Earlier today I started a game on Emperor as Egypt. Soon enough I am told, China is demanding 41 gold. I show Mao the door, he declares war, so my war chariots must be bold. (sorry, I've been reading the limericks thread). Germany and I share borders with China, so I contact Bismark and he agrees to a military alliance for which I pay 50 gold. Bismark should take Mao from behind and give me some time to build some war chariots, as I currently only have spearmen sufficient to defend my cities.
I guide some Chinese archers and swordsmen to the German cities and a couple of German cities are destroyed. While I'm coordinating this little distraction, I have built enough war chariots to attack China and I embark on a small offensive, capturing one city. By this time, 20 turns has passed since signing the german alliance and I contact Germany, expecting that he will charge me an arm and a leg to renew the alliance because he wants peace. But far from it, he will actually give me 20 gold and mathematics to continue our alliance??? I grudgingly accept this offer with a lighthearted "Hmm... It's daylight robbery but I'll take it!"
Soon after this, Babylon makes some ridiculous demand and declares war when I refuse. Babylon has no land route to me because Germany holds the one square land bridge between our two continents. So the worst attack I'll ever have to face is a galley with a warrior or two by the time I have modern armour. However, just to spite Hammurabi, I sign an alliance with Rome against him. Anyway, 20 uneventful turns pass and the alliance comes up for renewal. Again, I'm thinking it'll cost me to keep up the alliance, but I manage to get world map and literature from Rome in return for keeping up the alliance. Again, 20 turns later, Caesar pops round and will give me spices for 20 turns if I keep up the alliance against those dastardly Babylonians.
So in general, the strategy works like this:
1. Wait until a civ(preferably one far away) declares war.
2. Sign an alliance with 1 or more of their neighbours, regardless of how much it costs.
3. Watch their tech progress and growth grind to a halt as the warring civs tire each other out.
4. After 20 turns, sign the alliance again charging as much as possible.
5. Repeat every 20 turns until the target civ dies or signs peace breaking the alliance.
I guide some Chinese archers and swordsmen to the German cities and a couple of German cities are destroyed. While I'm coordinating this little distraction, I have built enough war chariots to attack China and I embark on a small offensive, capturing one city. By this time, 20 turns has passed since signing the german alliance and I contact Germany, expecting that he will charge me an arm and a leg to renew the alliance because he wants peace. But far from it, he will actually give me 20 gold and mathematics to continue our alliance??? I grudgingly accept this offer with a lighthearted "Hmm... It's daylight robbery but I'll take it!"
Soon after this, Babylon makes some ridiculous demand and declares war when I refuse. Babylon has no land route to me because Germany holds the one square land bridge between our two continents. So the worst attack I'll ever have to face is a galley with a warrior or two by the time I have modern armour. However, just to spite Hammurabi, I sign an alliance with Rome against him. Anyway, 20 uneventful turns pass and the alliance comes up for renewal. Again, I'm thinking it'll cost me to keep up the alliance, but I manage to get world map and literature from Rome in return for keeping up the alliance. Again, 20 turns later, Caesar pops round and will give me spices for 20 turns if I keep up the alliance against those dastardly Babylonians.
So in general, the strategy works like this:
1. Wait until a civ(preferably one far away) declares war.
2. Sign an alliance with 1 or more of their neighbours, regardless of how much it costs.
3. Watch their tech progress and growth grind to a halt as the warring civs tire each other out.
4. After 20 turns, sign the alliance again charging as much as possible.
5. Repeat every 20 turns until the target civ dies or signs peace breaking the alliance.