patched Ill start a new game and try some of these stratigies-- again thanx all
                      Die-Bin Laden-die

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                      • #26
                        I usually don't go on the offensive until I get cavalry. I've been messing with the rules some, though, and with my new ruleset waging an offensive war can be a lot easier earlier in the game - I've given most mounted units the Blitz ability and increased the speed of every unit except the settler. Units on foot all move 2 except for marines and samurai that go 3, most mounted units go 4 with a few exceptions (Riders go 5, Knights and War Elephants go 3), and I've really cranked up the speed of naval units.

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                        • #27
                          wow--
                          Badtz Maru--I did exactly the same thing.
                          I meant it only for the HUGE maps though.
                          And only one save game-the rest I use stock rules.
                          even the Knights and elephants in mine are the same as yours.
                          Unfurtunately I had to take away the blitz deal for tanks as you cant have a tank attacking 8 times in one turn
                          I also unchecked the air superiority box and made fighters like small bombers I call them fighter-bombers(original huh?).
                          I also increased all hitpoints by 2.
                          I made some other smaller tweaks and am still testing all the new settings but its nice to be able to get an army across the sea before all the other civs can tear another civ apart.
                          Im just surprised that anyone else thought of the exact same thing as me
                          Like I said though im still testing it and would never cite experiances from this particular game as if I was using stock rules.
                          edit-I kept workers at 1 mp since I figured that them and settlers have a lot of equipment.
                          Die-Bin Laden-die

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                          • #28
                            i go to war anytime i see an advantage.....and to clip the ais wings a bit....they can get too big for their britched
                            Boston Red Sox are 2004 World Series Champions!

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                            • #29
                              That's funny, I increased the HP on my units too - though it was only by 1.

                              I haven't got to tanks yet with my ruleset, but I didn't make them as fast as you did yours - I think they are only 4 or 5 movement.

                              I made a number of other tweaks too - it's a lot better than my first attempt at a mod, though my making elephants a strategic resource isn't working so I'm going to have to make some changes to the war elephants (I made them require elephants and saltpeter, and gave them a 6 attack, 4 defense, and a 4 bombard ability). I also increased the bombard ability on almost everything that has it.

                              Once I get it balanced out I'll probably make it available here. Other neat things I did include having the pyramids make a temple in every city on the continent (that may be a bit too good), gave courthouses a culture rating of 2 (and the AI builds them everywhere now!), made the police station require nationalism and reduce corruption, and made shakespeares theater create one happy citizen everywhere. I actually increased corruption slightly to make up for the various things that reduce corruption.

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                              • #30
                                I made modern tanks 8 and early tanks 6 wit panzers at 7.

                                I did the Police station thing too.

                                helos transport 2.
                                Oh yeah and only modern foot units can be air tranported{hoping to urge the AI to upgrade}dont know if it worked yet though.
                                unfortunatly helos can still transport ancient units(no way around this im afraid)
                                also dest. can see subs .All bombardment units were made more powerfull{again hoping AI will build more of them although I fear they wont and ill have to reset them because it will give me an unfair advantage.)
                                And many other things too numerous to get into right now.
                                Die-Bin Laden-die

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