Darius
Smith, Wesson, and me
:tank: Down With Attrition :tank:
When I first joined here, I was shocked to not see things similar to my unfailing strategy anywhere. I dont want to sound pompous, but I think I have to put it out in the open. Some people mention the value of howitzers, but I stand firm that they should be the very center of your invasion strategy. I even wish to state the following blasphemy: you do not need a single plane in offensive action. First things first: take no military action until you have at least robotics, except for strong defense and defensive offense (i.e. fortified riflemen to defend and dragoons to counterattack against invaders). Meanwhile, devote all of your energy to peaceful things such as trade and science under democracy, and improvement of your land and cities. Be sure to eventually get the Great Library and Statue of Liberty; to all the others you can apply your own levels of importance.
Continue until your civilization is massive, with every occupied square covered with railroad & mining, or road & farmland. This may be as late as 1900, but dont fret. globe For those of your cities which have all the city improvements they need and nothing to do (hopefully all of them), start pumping out howitzers. If you improved your land and cities in anticipation of this period, you ought to have more than 70 shields per city, so you can make one per city per turn. As I said, dont worry about whatever time it is. Using this plan I once started producing troops in 1962, declaring war in 1991, and I had conquered the globe by 2017.
Meanwhile, look at the largest, most powerful civilization on the earth (do what you can to get their map, either by diplomacy or Apollo Program). Count out how many cities they have, and multiply that number by how many defensive units they probably have in them, probably around five in deity level. Then, take that number and divide it by two, the number of moves a howitzer has. Take that number and build that many howitzers, maybe with a few more to be safe. When this force is finished, build the following: 10-20 armor units to destroy anything in the way, such as cruise missiles or engineers, 10 or more engineers, and (optional) enough defensive units to defend each of the enemys cities after you conquer them, but you dont need this.
Then build sufficient transports, and a small veteran fleet to accompany them. Switch to fundamentalism using the Statue of Liberty. Bring the task force to next to a flat (grassland, etc.) square that is adjacent to a city which is not landlocked. Declare or provoke war. Empty the city with battleships, planes, and/or howitzers that youve landed onto the flat square (do this all in one turn, of course), and then occupy it. Send all of your transports into the city, so that you have them all active with two turns each. Then, send them out one by one, emptying (but not occupying!!!) each and every single enemy city accessible by railroad. If some cities are not connected, use your engineers to connect them, and empty them also. Once every city on the continent is empty, move one unit (preferably defensive) next to each one. Then, once these units are in place, occupy them. If you moved your occupiers into them each time, partisans would get in your way.
If the enemy was concentrated on one continent, railroads connected each city, and you did this right, then you should have annihilated their entire civilization in one turn. If they are on two or more continents, either destroy their partisans the second turn and move on or start with two task forces. Piece of cake. Now, Im sure you have lots of problems with this strategy, let me list all of its pros before you reply with your cons:
1. Speed: As you can see, it can wipe out an entire civilization (or even two) in one turn.
a. This eliminates the costs of preparing for and enduring a counterattack
b. This makes partisans obsolete
c. Their entire standing army that is in the field, and not cities, is made completely obsolete, as you bypass them and occupy the cities that support them. Suddenly their dozens of veteran tanks, ships, and stealth bombers seem pretty weak when they begin to disappear off the map.
d. The lack of a counterattack also can make your casualties be most likely zero.
e. Since you can leave with the entire task force intact, you can then move against the second largest civilization, with even more forces than you need, and then the third, and so on. Even if the last few civilizations are so weak they are spread out and with no railroads, you still can use your force effectively as there is no longer a threat from other superpowers.
2. Better Use of Shields: This is simply more efficient. It is quicker, and its greatest advantage is that you will never, ever, have to endure years of attrition with indecisive horse units, tanks, or planes. Imagine trying to take out a deity-level enemy in which all of their thirty cities have over 20 population units, six defensive units, all of the defensive city improvements, and a standing army inbetween with such indecision.
3. Get Ahead in Science: Another important note is that it allows you to invest the energies of your first 5900 years solely to science and self-improvement, while the rest of the world is pathetically wasting shields and gold on tons of ineffective units throughout history.
4. Win Even If You're Behind: If, for one reason or another, your enemy has gotten ahead of you in science, it doesn't matter. Even if they have future technology 15, howitzers are still invincible when attacking their cities.
5. Win Deity: While in chieftain you probably can win just by trotting some wussy horsemen around the globe, deity is different. It is almost impossible to attrit against most deity civilizations for centuries with premodern units and expect to win. This plan makes victory against the whole world absolutely inevitable, unless you screwed up and got conquered before you could discover robotics. Once you have mastered this method, any other difficulty level becomes a complete waste of time, I promise you. Ive even erased all my old chieftain and prince games, as I now realize how useless they were.
6. No Third World: The final advantage (that I can think of) is the matter of land improvement. Whats the point of taking over an enemy civilizations cities with dragoons, etc. around 1600 AD, only to find them devoid of improvements other than colosseums, and then also have to build a bunch of engineers to irrigate and mine around them. When you conquer enemies in the 20th century, their cities (assuming you are in deity, the only difficulty worthwhile) are packed with improvements, cash, and production, and their land is as modernized as yours is. This way, you almost never have a third world in your domination that you have to drag along.
For those of you who are new to Civilization II and cant even get past Prince, I recommend this to you; Im sure youll have beaten the deity game in less than a week. And for those of you who are experienced, attrition purists, I welcome your comments; perhaps a heated debate will give us all new ideas. The first issue I would hope is addressed is whether or not this is necessarily cheating, but dishonorable, because it merely takes unfair advantage of a flaw in the game. Plus it is the ultimate backstab, because the victim cannot turn around to retaliate. Also, it is in a way like cheating, because rendering of major game concepts obsolete and its ease sometimes makes the game boring. What do you think?
P.S. Speaking of obsoletion, Im buying Civilization III this very afternoon, and I fear that there is no such quick fixes there

When I first joined here, I was shocked to not see things similar to my unfailing strategy anywhere. I dont want to sound pompous, but I think I have to put it out in the open. Some people mention the value of howitzers, but I stand firm that they should be the very center of your invasion strategy. I even wish to state the following blasphemy: you do not need a single plane in offensive action. First things first: take no military action until you have at least robotics, except for strong defense and defensive offense (i.e. fortified riflemen to defend and dragoons to counterattack against invaders). Meanwhile, devote all of your energy to peaceful things such as trade and science under democracy, and improvement of your land and cities. Be sure to eventually get the Great Library and Statue of Liberty; to all the others you can apply your own levels of importance.
Continue until your civilization is massive, with every occupied square covered with railroad & mining, or road & farmland. This may be as late as 1900, but dont fret. globe For those of your cities which have all the city improvements they need and nothing to do (hopefully all of them), start pumping out howitzers. If you improved your land and cities in anticipation of this period, you ought to have more than 70 shields per city, so you can make one per city per turn. As I said, dont worry about whatever time it is. Using this plan I once started producing troops in 1962, declaring war in 1991, and I had conquered the globe by 2017.
Meanwhile, look at the largest, most powerful civilization on the earth (do what you can to get their map, either by diplomacy or Apollo Program). Count out how many cities they have, and multiply that number by how many defensive units they probably have in them, probably around five in deity level. Then, take that number and divide it by two, the number of moves a howitzer has. Take that number and build that many howitzers, maybe with a few more to be safe. When this force is finished, build the following: 10-20 armor units to destroy anything in the way, such as cruise missiles or engineers, 10 or more engineers, and (optional) enough defensive units to defend each of the enemys cities after you conquer them, but you dont need this.
Then build sufficient transports, and a small veteran fleet to accompany them. Switch to fundamentalism using the Statue of Liberty. Bring the task force to next to a flat (grassland, etc.) square that is adjacent to a city which is not landlocked. Declare or provoke war. Empty the city with battleships, planes, and/or howitzers that youve landed onto the flat square (do this all in one turn, of course), and then occupy it. Send all of your transports into the city, so that you have them all active with two turns each. Then, send them out one by one, emptying (but not occupying!!!) each and every single enemy city accessible by railroad. If some cities are not connected, use your engineers to connect them, and empty them also. Once every city on the continent is empty, move one unit (preferably defensive) next to each one. Then, once these units are in place, occupy them. If you moved your occupiers into them each time, partisans would get in your way.
If the enemy was concentrated on one continent, railroads connected each city, and you did this right, then you should have annihilated their entire civilization in one turn. If they are on two or more continents, either destroy their partisans the second turn and move on or start with two task forces. Piece of cake. Now, Im sure you have lots of problems with this strategy, let me list all of its pros before you reply with your cons:
1. Speed: As you can see, it can wipe out an entire civilization (or even two) in one turn.
a. This eliminates the costs of preparing for and enduring a counterattack
b. This makes partisans obsolete
c. Their entire standing army that is in the field, and not cities, is made completely obsolete, as you bypass them and occupy the cities that support them. Suddenly their dozens of veteran tanks, ships, and stealth bombers seem pretty weak when they begin to disappear off the map.
d. The lack of a counterattack also can make your casualties be most likely zero.
e. Since you can leave with the entire task force intact, you can then move against the second largest civilization, with even more forces than you need, and then the third, and so on. Even if the last few civilizations are so weak they are spread out and with no railroads, you still can use your force effectively as there is no longer a threat from other superpowers.
2. Better Use of Shields: This is simply more efficient. It is quicker, and its greatest advantage is that you will never, ever, have to endure years of attrition with indecisive horse units, tanks, or planes. Imagine trying to take out a deity-level enemy in which all of their thirty cities have over 20 population units, six defensive units, all of the defensive city improvements, and a standing army inbetween with such indecision.
3. Get Ahead in Science: Another important note is that it allows you to invest the energies of your first 5900 years solely to science and self-improvement, while the rest of the world is pathetically wasting shields and gold on tons of ineffective units throughout history.
4. Win Even If You're Behind: If, for one reason or another, your enemy has gotten ahead of you in science, it doesn't matter. Even if they have future technology 15, howitzers are still invincible when attacking their cities.
5. Win Deity: While in chieftain you probably can win just by trotting some wussy horsemen around the globe, deity is different. It is almost impossible to attrit against most deity civilizations for centuries with premodern units and expect to win. This plan makes victory against the whole world absolutely inevitable, unless you screwed up and got conquered before you could discover robotics. Once you have mastered this method, any other difficulty level becomes a complete waste of time, I promise you. Ive even erased all my old chieftain and prince games, as I now realize how useless they were.
6. No Third World: The final advantage (that I can think of) is the matter of land improvement. Whats the point of taking over an enemy civilizations cities with dragoons, etc. around 1600 AD, only to find them devoid of improvements other than colosseums, and then also have to build a bunch of engineers to irrigate and mine around them. When you conquer enemies in the 20th century, their cities (assuming you are in deity, the only difficulty worthwhile) are packed with improvements, cash, and production, and their land is as modernized as yours is. This way, you almost never have a third world in your domination that you have to drag along.
For those of you who are new to Civilization II and cant even get past Prince, I recommend this to you; Im sure youll have beaten the deity game in less than a week. And for those of you who are experienced, attrition purists, I welcome your comments; perhaps a heated debate will give us all new ideas. The first issue I would hope is addressed is whether or not this is necessarily cheating, but dishonorable, because it merely takes unfair advantage of a flaw in the game. Plus it is the ultimate backstab, because the victim cannot turn around to retaliate. Also, it is in a way like cheating, because rendering of major game concepts obsolete and its ease sometimes makes the game boring. What do you think?
P.S. Speaking of obsoletion, Im buying Civilization III this very afternoon, and I fear that there is no such quick fixes there
