Steelsmith
Chieftain
- Joined
- Nov 8, 2005
- Messages
- 48
I originally posted this as a reply to another thread, but as it got bigger I decided to move it to its own thread instead. These are my thoughts on how to win at war. I would very much like to hear other people's strategies and feedback. This has all been said before, and is mostly common sense, but I'm curious to hear how others go about it.
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- Don't go to war before you're ready, and don't go to war on a whim. Build up your civ first, make sure it's economically viable before going to war. Otherwise, you're just asking for trouble. Keep your production balanced between buildings and units, even while at war. If you only construct buildings, your military will be too weak. If you only build military units, your civilization will flounder.
- Make sure you keep an adequate defense force, regardless of your invasion plans. If you're too weak militarily, you'll get attacked before you're ready for conflict. And if you attack one civ when your homeland is inadequately defended, another civ will take advantage of it and attack you where you're weakest.
- Have a plan! Don't just attack the nearest civ. Decide which civ you really want out of the way first. What do you hope to gain through conquest? What resources and other strategic advantages will attacking one civ give you, versus attacking someone else? Once you attack, don't just barge in with guns blazing and expect to win. In addition to your main force, send out fast-moving units to plunder and pillage the countryside, and to act as scouts to detect (and intercept) the enemy's reinforcements.
- Don't just send your best attackers against the enemy city without softening it up first. They will die. Use bombardment to soften up the city, and its defenders, and your survival rate will be much higher. It is possible to take a city by brute force, but this is very expensive and inefficient. Once a unit is built, don't waste it. Keep it alive! Once you've taken a city, you should have good defensive units ready to garrison the place, so your attackers can move on to the next target.
- Prepare for the long term, but don't be afraid to call a truce when it makes sense. Sometimes you'll want to destroy another civ, and will stay at war until they're gone. Other times, you may just need to grab some important resources, then call a cease fire once you've got them. If you find yourself over-extended, arrange a peace treaty so you have 10 turns to bolster your military, then attack again when you're ready.
- Build a well-balanced, flexible army. Each unit has strengths and weaknesses, and you should know what they are. Don't go by the "strength" stat alone. An army consisting of knights, pikemen and longbowmen is much more powerful than an army of the same size containing only knights.
- Take a good hard look at your enemy's resources, and neutralize them as soon as possible. If your enemy has military resources like iron, copper, coal, oil and so on, get some fast-moving units to those tiles ASAP and pillage the enemy's means of production.
- Culture plays a huge part in any invasion plan. If you're attacking a well-cultured civ, their culture will make invading them difficult. The first few cities may not seem worth it, since they may still be overwhelmed by your enemy's cultural boundaries. When choosing which cities to attack, and in which order, make sure you have a plan to eliminate the enemy's culture-producing cities (like their capital) as soon as you can. This is especially important late in the game, when the enemy's culture has had lots of time to grow. When attacking a distant enemy that doesn't border on your civ, you may need to take several neighboring cities before you even see a dent in those cultural borders.
- As a corollary to the above: when you take an enemy city, your first priority is to build that city's culture as fast as possible. Theatres, libraries, temples, universities and so on should be the first things you build. You may need to construct a wall or other defensive structure early on, but don't use newly captured cities to build military units.
- Remember that all plans of attack are only good until the first arrow flies. It is a mistake to go to war without a plan, but it's also a mistake to hold fast to a plan that isn't working out. Stay flexible, and keep reserve units available where possible so you can react to events as they unfold.
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This will be second nature before long. Once your warmongering skills start to build, you'll find it easy and enjoyable to crush your enemy beneath the wheels of your chariots (or tanks, as the case may be)!
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- Don't go to war before you're ready, and don't go to war on a whim. Build up your civ first, make sure it's economically viable before going to war. Otherwise, you're just asking for trouble. Keep your production balanced between buildings and units, even while at war. If you only construct buildings, your military will be too weak. If you only build military units, your civilization will flounder.
- Make sure you keep an adequate defense force, regardless of your invasion plans. If you're too weak militarily, you'll get attacked before you're ready for conflict. And if you attack one civ when your homeland is inadequately defended, another civ will take advantage of it and attack you where you're weakest.
- Have a plan! Don't just attack the nearest civ. Decide which civ you really want out of the way first. What do you hope to gain through conquest? What resources and other strategic advantages will attacking one civ give you, versus attacking someone else? Once you attack, don't just barge in with guns blazing and expect to win. In addition to your main force, send out fast-moving units to plunder and pillage the countryside, and to act as scouts to detect (and intercept) the enemy's reinforcements.
- Don't just send your best attackers against the enemy city without softening it up first. They will die. Use bombardment to soften up the city, and its defenders, and your survival rate will be much higher. It is possible to take a city by brute force, but this is very expensive and inefficient. Once a unit is built, don't waste it. Keep it alive! Once you've taken a city, you should have good defensive units ready to garrison the place, so your attackers can move on to the next target.
- Prepare for the long term, but don't be afraid to call a truce when it makes sense. Sometimes you'll want to destroy another civ, and will stay at war until they're gone. Other times, you may just need to grab some important resources, then call a cease fire once you've got them. If you find yourself over-extended, arrange a peace treaty so you have 10 turns to bolster your military, then attack again when you're ready.
- Build a well-balanced, flexible army. Each unit has strengths and weaknesses, and you should know what they are. Don't go by the "strength" stat alone. An army consisting of knights, pikemen and longbowmen is much more powerful than an army of the same size containing only knights.
- Take a good hard look at your enemy's resources, and neutralize them as soon as possible. If your enemy has military resources like iron, copper, coal, oil and so on, get some fast-moving units to those tiles ASAP and pillage the enemy's means of production.
- Culture plays a huge part in any invasion plan. If you're attacking a well-cultured civ, their culture will make invading them difficult. The first few cities may not seem worth it, since they may still be overwhelmed by your enemy's cultural boundaries. When choosing which cities to attack, and in which order, make sure you have a plan to eliminate the enemy's culture-producing cities (like their capital) as soon as you can. This is especially important late in the game, when the enemy's culture has had lots of time to grow. When attacking a distant enemy that doesn't border on your civ, you may need to take several neighboring cities before you even see a dent in those cultural borders.
- As a corollary to the above: when you take an enemy city, your first priority is to build that city's culture as fast as possible. Theatres, libraries, temples, universities and so on should be the first things you build. You may need to construct a wall or other defensive structure early on, but don't use newly captured cities to build military units.
- Remember that all plans of attack are only good until the first arrow flies. It is a mistake to go to war without a plan, but it's also a mistake to hold fast to a plan that isn't working out. Stay flexible, and keep reserve units available where possible so you can react to events as they unfold.
-----
This will be second nature before long. Once your warmongering skills start to build, you'll find it easy and enjoyable to crush your enemy beneath the wheels of your chariots (or tanks, as the case may be)!