troytheface
Deity
- Joined
- Mar 26, 2002
- Messages
- 3,262
Using the theory of catastrophism coupled with the butterfly effect the idea is constant conflict- one thing slamming into another thing and this affecting everything everywhere else geared at disrupting enemy unit coordination while maximizeing yours - movement. A message that informs you of a disaster (catastrophism) is a signal to attack. If these messages are too few then one must create a catastrophic event- stealing an opponents entire work force and pillaging every resource in one turn is about as close to nukes (optimal) as you can get
Following the natural progression of conflict and expansion it is easier if one selects an aggressive civ. The key is movement coupled with brute force to reduce the enemy's angle of defense. (Atecs, Celts are two top examples)
Build every city on a hill. If you see a blue circle suggesting a better spot ignore it. The computer is forced to calculate and display that circle. Only build cottages on hills. Attack early, and raze all enemy cities especially if they have wonders to prove you are ruthless and don't need their greedy non military making hammered building. Then settle on a nearby hill and convert any cottages to farms unless they are on a hill.
Have open borders to look at everyone's cities and have a stack of mercenary uu's you can gift to a weak civ under attack at the moment of declaration. Attack multiple civs on multiple fronts in rapid succession and have a trireme navy of death. There should never be a moment of non-movement geared towards conflict and expansion. If building -espionage- and up the bar and spy all over the place like demons sabotaging and stealing techs and taking gold, every mission that is currently available. then pretend your an at peace civ and raze the U.N. -with a sneak attack to ensure that the Manhatten Project - the best Project in the game gets built by you. Sabotage and nuke anyone close to any kind of victory and plan a huge invasion that is secretly doomed anyway so if it fails you don't care because it was actually a defensive invasion (or defensive movement)
Select Guerilla or Woodsman or any movement promotions as with Triremes and any other attack naval units. Horse/Sword, Rifleman, Paratroopers are the best by test - in stacks with a spy on attack. No lumbering siege. If your army is bogged down your navy (airforce) should be attacking and if your at Privateers they should be all over the place, luring, pillaging, and blockading.
If there is one turn without an aggressive , expansive move then you have failed and deserve to die. Great Generals should always be attached to a unit and should always lead any attack even against poor odds. you get more anyway so what does it matter and it makes the computer calculate and use memory to put up a sentence saying he died.
The tech path and trade should be anything military related. Religion should be skipped - go for the Shwedagon Paya (free religion) and Statue of Zeus at the expense of all other early wonders. If you fail and someone else gets them then capture that city and raze it forcing the computer to calculate the loss of a wonder. If you make it to the late game try to get to Facism and Flight and compose your entire army of Paratroopers and upgrade old units to SAM's. Nukes, cruise missles and fighters/bombers fill in the gaps for offensive/defensive maneuvers. Your navy should consist soley of subs (cruise and tactical missles) attack subs and transports.
Following the natural progression of conflict and expansion it is easier if one selects an aggressive civ. The key is movement coupled with brute force to reduce the enemy's angle of defense. (Atecs, Celts are two top examples)
Build every city on a hill. If you see a blue circle suggesting a better spot ignore it. The computer is forced to calculate and display that circle. Only build cottages on hills. Attack early, and raze all enemy cities especially if they have wonders to prove you are ruthless and don't need their greedy non military making hammered building. Then settle on a nearby hill and convert any cottages to farms unless they are on a hill.
Have open borders to look at everyone's cities and have a stack of mercenary uu's you can gift to a weak civ under attack at the moment of declaration. Attack multiple civs on multiple fronts in rapid succession and have a trireme navy of death. There should never be a moment of non-movement geared towards conflict and expansion. If building -espionage- and up the bar and spy all over the place like demons sabotaging and stealing techs and taking gold, every mission that is currently available. then pretend your an at peace civ and raze the U.N. -with a sneak attack to ensure that the Manhatten Project - the best Project in the game gets built by you. Sabotage and nuke anyone close to any kind of victory and plan a huge invasion that is secretly doomed anyway so if it fails you don't care because it was actually a defensive invasion (or defensive movement)
Select Guerilla or Woodsman or any movement promotions as with Triremes and any other attack naval units. Horse/Sword, Rifleman, Paratroopers are the best by test - in stacks with a spy on attack. No lumbering siege. If your army is bogged down your navy (airforce) should be attacking and if your at Privateers they should be all over the place, luring, pillaging, and blockading.
If there is one turn without an aggressive , expansive move then you have failed and deserve to die. Great Generals should always be attached to a unit and should always lead any attack even against poor odds. you get more anyway so what does it matter and it makes the computer calculate and use memory to put up a sentence saying he died.
The tech path and trade should be anything military related. Religion should be skipped - go for the Shwedagon Paya (free religion) and Statue of Zeus at the expense of all other early wonders. If you fail and someone else gets them then capture that city and raze it forcing the computer to calculate the loss of a wonder. If you make it to the late game try to get to Facism and Flight and compose your entire army of Paratroopers and upgrade old units to SAM's. Nukes, cruise missles and fighters/bombers fill in the gaps for offensive/defensive maneuvers. Your navy should consist soley of subs (cruise and tactical missles) attack subs and transports.