Democracy At War

Bud2998

Bud the Ironfist
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Sorry if this has been posted before, but I couldn't find a thread with this specific subject in it, so...


I need help with democracy at war! Badly! I dunno howta use it well at war. The senate ALWAYS interferes when the AI asks for a cease fire and treaty, and is there any way to avoid that? I've heard that democracy can be used as a real good government at war. All I seem to be able to do is send in spies and diplomats, but when I bribe too many cities I eventually get poor, the cities without any happy improvements go into disorder, and my government collapses and I hafta either go into fundamentalism or stop it with war and go back to a peaceful state of democracy. I'm just wondering, what are some of the really good Civ II player's strategies for war at democracy. Thanks!
 
There is a current thread in the Civ 2 - General Discussions forum under the topic "The best form of government". Check it out.
 

posted September 09, 2001 08:33 PM
Sorry if this has been posted before, but I couldn't find a thread with this specific subject in it, so...

Try searching with my name (Starlifer). I often espouse democracies.

I need help with democracy at war! Badly! I dunno howta use it well at war.

Democracy is not a way out of a bad situation. That is, don't expect to be in communism, have a war, and say "oh crap, let's switch to democracy!".... a power democracy takes lots of planning, growth, and resources to get up and running. But once you do, it will bury every other form of governement in the game. It will not, however, allow you to build Fanatics or Vet. Spies. But then, you really don't need either, if your demo is running right!


The senate ALWAYS interferes when the AI asks for a cease fire and treaty, and is there any way to avoid that? I've heard that democracy can be used as a real good government at war.


At one time, when I used to try and play Demo with a Fundy/Commie mentality, I though Dmeo was unsuitable for war. But now I prefer it by far to any other form of gov't, except in very rare and pretty unusual circumstances (that usually arise from my poor prior planning ).


All I seem to be able to do is send in spies and diplomats, but when I bribe too many cities I eventually get poor, the cities without any happy improvements go into disorder, and my government collapses and I hafta either go into fundamentalism or stop it with war and go back to a peaceful state of democracy.

you are not running a true democracy. You're merely switching forms of gov't and saying "Aw shucks" when it inevitably collapses. At first, getting used to the war planning, city planning, unit redistributions, etc. is a pain. Not to mention all the money you will likely spend on Superhighways, Airports, freight, Mass Transits, etc. None of these items can shoot, but all are essential to a power democracy.


I'm just wondering, what are some of the really good Civ II player's strategies for war at democracy.

The most important thng to know is that you cannot just go out and fight a "fundy-style" war in democracy. Very likely, that would cause a gov't collapse.

But if you adapt you play style to the strengths of democracy, it will be unlikely that any form of government can come close to competing with the total power of a wartime democracy.

I could go on for days, but a few highlights are:

- Use Shakespeare's Theater as a staging point for combat ships, bombers, NUKES!!, missiles, assault units, sentry units, etc. make sure Shake can generate lots of shields for support, and spare no expense to give (buy!) that city anything it needs, incl. Mfg Plant and Solar Plant. Sell the colosseum and temple .

- Continually spread your military units among existing (and future planned) cities. Get Women's Sufferage and JS Bach. NOTHING can duplicate the effect of JS BACH, and it is the #2 must-have (behind Michelangelo) in my book for this reason.

- Plan you attacks very carefully... you should control every partisan that appears, and every meeting (face to face) throughout an entire turn. Don't allow suprises... these will force an abrupt cease-fire/peace during an attack. If you can't control the enemy to wipe out 10 or 20 cities on one turn (use engineers, dips, spies, freight, and units), then you're going to have a slow campaign.

- Force the AI to sneak attack you. Set traps. Antagonize every turn! Eventually, after you've been stabbed in the back enough (or it get late in the game), the Hawk party will come to your aid and allow you to be just as violent and bloody as a Fundy govt.

- A democracy can (WILL) earn more gold than even a Fundy gov't, when properly developed. 5,000 gold and 60,000 science is a reasonable baseline to expect from your democracy in very late game, or about 25,000 and no science. Your freight should ALSO give you about 15,000 more gold and science each turn. You can rush buy enitire navies/armies/air forces in one turn if you wish... but most often, this money is mostly put back into perfecting the cities. Even an all-out war with the AI rarely conumes more than 25% of the resources of a power democracy. The vast majority of the resources (for me) still go into the empire to make it economically/scientifically more powerful.

Well, that's enough for now. There's lots more that you can easily find, and lots of people have various successful opinions about how to conduct war, too.
 
Democracy -- when properly developed and managed -- is the best form of government for the prosecution of war.

Starlifter has covered most of the points on the subject; I'll just add a couple.

First ...

Originally posted by starlifter:<br /><strong><br />- Force the AI to sneak attack you. Set traps. Antagonize every turn! Eventually, after you've been stabbed in the back enough (or it get late in the game), the Hawk party will come to your aid and allow you to be just as violent and bloody as a Fundy govt.<br /></strong><hr></blockquote>

Here the U.N. comes in handy. Similar to the actions of the Hawk party, repeated "sneak attacks" by AI civs will lead the Senate to support "continued peacekeeping operations," and usually more quickly than the Hawk party will step in. (Also, the adroit use of emissaries ofen helps). This is why I consider the U.N. indispensible for a militant democracy.

Second, as a general strategy -- a point alluded to by Starlifter -- take cities in groups. Since contact between land units is what triggers the AI's desire for negotiations (and hence the possibility of Senate intervention), in practice, this means destroying the enemy's armed forces over a series of turns before taking any given set of cities.

Finally, try to develop the foundations of your civilization such that you can declare total war against the AI before they obtain the Communism advance, since this is the advance that results in those pesky Partisans popping up after the capture of an enemy city. This has been my general strategy of late; for f
 
[Apparently a bug in the new program cut off the end of my last post; and for some reason, only an administrator can edit! ... Let's try this again]

... This has been my strategy of late; for further information, see <a href="http://www.civfanatics.com/RomeTime/RomanNotes.shtml" target="_blank">Modernization as Strategy</a>. (Musketeers really can't put up much of a fight against howitzers!)

Good luck!
 
Even better (from Frank Herbert's Dune series)

'power attracts the corruptible"

and thus

absolute power attracts the most corruptible
 
Democracy at war assumes the following:

1. UN wonder & 2. Woman's Suffrage

a neat trick is to ally with a 3rd or 4th power - every time the senate stops a war in progress - talk to your allies and they will insist that you go to war - senate has no power over this. You can also pay them to declare war and then re-negotiate - they will insist you go to war.

I don't really wage war unless forced to, untill howitzers appear - and then I bust up all of the armed forces around 5 or 6 cities and then send in the fanatics or alpines. Even a small strong democracy of 6-9 cities can conquer like this unless beset by several nations at once.

I created 3 new units - balloons, hovercraft and jag panzers - makes things interesting. In the end though a flock of 10 to 20 howizters can eat any other civ. Key is - go to a city - one hit, and then retreat - a single howizter can last as many as 4 turns this way - knocking out one unit per turn.

Sorry if I ramble on, this game is just infectious
 
Ah, Democracy....the "growth" is unmatchable....war is tuff but....station spies/riflemen/calvary in enemy fortz to antagonize them into sneak attackz, but try and avoid contact wif some civs as you can shut down their shipping lanes and bombard their cities with naval unitz (battleships)....try and be very "coastal" during the early city settling stage as this will allow many Battleshipz from many cities so as not to much unhappy citizens also allows for tons o' trade arrows (ocean squares). Like I stated befor though you must allow civs you have contact wif to sneak attack you inorder to provke the senate.......
 
go to a city - one hit, and then retreat - a single howizter can last as many as 4 turns...<hr></blockquote>

Minor addition - watch that city flag - when it drops, a part-used howitzer held on "wait" can wander in unmolested. Or use a wounded unit to take the city - it will recover 100%.
 
Yep.... First found that out when I rolled an almost-dead tank (just a sliver of red left) in to capture a city. It was 100% green (healed) as soon as it was in there! Only the first unit you roll in will recover like that, so pick your most wounded one, and roll the rest in afterwards....
 
To the above I can also add that (as starlifter's message implies) you will be literally swimming in cash if you are running your democracy properly. You will have a *lot* more of it than ever in fundy. This means that a war is not strictly necessary to take enemy cities - you will have enough cash to subvert cities.

Also a very effective use of howitzers is to use them to kill as many enemy units (city defenders in particular) as possible over several consecutive turns without ever taking a single city. Important: Use just one of the howitzer's movement points and then retreat to a city or fortress. When supplemented with an army of engineers to get access to every enemy city this eventually results in a situation where the enemy doesn't have even a single unit near his cities or within them. Then you can conquer the enemey in one turn by walking into the cities. Avoid contact with enemy units (e.g. the partisans that pop up) by taking the farthest away cities first. If you don't get into contact with an enemy unit you can take all the enemy cities in one turn without giving the enemy a chance to talk (or the senate a chance to interfere with your foreign policy <img src="biggrin.gif" border="0"> ).
 
These are all relevent points esp theviking, go for the furthest cities first and you won't get hampered by those partisans. Key units are howitzers and spys. With a well run democracy you have a bucket load of cash, your spys can buy the whole civ, use howies for the capital and governments that can't be bought. One turn, 20+ cities, whole civ down the pan.

If given the option to incite revolt or subvert a city, go for incite a revolt, its half the price and will cause an international incident, allies will be called up and you won't have to worry about the gov stopping you from declaring war on them.

Have fun
 
If you create an incident (by inciting revolt rather than subversion at peacetime), won't that have a chance of bringing down your democracy? With the Statue it's not a big deal, but you STILL lose production/revenue for one turn.

I'd rather subvert. After the capital falls, it's really all chump-change anyway.... <img src="graemlins/smokin.gif" border="0" alt="[Smoke]" />
 
<br />by allan, posted September 14, 2001 07:41 PM: <br />If you create an incident (by inciting revolt rather than subversion at peacetime), won't that have a chance of bringing down your democracy? With the Statue it's not a big deal, but you STILL lose production/revenue for one turn.

I'd rather subvert. After the capital falls, it's really all chump-change anyway....<br /> <hr></blockquote>

Yes, a revolt can bring down your democracy if you have a treaty with the civ that owns the city you revolted. Subversion will not bring down the democracy, though.

For me (at deity on a large map), that one turn of anarchy (even with the Statue of Loberty) will cost me typically 5,000 gold and 15,000 science. It will also cost some production, and since many of my cities are 50's, 70's, and 80's... that means one turn of unit production will be affected, too.

Therefore, I do not allow anarchy or revolutions once my democracy is established and humming along (typically about mid-game, around Corporation at latest). It does take planning and effort to run a democratic war, however.

<br /> I'd rather subvert. After the capital falls, it's really all chump-change anyway....<br /> <hr></blockquote>

Democracy and freight should be able to generate the funds to conquer with spies. However, I typically don't subvert unless there are temples & cathedrals to help offset the cost. You can eventually get a war going, even without the UN... when you do, have hordes of spies ready and sabotage the AI courthouses, take their capital if they don't have communism, then bribe all their cities.

If the AI has Communism, things will take careful planning & lots of high-movement units & engineers, if you want to rip thru lots of AI cities on one turn. If the AI is in Democracy, you'll have to take all their cities by force, which means you'll lose lots of the city improvements!
 
<br />By Karen:

I created 3 new units - balloons, hovercraft and jag panzers - makes things interesting. In the end though a flock of 10 to 20 howizters can eat any other civ. Key is - go to a city - one hit, and then retreat - a single howizter can last as many as 4 turns this way - knocking out one unit per turn.

Sorry if I ramble on, this game is just infectious<br /> <hr></blockquote>

LOL, feel free to "ramble on", Karen... I doubt you'll ramble more than some of us <img src="icon12.gif" border="0"> . Yup, this game is fun and infectious!

Of curiosity, what capabilities do your 3 new units have?
 
Since people in this thread have picked up the subject of mass invasion, I'll seek advice on carriers. In some of my earlier games, my invasion strategy was to get a huge navy, including carriers (loaded with 3 fighters, 4 bombers, and a helicopter) and submarines (loaded with CMs and nukes :nuke: ), sail over, and just bomb the heck out of my enemies. It's really fun, especially when the AI doesn't have fighters or is too dumb to attack your bombers.

However, due to poor planning, I never had enough land units to back up my air raids. I wound up having to occupy cities with helicopters, which just got killed later. And under democracy, bombers may not be worth it... Does anyone else use air attack? :enlighten because I haven't heard them mentioned...
 
Does anyone else use air attack? because I haven't heard them mentioned...
Hand up:)
I use air attack - especially vet stealth fighters:D
I think it's easier in the end of the game than airlifting or transporting units.
 
First, with SOL you can do the trick of '0-turn revolution' and switch between Fundy and Democracy all in one turn, thus you don't need to worry about senators.

Second, with BACH you can build several size 2 cities to support your troops. A size 2 city near a shield resource and has shield improvements can usually support 20+ units each. With the BACH wonder the city will never go unhappy. Just make sure to put workers to forrests and hills so that the city does not grow to size 3!
 
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