View Full Version : Organized Military
Raven White Apr 16, 2009, 06:24 PM So i have a huge army, ... i dont want to,and i think i can lower the military number
by Organize my army more... How ?
#1 how meny units in per city (in modern Era)
#2 how can i let my stealth bombers recon a space every turn with out ordering them
#3 How meny military stacks ? (am alone on a Island, takes three tursn to reach from a end of my country to a second end of it, takes 4 turns to reach a country by sea.)
(on BTS) thank you in advanced.
Ghpstage Apr 16, 2009, 06:38 PM 1) and 3) I would need to see the military situation to help there
2) I've tried using looping recon orders but they don't work, queuing many recon orders during one turn seems to help a lot though. Just hold shift and set them to recon those areas.
Raven White Apr 16, 2009, 07:07 PM 1) and 3) I would need to see the military situation to help there
2) I've tried using looping recon orders but they don't work, queuing many recon orders during one turn seems to help a lot though. Just hold shift and set them to recon those areas.
right okay, how can i take Screens of my game, and wher will they go ?
(know how to put em on the forum)
Ghpstage Apr 16, 2009, 07:11 PM right okay, how can i take Screens of my game, and wher will they go ?
(know how to put em on the forum)
Just hit print screen and paste it in paint. No idea where they go otherwise or if thats even the games SS command, but it works.
dirtyparrot Apr 16, 2009, 07:14 PM ^ Press the print screen button on your keyboard to take a screenshot. The screenshot will be stored (assuming that you didn't change the default directory in the installation) in My Documents/My games/Beyond the Sword/Screenshots.
Raven White Apr 16, 2009, 07:19 PM okay found out,
http://img4.imageshack.us/img4/3381/civ4screenshot0000.jpg
(4 citys that are inportand)
http://img22.imageshack.us/img22/3413/civ4screenshot0001.jpg
(military Power)
if you need any thing more , tell me then , thanks ! :goodjob:
dirtyparrot Apr 16, 2009, 07:33 PM Seems like you're lapping the field. I don't think that you need anymore than 3 defensive units on all your coastal cities and put whatever obselete units in the cities in your interior. Keep a nice size stack on the island (incl artillery) on the island just in case and send the rest to conquer others (try to pick off the weakest or the most hated 1st). If I was in your position, I would have conquered other AI's and had them as my vassal, and then move on to my next victim, until victory. Just double check the victory conditions to make sure that noone is going to sneak a cultural or space victory.
DaveMcW Apr 16, 2009, 08:13 PM You have +465 gold per turn, that means you can support 465 more units. :D
TheMeInTeam Apr 16, 2009, 08:31 PM 1 unit/city unless HR garrison for :) or the city will be attacked. Your goal is that army is big enough to destroy invading stacks. Obvious on offensive you need more troops.
PieceOfMind Apr 17, 2009, 04:35 AM What map type was that, by the way?
mboettcher Apr 17, 2009, 06:23 AM You never need more than 1 unit per city in that situation for garrison happiness and what not plus your regular offensive stacks. Just keep a large navy including transports which you need anyway.
The most important thing about defending coasts is detecting those SOD fleets far out so patrol those waters, especially in the direction of greatest threat based on diplomatic situation and the types of leaders.
A water victory in that situation is worth far more than a land victory in that situation. Killing a defending ship and a transport (which is not so hard) kills 6 hard to kill units on land.
Plus if you have large offensive stacks and weak garrisons but detect threats early then you can move into position more quickly.
In other words one unit per city and a good sized navy
If you are attacking how many stacks do you need? Well as many strong stacks as you can produce in a economically feasible time before you attack. In CIV (and real life) the faster you achieve total victory the cheaper the war is in terms of turns lost mobilizing your economy and dealing with all those negative side effects. I try and use a couple of stacks and keep the comp running while I take as many cities as possible and sort out the mess later. Its easier to use an army of workers to repair 12 newly conquered cities and balance out their resources after a war than it is to defend said workers, deal with unhappiness and fortify 4-6 newly captured cities on the front. And easier means fewer overall turns.
mboettcher Apr 17, 2009, 06:34 AM The speed factor becomes even more significant as the game goes on when the more time you give the computer, ultimately the more defenders that have to weeded through. Plus empires are pretty large at this point of the game and can take eons to conquer if not approached right.
Oh and the more stacks you have the fewer units you need per stack (down to a minimum of course) because each stack by nature guards the other stack because the computer's forces in a given region aren't going to be moved against another stack when it is already tied down to one.
Its the Guderian method essentially. By spreading out the defenses (to the degree the computer reacts) you avoid the deep stacks of defenders that spread out siege damage and increase (exponentially) the more artillery needed to take a city (and importantly the artillery casualty rate). This way losing a siege weapon for every other city is the norm instead of 2 or 4 per city with one super stack.
4 artillery units, 2 defenders, one healer, and maybe 4-6 assault units per stack. A steady stream of garrison units will be needed (1-2 per taken city) plus some artillery and maybe a replacement assault unit here or there.
If its the WWII era you don't need any artillery past the first city and almost no defenders. Just use tanks, fighters and bombers. Build as many as you can and attack as often as you can. Keep them weak with continuous bombing runs and take a city every turn by moving as fast as possible with tanks. The computer will practically not react even on deity. After you take a city a healer can be moved in. Perhaps have a Calvary healer or something from early in the game (even a GG if you plan for a war in this era)
mboettcher Apr 17, 2009, 06:47 AM The tank/plane blitzkrieg isn't inherently a bad strategy and just an exploit of the computers modern war AI either (although the computer's strategy doesn't actually help). Its keeps the pressure on to prevent organizing large counter attacks, quickly removes production (and draft) locations for the enemy, takes away valuable airfields, keeps their planes on the move and therefore out of fights, you often capture and kill planes and ships (and these are as free unit kills as can be had), quickly gain new airfields, and don;t have to worry much about defending, fortifying, building or working (the only thing that has to be defended are the constantly moving airfields and even then only mildly).
Also don't worry too much about losing cities already taken. If this happens then that only means the computer is bringing its last gasp offensive units to you for easy pickings. Especially when their pinned in a city against city raider tanks.
Antitank issues? Promote a few pinch tanks in the stack. The computer is not going to produce solely antitanks and these are statistical losers to pinch tanks (even if they're much cheaper) and become impotent as defenders after bombing raids. This is the only reasonable strategy for this era because the moment air supremacy is gained the war is at least not losable.
If only the computer built a lot of tanks and planes and concentrated them somewhat. It would be more fun to fight later. I personally think this is the biggest flaw in the programming of the game. The AI can't use anything beyond catapults and swords.
Raven White Apr 17, 2009, 03:06 PM The tank/plane blitzkrieg isn't inherently a bad strategy and just an exploit of the computers modern war AI either (although the computer's strategy doesn't actually help). Its keeps the pressure on to prevent organizing large counter attacks, quickly removes production (and draft) locations for the enemy, takes away valuable airfields, keeps their planes on the move and therefore out of fights, you often capture and kill planes and ships (and these are as free unit kills as can be had), quickly gain new airfields, and don;t have to worry much about defending, fortifying, building or working (the only thing that has to be defended are the constantly moving airfields and even then only mildly).
Also don't worry too much about losing cities already taken. If this happens then that only means the computer is bringing its last gasp offensive units to you for easy pickings. Especially when their pinned in a city against city raider tanks.
Antitank issues? Promote a few pinch tanks in the stack. The computer is not going to produce solely antitanks and these are statistical losers to pinch tanks (even if they're much cheaper) and become impotent as defenders after bombing raids. This is the only reasonable strategy for this era because the moment air supremacy is gained the war is at least not losable.
If only the computer built a lot of tanks and planes and concentrated them somewhat. It would be more fun to fight later. I personally think this is the biggest flaw in the programming of the game. The AI can't use anything beyond catapults and swords.
wow, thanks for the huge lessons, :goodjob:
TheMeInTeam Apr 17, 2009, 03:12 PM With equal XP an anti-tank is always odds-on vs a tank, and masses of them intercept air decently too. However, the computer doesn't do that properly anyway.
Xellos-_^ Apr 17, 2009, 03:24 PM You never need more than 1 unit per city in that situation for garrison happiness and what not plus your regular offensive stacks. Just keep a large navy including transports which you need anyway.
The most important thing about defending coasts is detecting those SOD fleets far out so patrol those waters, especially in the direction of greatest threat based on diplomatic situation and the types of leaders.
A water victory in that situation is worth far more than a land victory in that situation. Killing a defending ship and a transport (which is not so hard) kills 6 hard to kill units on land.
Plus if you have large offensive stacks and weak garrisons but detect threats early then you can move into position more quickly.
In other words one unit per city and a good sized navy
If you are attacking how many stacks do you need? Well as many strong stacks as you can produce in a economically feasible time before you attack. In CIV (and real life) the faster you achieve total victory the cheaper the war is in terms of turns lost mobilizing your economy and dealing with all those negative side effects. I try and use a couple of stacks and keep the comp running while I take as many cities as possible and sort out the mess later. Its easier to use an army of workers to repair 12 newly conquered cities and balance out their resources after a war than it is to defend said workers, deal with unhappiness and fortify 4-6 newly captured cities on the front. And easier means fewer overall turns.
i would add that you need to built a lot of Attacksubs and Stealth Destroyers and have them surround your water space. I mean completely surround yourself with them. This would allow you to see a big stack approaching.
I notice in the Next War mod that the AI will attack amph and will wait till their ship is right outside your culture borders. if you see a big stack right outside your border, Attack them first.
Btw, you are already on FT5, why do you need to maintain a 70% research rate. I would dump the research and put in spying.
Raven White Apr 17, 2009, 03:33 PM What map type was that, by the way?
its fractal , map , HUGE , started with 18 units, was in custom games,
Raven White Apr 17, 2009, 03:35 PM Btw, you are already on FT5, why do you need to maintain a 70% research rate. I would dump the research and put in spying.
well to be honest i have never seen any point to it, i mean how am i sppose to watch like 200 citys each turn , and the spy thing never helped me much
Xellos-_^ Apr 17, 2009, 03:57 PM well to be honest i have never seen any point to it, i mean how am i sppose to watch like 200 citys each turn , and the spy thing never helped me much
because once you have enough points to see each AI you can find out how many units they have. It give you a good idea who is doing what and who is building a big military force.
geofelt Apr 17, 2009, 04:25 PM I would think that a railroad network would let you station some attack repelling units in the middle of the continent, where they could reach an attacker in one turn.
mboettcher Apr 17, 2009, 04:35 PM With equal XP an anti-tank is always odds-on vs a tank, and masses of them intercept air decently too. However, the computer doesn't do that properly anyway.
That's only true on full health and lower xp. The higher base power rating of tanks means that the combat I, pinch and other promotion give it a bigger boost than do the same promotions (obviously with ambush instead of pinch) for the antitank.
Plus any small damage to is amplified in a negative way through its major boosts against tanks. Thats why bombing runs can damage them to impotence so quickly.
However, hammer for hammer anti tanks are clearly far better in tank vs unit. Its just that its unlikely even against a well prepared human opponent (who am I kidding, no war is fought in WWII era in multiplayer) to run into mostly antitanks in the first four or five turns of a war. With this strategy there should be a pretty sizable advantage before they mass antitanks. Plus if you knock out industry fast enough they can't build many anyway if there human or not.
mboettcher Apr 17, 2009, 04:38 PM I'm also assuming that in general one's strongest tanks are stronger than the enemies strongest antitanks. It does take a lot of promotions to make up that ground as antitank gets the free ambush.
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