poprawkz
Chieftain
Espionage is your friend.
So you've made a CIA and you wanna find out what you spent all that time wasting shields for? I find this so highly amusing I cackle with glee out loud.
1: Plant a spy in the Civ of your choice, here are some tips on choosing -- a civ on your continent that is buffered from you by another civ, or a civ that is easily defended against, in example, through a single choke point, or a civ on a completely different continent that doesnt have a decent navy.
2: (OPTIONAL) Tell your spy to steal troop positions of the Civ in question (this makes it so much more fun if you are on a different continent.
3: Sign mutual protection pacts with his two closest neighbors, preferably with large armies that possibly pose a mild threat to yourself.
4: Tell your spy to attempt to expose his spy. This has a high chance of failure especially as a democracy government.
5: When it fails, plant another spy immediately, hopefully your spy will get caught, if so, send another. After about 3-4 spies usually the civ gets pissed off and declares war on you.
6: PAY DAY! Guess what, in terms with your MPP contracts you are about to have a Civ equivalent to a cage match. You will probably end up scoring big with this one because not only do you clean up by wiping out a civ and only doing a third (or none) of the work... but the other two civs now have weakened armies, over extended borders, and generally very little culture in their newly acquired towns, which means easy take overs for yourself.
Even more fun with Espionage...
A: Sign a right of passage agreement and a MPP with a Civ. Wait until 16-18 turns have passed on that agreement the begin moving your armies into his territory.
B: Position your troops at key locations, such as luxuries, or strategic resources, or my favorite, in a box pattern around each city (thats 8 troops per major city).
C: Pull off that little espionage stunt we just discussed. Use a spy to make another Civ try and whack you. Preferably one that has to pass through your 'friend' civ to get to you.
D: End the ROP and MPP agreement, just after your 'friendly' civ begins waxing the bad guys for ya... offer the civ you just PO'd some luxuries, a tech you dont mind losing, or whatever it takes to get an alliance vs. your old friend.
E: Let the pillaging begin! Now is the perfect time to signal your troops to decimate ever single road, irrigation canal, and resource hook up the computer civ has...and then proceed to reteat to a safer position whilst their two armies go nutzo on eachother.
I get no bigger thrill out of this game than causing massive havoc on the world, while my own country sits untouched by the other civs. Not to mention, the other civs are all GRACIOUS towards me while I cause them to shed eachothers blood. I especially like turning the tables 3 or 4 times by changing alliances repeatedly during a conflict. If the civ I want to win isnt winning, I change alliances, pull a little backstab, and presto, evened up the odds a bit.
Oh what a tangled web we weave...
So you've made a CIA and you wanna find out what you spent all that time wasting shields for? I find this so highly amusing I cackle with glee out loud.

1: Plant a spy in the Civ of your choice, here are some tips on choosing -- a civ on your continent that is buffered from you by another civ, or a civ that is easily defended against, in example, through a single choke point, or a civ on a completely different continent that doesnt have a decent navy.
2: (OPTIONAL) Tell your spy to steal troop positions of the Civ in question (this makes it so much more fun if you are on a different continent.
3: Sign mutual protection pacts with his two closest neighbors, preferably with large armies that possibly pose a mild threat to yourself.
4: Tell your spy to attempt to expose his spy. This has a high chance of failure especially as a democracy government.
5: When it fails, plant another spy immediately, hopefully your spy will get caught, if so, send another. After about 3-4 spies usually the civ gets pissed off and declares war on you.
6: PAY DAY! Guess what, in terms with your MPP contracts you are about to have a Civ equivalent to a cage match. You will probably end up scoring big with this one because not only do you clean up by wiping out a civ and only doing a third (or none) of the work... but the other two civs now have weakened armies, over extended borders, and generally very little culture in their newly acquired towns, which means easy take overs for yourself.
Even more fun with Espionage...
A: Sign a right of passage agreement and a MPP with a Civ. Wait until 16-18 turns have passed on that agreement the begin moving your armies into his territory.
B: Position your troops at key locations, such as luxuries, or strategic resources, or my favorite, in a box pattern around each city (thats 8 troops per major city).
C: Pull off that little espionage stunt we just discussed. Use a spy to make another Civ try and whack you. Preferably one that has to pass through your 'friend' civ to get to you.
D: End the ROP and MPP agreement, just after your 'friendly' civ begins waxing the bad guys for ya... offer the civ you just PO'd some luxuries, a tech you dont mind losing, or whatever it takes to get an alliance vs. your old friend.
E: Let the pillaging begin! Now is the perfect time to signal your troops to decimate ever single road, irrigation canal, and resource hook up the computer civ has...and then proceed to reteat to a safer position whilst their two armies go nutzo on eachother.
I get no bigger thrill out of this game than causing massive havoc on the world, while my own country sits untouched by the other civs. Not to mention, the other civs are all GRACIOUS towards me while I cause them to shed eachothers blood. I especially like turning the tables 3 or 4 times by changing alliances repeatedly during a conflict. If the civ I want to win isnt winning, I change alliances, pull a little backstab, and presto, evened up the odds a bit.
Oh what a tangled web we weave...