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  • Originally posted by Gavrushka


    Fortifications do indeed work as cities for the purposes of unit healing.... If they are placed in a bottle neck they are a nightmare for the enemy to get past...
    Oh yes...yes.....Remember our MP Game. It took you 30 units to Crack that on the mountain fortress. And in the end, I drove you out and mocked you from Fortified mountains positions


    Forts Effectiveness. Never to be underestimated. Thats a 150% bonus... And if your on a mountain. 250%

    And you can Bombard them till the cows come home. They heal instantly the next turn. The Best place to put these are on mountains in Passes.....or in land bottlenecks, where theres only one or two square through.


    I played a gamewith Ivat once. I blasted to hell like 12 of his Battleships with 7 Artillery pieces placed in a fort. And in the end, he never took the fort



    Btw. We made the ACS news!

    Comment


    • Is space too powerful?

      With the ability to move anywhere on any size map within 3 turns, does this make space too powerful? While some units do have an active space defense, just flying a cheap space fighters through an opponents territory will cause those defenders to shoot. Now you can move in with space planes, swarms, or other units, land in their territory, surrounding almost every city.

      Does this make space too powerful?

      opinions...
      So one guy turns to another guy and says "T.A.I." His friends says "What?" He responds by saing "Think about it;)"

      Comment


      • A Nation that gets way ahead in Space will be difficult to beat....But that is the end game for you, if you win by having better science then so be it.... Swarms are a collosally powerful unit for that effect, with Nanite Factories, and all land cities (or many of them) set to Capitalisation you can churn out as many swarm per turn as you have space cities, Get 150- 160 together, stack em and descend straight onto cities, and game over in one turn....
        He's back after a fashion...

        Comment


        • Here is my tactic for the space age:

          Keep as many space fighters in space as possible.
          Keep a few space planes up there as well, each loaded with one (space) marine.

          This allows you to take any city anywhere in one single turn, without having to drop units next to it first.

          How ?

          Attack the city with space fighters until it is empty.
          On the same turn, descend a spane plane next to the empty city.
          On the same turn, unload the marine into the city, capturing it.
          Put the remainder of the space planes into the city.


          Three turns is way too slow in the space age.
          veni vidi PWNED!

          Comment


          • I wish you the bests of luck while bu8ilding this guide.

            This i would like to add:
            Micromagiment is everything, it just requires alot of time.
            Be sure you never waste production, science and that every improvement you build has more use then the other one at that moment.

            You should consider war, don't say i never make war and neither say i always make war. If you want to be (one of) the best you have to take your time and sort trough every option.

            Next to that you need all the right information.

            Good luck
            ----------------------------------------------------------------------
            The fatal flaw in every plan is the assumption that you know more then your enemy. -Sun Tzu

            Comment


            • One element of my otherwise robust game, is the lack of stealth units in my arsenal.... I cannot remember when I last built a spy, or a Lawyer..... they have value, they often catch me unawares from other nations, a little piece from someone on the use of stealth and terror units would be good.... for instance unhappiness attacks can be grouped together.... an Infector, Televangelist and subneaural ad- could they revolt a city when combined?? What about Ecowarriors... I remember I used tham against the AI a lot, but again not in MP...
              He's back after a fashion...

              Comment


              • Originally posted by Gavrushka
                One element of my otherwise robust game, is the lack of stealth units in my arsenal.... I cannot remember when I last built a spy, or a Lawyer..... they have value, they often catch me unawares from other nations, a little piece from someone on the use of stealth and terror units would be good.... for instance unhappiness attacks can be grouped together.... an Infector, Televangelist and subneaural ad- could they revolt a city when combined?? What about Ecowarriors... I remember I used tham against the AI a lot, but again not in MP...
                TrollDom Deecree:

                "Ifin ya cant see 'em, dont build 'em"

                So I just exclude them.

                But they are very effective, you gotta be ever careful of them boogers!!

                Yours In Civin

                Troll
                Hi, I'm RAH and I'm a Benaholic.-rah

                Comment


                • Originally posted by Troll


                  TrollDom Deecree:

                  "Ifin ya cant see 'em, dont build 'em"

                  So I just exclude them.

                  But they are very effective, you gotta be ever careful of them boogers!!

                  Yours In Civin

                  Troll
                  I never exclude spy's. They are the best way to catch a cheater. Along time ago ; I sent 2 spies into enemy capital and a city near it. Guess what I found!

                  Every building built ; except the granary..... which he sat and built in 11 size city, and was still building when I re-spied it 5 turns later

                  Comment


                  • Heh 2 spys one spy Look you get a lull in the action say 4-5 turns build a friggin army of them (or more). That's right an army of spies, you have a few thousand to waste you have a spy on every key city your enemy has. Then some when your ready to go your spies have told you what you need to know. Ememy strength, city troops, production, HAPPINESS etc.

                    Oh you are not done yet NUKE every major city he has, every one. One after the other steal, spy, revolt, nuke heck you only need one troop when the smoke clears to take a city...how long do you think it will take him to regroup to take them back...dirty pool You gotta love this game And some people cheat to win h*ll cheating is built into the game. Six or seven major cities should do it. Remember when stealing tech, steal from the least happy city. Better yet make the city unhappy and the goods are yours.

                    Eco terrorist's are great for those strategic cities they have to annoy you take em out. Have a settler waiting, especially if you are near mountains. Infectors, eco, mind, spies all at one time...thanks for coming out "good game" is what you read shortly there after
                    Last edited by blackice; March 12, 2002, 03:43.
                    “The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
                    Or do we?

                    Comment


                    • Though not usually used by most in multiplayer, unconventional units in mass if used the right time with the right way can judge the entire cource of the game if you want my opinion.

                      They are way to powerful if you've got much of them supported by much gold and got your opponent unprepared.

                      Comment


                      • Originally posted by faded glory


                        I never exclude spy's. They are the best way to catch a cheater. Along time ago ; I sent 2 spies into enemy capital and a city near it. Guess what I found!

                        Every building built ; except the granary..... which he sat and built in 11 size city, and was still building when I re-spied it 5 turns later
                        Did you "ACCIDENTLY" attack him????




                        Yours In Civiv

                        Troll
                        Hi, I'm RAH and I'm a Benaholic.-rah

                        Comment


                        • While I've had the chance to use many unconventional units in multiplayer, I've found that using corporate branches all over the place kills the AI's production.

                          Slavers are great in any time period. Even in the diamond age where just about everything prevents slavery, you can group one in an army and he will slave if he servives an attack with the army. But if you want to do that remember to build alot before they go obsolite

                          Clerics are a good way to empty your opponents pockets. Converting a city may only give you 10% of the city's gold, but it still cost that player 1000 gold to get rid of it . Then theres the unhappiness factor if a player with converted cities goes to war with the player that converted those cities. Then you can come in with the soothsay and lower the cities happiness more...oops...RIOT!!! Ok maybe I over did it. Lets go with sell indulgances, gives them happiness and you gold. Im not sure how much, but if im not mistaken its only 3 gold for 3 happiness. Which might be usful in the beginning if you have, say. 5 clerics selling to 5 cities, thats 15 more gold a turn plus you opponent's people are happy Never use televanglist, comes to late in game.

                          Spies and cyber ninjas I always thought were to expensive with to low a risk. I just use them for scouts and defense against others. Anyone else want to add something?

                          Infectors will give a city -5 happiness and the infection can spread to other cities via trade routes. If a city has 4-8 trade routes for it then you are almost garunteed 1-2 cities to be infected.

                          Ecoterrorist can cunduct hits which also give unhappiness, but their nano-attacks are da bomb. It will destroy ALL city improvments. Imagine a city with 4 trade routes coming to it, monopoly city, it has all those wonderful gold buildings and probably some production ones and the city may be capitalizing with tons of money for that player. Ooops, no more gold and another city has a pretty good chance of being infected with the nanites too.

                          HippieMobile
                          No more city nuff said
                          So one guy turns to another guy and says "T.A.I." His friends says "What?" He responds by saing "Think about it;)"

                          Comment


                          • Here is a trick. I used to do this early on, in small maps. You Rush buy 4 Cleric's and sneak them into Enemy capital.

                            You Soothsay the city 3-4 times in one turn. It revolts...hehe.....game over or them.

                            Comment


                            • Originally posted by faded glory
                              Here is a trick. I used to do this early on, in small maps. You Rush buy 4 Cleric's and sneak them into Enemy capital.

                              You Soothsay the city 3-4 times in one turn. It revolts...hehe.....game over or them.
                              I can hereby testify that this does indeed work, QUITE WELL!!!!

                              I t happened to me, early on and I think it is one of the most effective, early on setbacks a person could experience

                              Yours In Civin

                              Troll
                              Hi, I'm RAH and I'm a Benaholic.-rah

                              Comment


                              • Originally posted by faded glory
                                Here is a trick. I used to do this early on, in small maps. You Rush buy 4 Cleric's and sneak them into Enemy capital.

                                You Soothsay the city 3-4 times in one turn. It revolts...hehe.....game over or them.
                                So unit effects can be stacked...cool
                                So one guy turns to another guy and says "T.A.I." His friends says "What?" He responds by saing "Think about it;)"

                                Comment

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