War Wearyness is definitly a problem, however, it seams to be based more on aggression rather then defense. You can have a 'phony' war for many turn and not see much opinion differences... So, typically war wearyness is more of a problem when you are winning, rather then losing, so at least that is good.
Typically, the way to fight wars as a democracy involves a simple strategy - antcipation, initiation, termination (alright, sorry for the stupid catch phrases). Basically, keep your wars short, and your objectives clear. Building several key wonders helps tremendously.I would rank Sistine Chappel, J'S' Baches Cathedral, and Womens Suffrage as some of the most important wonders in the game.
Remember, always be prepared to fight a war - somehow, the computer knows or has an estimate ofyour military strength (even before spies), so haveing a decent military will deter most out of the blue aggressions against your country. It is usually wise to have at least one or two MPT with other countries.
Second, be prepared to launch a full scale attack instantly on any bordering enemy - and have transports ready to be loaded and sent overseas if need be. Railroads are perfect for this... The trick is to have a standing offense already in position the moment a war breaks out. The first few turns are crucial. Before starting a war look for an objective to counquer. The objective(s) (when possible)should have the following characteristics:
1) Have some stragetic value (i.e. resource or location)
2) Withing your grasp, i.e. no major logistical challenges in aquiring.
3) Somewhat valuable to your openent, taking satellite cities has little effect.
4) Can be easily connected to the rest of your empire.
Finally, do not initiate aggression until all your peices are in place, Even if it takes you a few turns to mass your troups on your border. This has several advanatages; Your people don't get as upset, MPT won't get triggered until you are in a position to deal with the other members of the alliance as well, if the enemy attacks you your own MPT alliances will be activated.
Once firing starts, move quickly to take your objectives. Once you reach your objectives - TERMINATE the war. The computer will nearly always terminate if (s)he looses important ground. Even if you plan on waging a war again, you should regroup and prepare for another limited conflict. Even if you are OUTNUMBERED, send a token offense to your enemy. The computer (like a human player) doesn't like complications, if you can threaten his home, then he'll think twice about continuing the war.
Additionally, when in war with multiple countries, always be prepared to make peace with one of them, or rather, divide the alliance. This tends to make your citizens more content.
Some additional notes: Its not usually worth the time to build up a navy prior to destroriers. The navy can't do much, and takes too long to deploy. Plus, the navy becomes nearly useless once you get destroyers.
If you find yourself vulnarable to sea bombardment, the best solution is a small navy and a large compliment of artillary or cannons. These can be moved more quickly then a navy, have far less liability, and can be used for ground offensives as well. Cannons are some of the BEST things in the game to build. The have a complete updgrade path, have long shelf-lifes, and in mass have enourmous value. The best way to take cities is to use massive ammounts of artilllary (say like 10 units).
Anyway, the trick with waging war is always to make it cost a whole lote more to your enemy then it is costing you. Even if its mostly stalemated, if you can force him to spend resources on the war while you build infastructure, this is a major victory.
Typically, the way to fight wars as a democracy involves a simple strategy - antcipation, initiation, termination (alright, sorry for the stupid catch phrases). Basically, keep your wars short, and your objectives clear. Building several key wonders helps tremendously.I would rank Sistine Chappel, J'S' Baches Cathedral, and Womens Suffrage as some of the most important wonders in the game.
Remember, always be prepared to fight a war - somehow, the computer knows or has an estimate ofyour military strength (even before spies), so haveing a decent military will deter most out of the blue aggressions against your country. It is usually wise to have at least one or two MPT with other countries.
Second, be prepared to launch a full scale attack instantly on any bordering enemy - and have transports ready to be loaded and sent overseas if need be. Railroads are perfect for this... The trick is to have a standing offense already in position the moment a war breaks out. The first few turns are crucial. Before starting a war look for an objective to counquer. The objective(s) (when possible)should have the following characteristics:
1) Have some stragetic value (i.e. resource or location)
2) Withing your grasp, i.e. no major logistical challenges in aquiring.
3) Somewhat valuable to your openent, taking satellite cities has little effect.
4) Can be easily connected to the rest of your empire.
Finally, do not initiate aggression until all your peices are in place, Even if it takes you a few turns to mass your troups on your border. This has several advanatages; Your people don't get as upset, MPT won't get triggered until you are in a position to deal with the other members of the alliance as well, if the enemy attacks you your own MPT alliances will be activated.
Once firing starts, move quickly to take your objectives. Once you reach your objectives - TERMINATE the war. The computer will nearly always terminate if (s)he looses important ground. Even if you plan on waging a war again, you should regroup and prepare for another limited conflict. Even if you are OUTNUMBERED, send a token offense to your enemy. The computer (like a human player) doesn't like complications, if you can threaten his home, then he'll think twice about continuing the war.
Additionally, when in war with multiple countries, always be prepared to make peace with one of them, or rather, divide the alliance. This tends to make your citizens more content.
Some additional notes: Its not usually worth the time to build up a navy prior to destroriers. The navy can't do much, and takes too long to deploy. Plus, the navy becomes nearly useless once you get destroyers.
If you find yourself vulnarable to sea bombardment, the best solution is a small navy and a large compliment of artillary or cannons. These can be moved more quickly then a navy, have far less liability, and can be used for ground offensives as well. Cannons are some of the BEST things in the game to build. The have a complete updgrade path, have long shelf-lifes, and in mass have enourmous value. The best way to take cities is to use massive ammounts of artilllary (say like 10 units).
Anyway, the trick with waging war is always to make it cost a whole lote more to your enemy then it is costing you. Even if its mostly stalemated, if you can force him to spend resources on the war while you build infastructure, this is a major victory.
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