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Military Alliances in a Democracy

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  • #16
    I have never found that being at war with more than one civ increases WW so taking on both should not be worse than taking on one.

    If most of their cities are defended by riflemen you either need to use a lot of artillery or wait for tanks. The more casualties you take to your units, the worse WW will get.
    Never give an AI an even break.

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    • #17
      Actually, Rifles are fairly painless for Cavs to take down in Size < 12 city. Even Size > 12 is still doable. It's with the infantry defenders that Cavalry hit the brick wall offensively. Even then Infantry isn't invulnerable to a mass cavalry charge. It's just very very costly.
      AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
      Strategy:The Machiavellian Doctrine
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      • #18
        In the Industrial age, Artillery is a must. With them it's possible to take a >12 size city with no casualties.
        I'm going to rub some stakes on my face and pour beer on my chest while I listen Guns'nRoses welcome to the jungle and watch porno. Lesbian porno.
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        • #19
          Arty's are too slow to be effective on a moving front. It's effective as a seige engine and for defense, but I find it impractical to hold back my offense to wait for my artillery, especially if it is a race between myself and an ally to grab cities.

          That is why getting flight and not skipping it is important.With bombers you essentially have artillery units you can move to any point on the map in 1 turn.
          AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
          Strategy:The Machiavellian Doctrine
          Visit my WebsiteMonkey Dew

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          • #20
            Armies are my preferred way to bust a size 12 city, if I can not bombard it.

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            • #21
              I have no trouble fighting wars on democracy that extend for up to 25 turns or so, the secret is to minimise losses, and keep the enemy out of your territory. Enemy are kept out by blasting with artillery or their precursors to the red and then killing.

              Likewise cities are captured via heavy bombardment, so losses of attacking armies are minimal. Also another advantage of this is the surviving atacking units end up being promoted to elite and then provide great leaders, which if used immediately can result in up to 4 in a turn in my experience, plenty for building armies or rushing improvements

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              • #22
                CerberusIV , does WW disappear completely after 5 turns of peace? Have you done some testing or is it based on experience?
                Don't eat the yellow snow.

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                • #23
                  War weariness I find is always civ specific, which means that you can make peace with 1 civ and declare war with another civ beginning the new war with zero war weariness. WW disappears immediately with peace and will reappear only if you return to war with the SAME civ within 20 turns

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                  • #24
                    Your effective WW is the sum of WW of every civ whom you are at war with. A peace treaty will suspend your WW with that civ until next time war breaks out. While at peace, the suspended WW will decrease each turn. That's old news, to me it is What I want to know is how fast the WW shrinks in peace time, and also if it is possible at all to bring down WW during war.
                    Don't eat the yellow snow.

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